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Emergency Parking Only — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
260 New Vehicles Added2025-03-03I've added two HUNDRED and sixty new unique vehicles to the game, each with five color variations. And that's not all! There's dozens of new car horn sounds, more variety in the screams of the falling, an updated game engine, and several tweaks to the levels' designs. The larger number of vehicles has enabled theming of which are used on a per-level basis. Be sure to check out the Farm and Substation Alpha to know what I mean here. You can expect that as new levels are added there'll be more like these to come, helping to keep each level feeling both distinct and cohesive. For all of you who didn't manage to get the Hats Everywhere achievemen
Update Notes for October 5, 20242024-10-05ACHIEVEMENT UNLOCKED - Add achievements! Now you can show off to all your friends that you've perfectly parked on the pirate level, launched a car into the clouds, and... uh... watched the tutorial video the whole way through. 😅 In any event, see if you can catch 'em all, and have a wrecking good time doing it. Cheers!
Update Notes for August 2, 20242024-08-02Fixes an intermittent network bug that caused tables to dance and ghost cars to take over the parking lots
Update Notes for July 30, 20242024-07-30Today's update is a bit of potpourri - just little pleasantries to help brighten your day! Breathe in the fresh scent of more visible level features (mines, spinners, etc.). Close your eyes and enjoy the feel of rebalanced ice levels. And repeatedly slam into the repulsor mine on Substation Alpha! Ok, so maybe I'm not the best at creating meditation guides, but I still hope the improved parking carnage can help you to relax. Enjoy! Full change list: Mines, spinners, etc. are now more visible, esp. when it's daytime Ice friction increased a little bit Scoring on Auto Curling adjusted downwards to reflect the easier time getting into the target
Invasion of the Robots!2024-07-24Everything nowadays is AI this, and AI that. Well, now the cars have brains, too! Not good brains, mind you. But still - self-parking cars are finally a reality. All of this to say: once you've honked to join, you can now check "Include Bots?" just under the "Start" button. Doing so will fill all empty slots with (somewhat dumb) AI players. Perfect for when you're trying to practice up before your next parking party, or when you can't manage the car crash that is scheduling four friends to play together. At any rate, enjoy taking out your robot-dystopian frustrations on these helpless little AI cars. I'm sure they won't remember it when the u
Update Notes for July 18, 20242024-07-18I'm back from vacation and have some treats for you! Those of you playing over the internet may have encountered a few glitches here or there, ghost vehicles, twitchy cars, etc. I'm pleased to say that the underlying networking library has been greatly improved, and these sorts of issues should no longer occur. Let me know if they do, though! I've also included some quality-of-life improvements to the end-of-level screen, mostly to give everyone a chance to see the scores even if one of your players keeps hammering on the horn. Coming up next will be the rising up of our AI overlords optional computer-controlled players for those of you who a
Update Notes for June 28th, 20242024-06-29Small, invisible update for today. I've fixed another potential culprit for the rare network desync bug. Do let me know if you're seeing problems with networking at all. Cheers! Update Unity Potential fix for network desync bug
Customization Has Arrived!2024-06-23You asked for it (literally!), you got it! The first suggestion to come through the feedback form asked for "car customization", leaving what that means in practice to the imagination. Following in the footsteps of many a game before this one, the first stab at customization is... *drum roll* Hats! Found under the "Customize" button on the main menu, you can now pick from over 70 "hats" and assign different hats to each vehicle. As is the way, this is only the first iteration on customization, so if you've got ideas on how to make this even better, be sure to use the in-game feedback button! This also serves as the first step towards an unloc
Update Notes for May 17, 20242024-05-17Always looking at your speedometer, wondering why it does what it does? Are you doing complex trigonometry to determine how high that mine just blasted your car? Today's update is just for you! The speedometer space now shows more details about what's going on in the game: is your car slowing down? Is it 50 meters in the air and climbing? Or are you just waiting around for the other slow players to finally wiggle into their spots? At any rate, check it out and let me know if you find it too distracting, or if the extra status info is welcome. Speedometer now shows more information about the state of each player's car
Update Notes for May 16, 20242024-05-16What's a good score for this game, anyway? I mean, obviously GotY 100% 10/10, but more specifically: what score should one hope to achieve on any given level? Well, wonder no more. Or, at least, less than before. Each level-end screen now displays a "par" value for the level. How did I come up with these? I played through a single cycle of the levels and recorded my score. Also, the values scale based on the number of players. So... get out there and beat the developer at his own game - literally! Par scores for each level Update Unity engine
Update Notes for May 15, 20242024-05-16I'm sure as you've been playing, you've thought to yourself - how did I actually do on that level? Well - wonder no more. The score screen now tells you how well you've parked, broken down by how many of wheels were in the space. Enjoy! Added stats to the end-of-level screen Reformatted end-of-level screen to be somewhat easier to read
Update Notes for May 14, 20242024-05-14"Ok, so spinning lights are kinda cool, but aren't there more flashy lights on some of these vehicles?" "Yep! And now they actually flash!" Enjoy! Remaining lightbar lights are now hooked up Unity engine upgrade
Update Notes for May 6th, 20242024-05-06Hang on... there's the sound of tires squealing as the cars skid around... but where are the skid marks?! Well, it turns out they were behind the cupboard the whole time. Enjoy your new, messier parking lots! Added skidmarks Updated Unity engine
Update Notes for April 30, 20242024-04-30Gamepads... you know 'em, you love 'em... and now you can select menu items with 'em! Also, keyboard navigation! Gotta love those arrow keys! Basically, cars are all about how to get from point A to point B, and now there's more ways to do that than just the mouse.
