Municipal Ghosts
A kart racing down a road through a bamboo forest
Major update · Steam Playtest

Pre
season

The first season of Municipal Ghosts. Run six contracts a week, climb a twenty-step standing for prizes, and win tickets to race the crew's own ghosts. It comes with our biggest update yet: a drift that bites harder on entry, a Route Book told in chapters, a garage you earn, races that find you and ghosts that race you.

Scroll
  1. 01Contracts
  2. 02Standing
  3. 03Bosses
  4. 04Ranked
  5. 05Handling
  6. 06Route Book
  7. 07Garage
  8. 08Online
  9. 09Replays
  10. 10Dev note
01 · Contracts

Six jobs
a week

Open the Route Book and press Contracts. Each contract is a course and a time to beat, set by a ghost the crew recorded. Every player gets the same six, and a new board goes up each week. Try a contract as often as you like.

Grey · two a week

Beat the time

  • Finish within 8% of the crew ghost's time.
Amber · two a week

Run it clean

  • Finish within 5% of the crew ghost's time.
  • A wall hit ends the run. A brush does not.
  • Keep N2O lit for most of the run.
Red · two a week

Run it like the crew

  • Finish within 3% of the crew ghost's time.
  • No wall hits.
  • Keep N2O lit almost as long as the crew did.
  • Pays a boss ticket.

N2O uptime, not a budget

The game never asks you to save N2O. Amber and Red ask the opposite: keep it burning. The share you need comes from the crew's own run on that course, so it is fair on every track.

Your records are safe

Contract runs never write to the Time Attack boards. Throw a risky line at a Red contract without touching your best.

02 · Standing

Twenty
steps up

Your first clear of each contract adds points to your season standing: Grey 1, Amber 2, Red 4. Every six points is a step. The top step also needs six Red clears. Standing is earned only; there is nothing to buy.

Season mark

When the season closes, your final step stays on your record as your Preseason mark.

Any machine

Clears sync with Steam Cloud. A step you reach on another PC is paid the next time you open Contracts.

03 · Bosses

Three tries
at the crew

Clear a Red contract and it pays a boss ticket for that course. Use the ticket to race one of the crew's ghosts, alone, head to head.

A buggy at the finish line on the night grid
In game · the night grid

Who, not how fast

The boss card tells you who you are racing and where. It never shows their time.

A ladder of ghosts

Each course has up to three crew ghosts, each faster than the last. Beat one and the next one is waiting.

Tries are fair

A ticket holds three tries. A try is spent only when the race actually starts, never by backing out.

04 · Ranked

Find Race
keeps score

Press Find Race and you go straight into a race, with no lobby to wait in. Your finishing place moves your rating.

A rating, not a tier

Your first five races are provisional. After them you get a rating, shown on the Find Race panel and beside your place on the results board. There are no ranks or tiers yet: just the number.

Your own tune

Bring the tune you built in the garage. Only physics mods stay out of ranked races.

No dead races

Karts a lap apart pass through each other. A ranked racer who does not drive in the first 30 seconds is removed from the race and ranked with the racers who left.

Preseason is a Playtest season. Its contracts, prizes and length can still change, and so can anything you earn in it. We will say when it ends before it does.

05 · Handling

Throw it in

A drift now starts as a throw. The kart rotates fastest the moment you press, then settles into its angle, so the entry feels like a decision and not a slow push.

The Late Delivery kei truck in a drift at dusk, GREAT DRIFT on the HUD
In game · Overspool, dusk

Drift throw

The throw is quicker now. The stored entry torque lands within 0.3 s and the steering fades in behind it. After you release Shift, you keep more steering. Tok-tok, cuts and U-turns all start sharper.

J-turns

Reverse, hold the brake and drift: the nose swings round the way you point it, and the drift ends when you face forward again.

Karts with weight

Every kart now has its own hitbox, its own mass and a small handling character. Contact knows who is heavier. Kart 77 keeps the default tune.

Pull and draft

Trailing karts get half the catch-up pull they had, and the draft bonus is twice what it was. To close a gap, get into the slipstream of the kart ahead.

Drift recharging

If you press drift during its cooldown, a red DRIFT RECHARGING note and a cue tell you why nothing happened.

Fresh boards

Handling changed, so Time Attack and Drift boards start fresh. Your earlier records stay saved on their old boards.

06 · Route Book

Three crews.
Twelve routes.

The Route Book is now told in three chapters. Each belongs to a crew who drove these roads before you, and each entry is a route, a technique and two lines in that crew's voice.

