Well, time for another update. This time I have quite a few new things to share that I think keep improving the game. As usual, some are related to driving, others to the menu screens, and of course there are internal improvements and bug fixes. As a preview of the rest of the article, I'll say that I think the main one is being able to drive with a steering wheel. Using a gamepad works fine but, even though it's an arcade game in terms of gameplay, the steering wheel makes it more fun and a bit more realistic. At least that's how it feels when I try it.
USB Steering Wheel, why not?
I'll start with what I just mentioned: you can now control the car with a USB steering wheel (on the Linux version). It's no longer just about the gamepad, although of course it's still available. In addition, the control configuration has been greatly improved. You can now calibrate both the steering wheel and gamepads. In fact, proper calibration is very necessary. When it's not set up correctly, there's a noticeable difference. In some tests I noticed that with the steering wheel poorly calibrated, I was several seconds slower.
Testing two new things
— Spirit of Eternal Racer (@SpiritOfRacer) April 2, 2026
🏎️ USB steering wheel support — because a racing game deserves a proper wheel
💥 New side crash animation — for when you "gently" kiss the wall or another car at full speed
Still WIP but it's coming together!#devlog #gamedev #indiedev #linux #retro pic.twitter.com/wnw1KvFG0V
Screens with more detail
But it's not just about controls. I've also worked on the aesthetics. In all the interface screens, there are now backgrounds that give a more attractive look (I hope). And if you're into that kind of detail, you might like the new garage style. In fact, what was previously a rather flat screen is now a garage where the cars you're selecting fit in quite nicely.

More realistic physics, yet again
On the physics side, I keep adding more realism. The car now collides with objects like fences, lampposts and trees (until now it only collided with other cars). It's not just about detecting the contact — a special animation is shown on impact. This effect uses all the car sprites (all angles) to simulate a loss of control.
Bug fixes and technical improvements
I don't want to bore you too much with this part. As important notes I'll just say that there was a bug that, under certain circumstances, made the last finisher of a race appear as the winner. On the other hand, the entire GUI system has been restructured to be more modular and reusable. This allows me to create screens much faster.
Closer to the next demo
Keep an eye on the project on Itch.io, there will be a new version soon and I'll need your feedback. You can also follow the project on YouTube and social media (X, Blue Sky) to stay up to date with the next updates.
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