Update Notes for April 23, 20242024-04-24What do these things have in common: police cars, garbage trucks, and cement mixers? If you said "spinning lights on the models that aren't actually spinning lights in the game", you're both correct and a very strange person. At any rate, the lights have been updated and now all the spinning lights spin. And are lights. If players were to make a disco out of their parking lot it might get a bit flashy, so I've added a photosensitivity warning to the start of the game just in case. Safety first, after all! Today's build also includes some other minor improvements. Enjoy! Spinning lights on vehicles are now lights that spin Added PSE warning Ad
Update Notes for April 20, 20242024-04-21Did you ever wonder, like, what would happen if I were travelling at the speed of light in my car, and then like, turned on the headlights. Whoa. Find out today by visiting the brand new level: Substation Alpha! Beware of lower gravity, and don't get too high... like in space, or whatever.
Update Notes for April 18, 20242024-04-18Just keep buffing until it shines! Today's update is all about little tweaks and polish here and there. Building on the recent work to assign colors to players, the player joined indicator has been improved to also show this color. There's also a little something special that happens when multiple players launch a heavy vehicle at the same time. Past that, the Auto Curling level should now have performance levels on par with the rest of them. Keep on smashing! Additional performance improvements for Auto Curling Heavy indicator improved Added one new impact sound Improved player joined indicator
Update Notes For April 17, 20242024-04-17Today's build includes a couple of bugfixes, mostly focused on that slippy-slidey level, Auto Curling. * Improve performance on Auto Curling by ~33% * Adjust camera angle on Auto Curling so we can see the clouds again * Fix a network code regression related to inputs coming from the host Have fun sliding around in a much smoother way!
Update Notes For April 16, 20242024-04-16Today was spent inside, where there was an alarming lack of rainbows. So, instead, I added some colors to various UI elements in the game. Here's where to look for them: * Negative money is now color-coded red wherever it appears * Each player gets a color (seen next to the score while in-game) * The players' colors are used for the number over the cars, as well as for their spawners * Unrelated to color, the time waiting to launch was increased a little bit based on feedback that players were having some trouble finding their launcher in time There's more to come on the colors front, but I wanted to get the first bits out there so feedback c
Update Notes for April 15, 20242024-04-15Happy tax day! Be sure to release some of that latent tax rage (whatever the source) and smash some cars today. Today's update is small, just one bugfix related to multiplayer networking. Enjoy!
Update Notes for April 112024-04-11Today sees the addition of a brand new new-user experience! Ok, maybe it's not all that exciting to have a tutorial video that launches the first time you play the game, but I'm sure new players will appreciate it anyway. Click the 'How to Play' button in the top-right if you need to watch it again. New tutorial video New-user experience
Update Notes for April 8, 20242024-04-08I don't like having to wait so long between releases, but every once in a while it'll be necessary just due to the nature of software development. In this case, it was due to some much-needed refactoring of the way input is handled alongside its associated state machine(s). I'm happy with how it turned out, though, resolving many potential input-related issues and opening the door to better device support across the board. There's also a new way to share feedback about the game directly with me. Just launch the game and look for the feedback button in the top-right of the screen. Enjoy! New bug/feedback button, on main menu and major crash sc
Update Notes for April 1st2024-04-02I hope you all had a smashing April 1st! This year, the game's too nascent to participate in the chicanery, but we'll see what the future holds next year, I suppose. In any event, today got a lot of improvements and additions in, so enjoy! All vehicles have the new directional and tail lights Lighting glitches fixed when lots of cars are on-screen, esp. for levels like Y-Not Lighting improvements on Y-Not Players' Steam avatar now shows on the player indicator on the main menu screen Honking now highlights the speedometer as well, to make it easier to figure out which player you are if you forget Levels with bus stops now only spawn busses as
Update Notes for March 29th, 20242024-03-30Just a little one today with a lot of work behind the scenes: * A little more than half the cars now have the new lighting style (the rest coming soon) * Updated Unity
Update Notes for March 28, 20242024-03-29Today's update sees a bunch of cleanup related to lighting, and a couple smaller goodies, too. * Honking the horn now makes the car you're controlling easier to find when in multiplayer. * Some lights now respond to player input (with the rest coming soon). * New lighting throughout. I'm especially happy with the evening-time look. * New icons for the mine, spinner, and booster. These still need more work, but at least they're more visually distinct now. * Little flourish of cash whenever the value for a car goes up.
Update Notes for March 26, 20042024-03-27Hey... wait a minute. How come none of these cars have their lights on at night? That's really unsafe! Today's update fixes that. Safety first!
Update Notes for March 22, 20242024-03-23Just one thing for today. Well, 18 things. What I mean to say is that today was spent curating and adding 18 new music tracks to the game. Keep on groovin'! OK, OK... one bonus thing. Busses no longer incur a penalty when parked in a regular space.
Update Notes for March 21, 20242024-03-22Today's update adds a new level based on a real-world location, and makes the screams a bit more dynamic both in volume and in volume. Which is to say: there's more variety, and they're more responsive to what's happening in the game. New level: Magic Roundabout More screams Screams are more dynamic Update Unity
Update Notes for March 20, 20242024-03-21Today had a lot of wrestling with Unity, but nonetheless I was able to put together some exciting stuff: Updated Unity to version 6-beta Lighting and performance improvements for the Auto Curling level Auto Curling level now has a more curling-esque scoring scheme Reduced penalty for parking in the wrong type of space Mine explosions aren't as loud now Enjoy!
Update notes for March 19th, 20242024-03-19Situations have changed such that I can now work on Emergency Parking Only full-time, so hold on to your hand-brakes and get ready for more regular updates! Today's update switches out the networking to use Steam's native networking and lobby functionality. This means no more port-forwarding - just invite and play the way you'd expect. This also marks the launch of the official Discord Server, so drop on by to report bugs, request features, and hang out with the community. Happy parking!