A kart parked among cones under a vine-covered overpass
Chikurin Pavilion · Relay Union
Three silhouettes watching a lit tram line from an arcade
Last Tram Descent · Relay Union
A lit tunnel mouth on a wet mountain road
Relay Heights · Relay Union
A kart drifting past a substation with a lilac underglow
Tok-Tok Circle · Static Choir
A kart in a pipe hall lit teal and amber
Pumpworks · Static Choir
A kart racing down a warehouse street at night
Maintenance notes · Night Works
Two karts on a hairpin above a city in mist
Watanabe Pass · Night Works
A switchback road lit by streetlamps above a harbour
Linked exits · Night Works

Route Book art, as it appears on the entry cards in game

“Lights off under the gate. One short discharge. Nobody passes before the first marker.”Night Works · Watanabe Pass, first run
A Route Book entry card for The line we leave
Entry card
Route complete screen with sector times on a paper list
The list: your sector bests on paper

Relay Union

Route sheets. Practical, counts the strings out loud. Chikurin Pavilion, Sprint Dash, Last Tram Descent, Relay Heights.

Static Choir

Resonance. Engineers who argue about names. Tok-Tok Circle, Hairpin Chain, Pumpworks, Sasanami.

Night Works

Maintenance notes. Aliases and work orders. Fogline, Crooked Hill, and two runs of Watanabe Pass.

The Route Book archive with three opened drawers

The archive

Six drawers fill as you finish entries. The sixth stays sealed until the other five are full. Every entry is open from the first launch: the book suggests an order, it never locks a route. Close the last one and the results screen says so.

07 · Garage

Earn your
workshop

The garage is now an inventory. Start with a base set of karts, rims, drivers and paint, and earn the rest by racing. Nothing you earn makes a kart faster.

The garage inventory with the Late Delivery kei truck, level and Cells in the corner
In game · the garage inventory, with Late Delivery on the Overspool

Cells and XP

Finished Time Attack, Drift, offline and room races pay Cells and XP for each minute you race, so a short track pays the same per minute as a long one. Route Book entries, course bests and top-10 board places pay too.

Levels and drops

Every level pays Cells, and every fifth level adds a drop. Locked items still preview in the garage, so you can see what you are working towards.

Salvage and reroll

Got a duplicate? Salvage it for Cells, or trade three in for one new item.

Crates

The shop has a Crates tab. Spend Cells to open a crate of paints, boost effects, trails, drivers or karts, one at a time or ten at once. A crate never gives you an item you already have, and its odds are on screen.

Livery karts

A livery is now a kart of its own, with its own card in the Kart lane. Night Shift is one. Late Delivery is the Overspool kei truck in panel art, numbers and wear. A livery kart takes no paint.

Three new rims

Sable Works, the shop, now sells three rims of its own: Atelier, Filigree and Nocturne, under a WHEELS row.

Stock and Gloss

New players start with Stock paint in every colour. Gloss paints are earned, and the paint crate holds them.

An indoor garage

The garage is now an indoor room, with a clearer Kart performance panel. Point at a stat to see what it does.

A new Home

Home has a new layout. Ranked racing sits on top, then the Race and Customize groups. A notification bell holds season news.

Loading screens

A loading screen now shows the track you are about to race, a ghost lap of it and a driving tip.

Your paint, everywhere

Rooms now carry every player's paint and livery. Rival karts, seat cards and spectators show them as their owners chose.

Your music

Settings > Audio > My Music plays a folder of your own MP3, FLAC and WAV files on the station instead of the album.

08 · Online

Races that
find you

Join the online race queue with one click and keep doing what you were doing. A plate at the top of the screen counts the wait. When a match is found, a sound plays and you join the race at once.

The main menu with the party panel open
Parties and chat from the main menu
The Race Found card offering a seat in an online race
Find Race: a match is found
A full field of karts drifting into a corner at dusk
In game · a full field at dusk

Find Race

An opt-in queue that matches you with players near your standing. A sound plays when a match is found, and you join at once. After the race, Auto-requeue takes you to the next one.

Call for racers

Ask everyone online to join your room. The call also reaches the players' Discord.

Invite links

Copy invite link gives you a Steam link to your room. A friend who clicks it in Steam chat starts the game and joins you.

Ghost field

Turn on GHOST FIELD in Time Attack to race up to three other players' board ghosts at once: the times just ahead of yours.

Rival watch

When someone passes your Time Attack time on Steam, the game tells you who.

A bigger room

Rooms seat up to 16 racers. Race a points Series or a Red and Blue Team series. The race starts when everyone is ready, and the host can ask the room to ready up.

09 · Replays

Watch it back

The replay viewer gets a camera list, a trackside broadcast camera and two ways to read a line: your path as a string of ghosts, and the full lap painted by speed.

Four cameras

FOLLOW, TRACKSIDE, TOP and FREE on keys 1 to 4. TRACKSIDE cuts between posts along the recorded line, like a broadcast.

Path and line

B shows the PATH: a ghost every 0.25 s over the last 3 s. M shows the LINE: the whole lap coloured from slow to fast, with a km/h key.

