endless driving zen
begin
2.4.1
This work is licensed under a CC BY-NC-ND 4.0 International License
2.4.1
3rd March 2026
- Small improvements to steering wheel detail
- Adjusted position of mouse control UI when in interior view
- Fixed pixelly randering of trees on mobile
- Fixed dashboard cruise control indicator being set for kilometres when units are miles
- Fixed boost button not working on gamepad
- Fixed odometer display digits overlapping when the odometer hits a multiple of 10
1st March 2026
- Added functional dashboards and improved interiors to all vehicles
- Reduced issues of bushes and grasses intersecting the interior
- Minor alterations to motor audio
- Different vehicles now have slightly different motor sounds
- Mouse input, if enabled, will now override controller input
- Added inputs for switching cruise control mode and autodrive modes
- Increased brake force for all vehicles
- Acceleration input is now linear (was mistakenly quadratic)
- Fixed certain settings not correctly updating when importing a profile
- Fixed an issue preventing some controller settings from properly saving
- Fixed an issue misreading controller trigger input as a button press
- Fixed issue with roadside trees dissolving in from nothing
22nd February 2026
- Patch: Fixed graphics settings not applying correctly
- Patch: Fixed crash when switching road width setting
- Patch: Fixed caching to avoid reloading textures between sessions
22nd February 2026
- Hills: Fixed an issue with the roadside ground shader on winter
- Hills: Fixed an issue causing occasional spikes in drystone wall position
- Hills: Fixed floating walls perpendicular to the road
- Hills: Added extra caution to autodrive when approaching bridge
- Hills: Fixed road markings sometimes being only half-shown
- Off-World: Fixed bug causing discontinuities in barriers
- Fixed bug preventing N key from being mappable
- Pressing enter in the world hash input box now triggers world generation
- Disabled settings page access during scene load to prevent load conflict bugs
16th February 2026
- Hills: Tweaking road shader parameters to reduce visible seams
- Off-World: Dust spray disabled in Low/Medium detail settings
- Fixed autosteer and autodrive modes after bug in 2.3.0
- Fixed various bugs causing fatal errors
15th February 2026
- Hills: Road textures improved and a range of paint markings added
- Hills: Improved LoD system for trees and environment chunks
- Hills: Small improvements to tree shading
- Hills: Fixed missing shadows on walls under trees
- Off-World: Upgraded ground shader and improved colours
- Off-World: Improved geometry for road and terrain
- Off-World: Added dust spray from wheels (on detail settings above Medium)
- Enabled shadow casting on off-road environment chunks
- Restored ability to set driver seat position on mobile (gameplay settings)
- Fixed bug allowing for manual acceleration override when entering autodrive
- Fixed setting for enabling/disabling steering wheel visibility
- Fixed environment loading issue that left some roadside chunks at low-quality
7th February 2026
- Hills: Added extra layers of detail to the ground shaders
- Hills: Altered colours and lighting for all seasons/weathers
- Hills: Improved roadside ground geometry
- Hills: Resolved texture scale issues for rocky outcrops
- Hills: General texture and detail upgrades
- Added extra lateral smoothing to road generator
- Altered steering input to be snappier
- Added center driving option for autodrive
- Fixed bug causing large spikes in the first section of road geometry
- Fixed minor UI bugs in controller mapping flow
- Fixed physics bug causing flinging when crashing into bridge walls
- Fixed issue causing empty grey bars in the sky at high FoV
16th November 2025
- Fixed occasional instant crash when changing road style or graphics settings
- Lowered minimum grip factor to 0.2
- Altered turn sign spawn logic for the differences in casual/winding roads
- Giving steer input now disables autosteer
- Fixed inability to brake in autospeed mode
- Fixed chevron sign spawn thresholds to have them return
- Fixed minor floating-pixels issue with deciduous tree textures
- Fixed issue preventing reversing in cruise control
- Fixed minor shimmering pixels issue around signs
- Fixed wall collision glitch caused by driving too far backwards
- Fixed initial section of road sometimes sticking high into the air
- Fixed brake audio running when airborne
- Reduced suspension audio effects on bike
1st November 2025
- Rewrote and improved physics for all vehicles
- Overhauled vehicle architecture in preparation for more vehicles, and vehicle configuration
- Fixed feel of RWD and FWD
- Added autosteer and autospeed modes to the autodrive
- Added one-pedal drive setting to gently brake whenever you stop accelerating
- Added camera controls for orbit/zoom in chase, and look-around in first-person
- Added speed-relative FoV effects to the chase camera
- Added toggle mode for steer lock