Save any race

SAVE REPLAY works in every build, online races included, and races from older handling versions stay in your history.

A kart on the neon proving ground beside cyan and lavender kerb blocks
In game · new kerbs on the proving grounds

Calmer proving grounds

The lit bars that crossed the road every 10 m strobed at speed. They are gone. Alternating cyan and lavender kerb blocks carry the speed cue along the edges instead, and Tok-Tok Circle and the other proving grounds get a start and finish checker.

Patch notes

Everything new

Preseason
  • Contracts: a weekly board of six, the same for every player, two each of Grey, Amber and Red. Open it from the Route Book.
  • Grey: finish within 8% of the crew ghost's time. Amber: within 5%, no wall hits, and N2O lit for most of the run. Red: within 3%, no wall hits, and N2O lit almost as long as the crew.
  • Contract runs never write to the Time Attack boards.
  • Season standing: twenty steps. A first clear adds Grey 1, Amber 2 or Red 4 points; six points make a step, and the top step also needs six Red clears.
  • Each step pays 100 Cells and 1,000 XP, and every fifth step a paint. Steps 5, 10 and 15 pay a drift track, wheels and a driver; step 20 pays a kart, a super-rare paint and a boost effect.
  • A Red clear pays a boss ticket: three tries at a crew ghost on that course. A try is spent only when the race starts.
  • A welcome card explains the season the first time you open Contracts, and HOW IT WORKS on the board opens it again.
  • Find Race is rated: five provisional races, then a rating that moves with your finishing place. No lobby; bring your own tune.
  • In ranked races, lapped karts pass through the leaders, and a race nobody is driving ends after 30 seconds.

Time Attack and Drift records start fresh in this update. Earlier records stay saved on their previous boards. Update to race online.

Handling
  • A drift entry is a throw: the entry rotation lands at once and the steering torque fades in over 0.3 s.
  • Reversing into a drift with the brake held is a J-turn. The drift ends when the nose comes round.
  • Throttle in a tail-first slide now brakes it instead of driving it backwards past N2O speed.
  • Every kart has its own hitbox and mass, and contact accounts for weight. The garage shows each kart's stats.
  • The drift throw is quicker: the entry torque lands within 0.3 s.
  • You keep more steering after you release Shift.
  • Catch-up pull is half as strong. The draft tow and draft boost are each twice their previous bonus.
  • A refused drift press shows DRIFT RECHARGING with its cue.
  • The drift note quotes the speedometer's km/h and appears the moment the slide ends.
  • Sideways slides are looser at the rear and catch eased in with the angle, so a held U-turn settles evenly instead of snapping to a stop.
  • A slide settles at 110° instead of spinning past sideways, and a wall hit keeps your heading.
  • Holding a cut starts a new drift, and drifts have no cooldown.
  • Boost steering is gentler.
  • Press boost up to 50 ms before the running N2O ends and the next one fires the moment it does.
Route Book
  • Three chapters (Relay Union, Static Choir, Night Works) with twelve entries, seven of them new. Your existing completions carry over.
  • Each entry card shows its chapter, heat, the technique it teaches and two crew lines. Crew slang appears only after the entry that teaches it.
  • New illustrated entry cards for every route.
  • Results show the route's list: the sector bests of your best lap.
  • An archive of six drawers fills as you complete entries.
  • Closing the last open entry celebrates a closed Route Book.
Garage and progression
  • The garage is an inventory. A base set is unlocked; other items show as locked and still preview.
  • Races pay Cells and XP by the minute raced. Route Book entries, course bests and top-10 board places pay too. Levels pay Cells, with a drop every fifth level.
  • New players start with Stock paints and earn Gloss.
  • Salvage duplicates for Cells, or reroll three into one.
  • Shop crates: open crates of paints, boost effects, trails, drivers and karts with Cells, one at a time or ten at once.
  • Liveries are karts of their own: Night Shift, and Late Delivery on the Overspool.
  • Sable Works sells three rims: Atelier, Filigree and Nocturne.
  • New boost effects: Harmonic and Calibre.
  • Your seat card shows your own paint.
  • The garage is an indoor room, dressed for every angle of the camera, with a clearer Kart performance panel and a hint for each stat.
  • Item tiles stand on a studio floor in soft light, and kart pictures are re-lit to match.
  • Paints share one tray with filters for finish and colour. Tune is a lane in the tray, with a TEST DRIVE button.
  • The garage rail groups items as BUILD, APPEARANCE and DRIVER, and a boxed SHOP button sits at its foot.
  • Items you have not looked at yet carry a NEW tag. A Route Book drop links to VIEW IN GARAGE.
  • The shop lets you TEST DRIVE a kart you do not own on Windward Coast, and shows how it compares with your equipped kart.
Online
  • Find Race: a one-click, opt-in online race queue with a plate at the top edge of every screen and a rated standing.
  • The online start boost is the same at every ping.
  • Call for racers invites everyone online to your room, and posts to the players' Discord.
  • Copy invite link gives a Steam link that starts the game and joins your room.
  • Rooms carry each player's paint and livery to every other player.
  • New room screen: start gate, header, seat labels and rail. Start needs everyone ready, and the host can ask to ready up.
  • The party invite is hidden for players already in your party.
  • Moving walls collide correctly in an online room's first seconds.
  • Series: race First to 50 or First to 100 points in a room, with a points chart, series standings on the results board and in the race, a track card before each start and a champion photo at the end.
  • Rooms seat sixteen racers on a 4×4 grid. Watchers get a WATCHING list.
  • The room has a NUDGE button for racers who are not ready, and START ANYWAY on a one-second hold. A rule change clears everyone's ready mark except the host's.
  • Other players' levels show beside their names in rooms and results.
  • Seat menus carry STEAM PROFILE and MUTE IN CHAT. Drag a seat's picture, or use the right stick, to turn that kart.
  • When Find Race finds a match, a sound plays and you join at once. There is no ready check.
  • Auto-requeue on the ranked results takes you to the next race. Turn it off to go Home instead.
  • A ranked racer who does not drive in the first 30 seconds gets a warning at 20 seconds, then is removed and ranked with the racers who left.
  • Team series: Red and Blue race a best of 3, 5 or 7, with a team board in the room, team standings after each race and a team champion screen.
  • The host can close and reopen empty seats, and STOP RACE ends a race under way for everyone with nothing scored.
  • Pick the studio backdrop behind your kart in the room from Warm Concrete, Night Asphalt, Oxblood, Slate and Chalk, or keep the default Teal Cove.
Time Attack
  • GHOST FIELD races up to three other players' board ghosts beside your chosen ghost.
  • You are told when another player passes your Time Attack time.
  • Race setup has a GHOSTS switch: AUTO races the board entries just ahead of your best, OFF races none. The race shows VS GHOSTS standings and your gap to the target.
  • The board stays current after you set a new record.
Replays and spectating
  • Camera list with FOLLOW, TRACKSIDE, TOP and FREE (keys 1 to 4).
  • PATH (B) and speed-coloured LINE (M) overlays.
  • SAVE REPLAY in every build. Older recorded races stay in your history.
  • Spectators see the watched racer in their own kart, driver and paint, with smoother motion.
Courses, audio and menus
  • Proving grounds: cyan and lavender kerb blocks replace the strobing cross bars, and a start and finish checker is drawn.
  • Fogline's street blocks stay in bounds for the out-of-bounds reset.
  • Settings > Audio > My Music shuffles your own music folder.
  • Home has a new layout with Race and Customize groups, and a notification bell for season news.
  • Loading screens show the track, a ghost lap and driving tips.
  • The course picker header no longer overlaps the course count, and the main menu card is fully clickable.
10 · A note from the workshop

Where we are

Municipal Ghosts has been in an open Steam Playtest since September. In that time we have shipped a new build most weeks, and nearly every one changed because of something you told us: in Discord, in a crash report, or in a replay of a drift that went wrong. The game is unfinished and you play it anyway, and then you tell us what is fun and what is not. Thank you. A racing game lives or dies on how it feels in your hands, and we cannot find that alone.

So we want to tell you more about what we are working on, and why.

This autumn we rebuilt the drift model from the ground up. The old one had grown too many special cases. The new one is a few simple rules, and tok-tok, cuts and U-turns all come out of the same physics on every kart. This update keeps going in that direction: the drift entry is now a throw, reversing gives you a real J-turn, and every kart has its own weight. Each handling change resets the Time Attack boards, and we do not take that lightly. Your old records stay saved on their old boards.

Earlier updates mostly did one big thing. This one is several pieces of work that ran side by side: the Route Book chapters, the garage, the new online systems and the replay viewer. Some of it is early on purpose. Cells, levels and the inventory are the part of a game that is hardest to get right on paper, and we want to shape them around how you actually play before the game is finished. Expect the numbers to move.

Preseason is the first time the game has a season. Contracts, standing and boss tickets give you something to chase every week, and they are the part we most want to hear about: too hard, too easy, a contract you hate. Preseason is a Playtest season, so its rules, prizes and length can still change.

Other things are more experimental. Find Race is switching on in stages while we watch how it behaves. Ghost fields, physics mods and the track editor are ideas we like a lot, and they will stay if they keep earning their place.

Then there are things we know matter and have not reached yet. Some courses still wear early scenery. Rivals need a rebuild for the new handling. Steam Deck and Linux support is experimental. These are on the list for the next updates, alongside more courses and karts.

Thank you for racing with us. If you have not yet, add Municipal Ghosts to your Steam wishlist, and come and find us in Discord.

Dead Air Works