- Added configurable axis range setting for gamepad inputs
- Added brake sensitivity setting for controllers
- Improved touchscreen control feel
- Fixed rendering issues on mobile
- Fixed rendering issues on Firefox
- Fixed an audio bug where the boost volume was unlimited, causing issues at high speed factors
- Fixed various memory leaks in the scene regeneration process
28th February 2025
- Fixed all currently known cases of walls/trees overlapping the road
- Added logic to rebuild fields in certain circumstances when a long-lived environment tile is revisited
- Fixed issue of bridge geometry exceeding the end of the bridge, intersecting the ground
- Slightly increased the chance of gorse spawning high up on Hills
- Added permalinks to prior versions in the changelog (click the version number)
24th February 2025
- Added a max framerate setting
- Reworked render scale to use virtual pixel resolution by default with a native override toggle
- Fixed issue in ultra view distance where winter trees suddenly pop in on the horizon
- Fixed a fog distance issue with very high+ detail settings
- Fixed deadzone settings not being saved on refresh
- Fixed deadzone setting being ignored by raw steer override
- Fixed rare issue where the ground sticks up through bridges
- Fixed the app's icon for Apple devices
23rd February 2025
- Fixed many (probably not all) instances of walls crossing the road
- Altered parameters for skid-correction steering to reduce overcorrection
- Added a raw-input override for controllers, which disables all steer smoothing effects (useful for wheels)
- Steering wheel rotation setting now defines the full range of rotation, not half
- Moved simulation speed controls to debug mode only
- Render scales are now relative to device pixel ratio, not resolution
- Added error handling to catch roads that fail to generate
- Added reset-to-defaults for all settings and control mappings
- Move speed-relative steer limiter setting into the Controls settings
- Removed backdrop blur from touch controls for performance reasons
- Smoothed autodrive steering
- Increased anisotropy on road texture
- Slightly reduced silliness of the bike lean behaviour
- Slightly reduced volume of autodrive sound
- Longest/furthest journey stats now update live in your profile
- Fixed bug where needless concrete walls spawn nowhere near water
- Fixed bug allowing the road to rarely loop back on itself
- Fixed hard braking when enabling speed control at high speed
- Fixed UI being hidden when loading the game
- Fixed boost icon being stuck enabled in autodrive
- Fixed mouse input causing issues in free cam
- Fixed issue with decimal commas in numeric settings
- Fixed scrolling issue on Firefox
- Replaced missing app icons
22nd January 2025
- Overhauled engine for major performance and visual upgrades
- Added mobile and touchscreen support
- Added road width setting
Close
Slow Roads is a casual driving game all about finding peace in a long, scenic journey. No ads, no interruptions, and no end to the road. Set the weather to suit your mood, throw on some music, and just drive.
Coming soon to Steam! Visit store page
While Slow Roads is fundamentally designed as a lightweight web experience, and the web version will remain freely available, there's a lot of potential to go beyond the limits of the browser. Over the years I've also had a lot of requests for features which would break the core design of Slow Roads as a simple, quick get-away— and which would demand more time than I can give as a hobby. That's why I'm soon to be releasing an expanded version on Steam, featuring all the things that wouldn't belong in the web.
Targeted for the first release:
Combustion engine sounds and manual transmission
Expanded vehicle configuration for both physics and aesthetic
Optional traffic on the road
A scene editor which lets you craft your ideal road
Profiles for saving progress and customisations
Achievements
High-resolution assets
This first release is cautiously targeted for early 2026 - the goal is to get a simple version out soon and then, like the web version, continue to iterate long into the future. Solo dev can be unpredictable, though, so this date could easily slip to later in the year. Check the #dev-log channel on the discord server for the latest news!
Longer-term targets:
Extra graphics settings, including added features like post-processing effects
Extra locations and vehicles not available in the web version
Multiplayer game modes
Competitive/rally game modes (check out driftmas.slowroads.io!)
Enhanced scene editing tools for full world customisation
If this sounds good to you, please support me by wishlisting Slow Roads on Steam!
Slow Roads: Web Edition Purchase here
In the meantime, if you want to play the web version offline, you can find the downloadable Slow Roads: Web Edition available for a small price on the Slow Roads page on itch.io. This version won't receive the Steam-exclusive features, but does include the high-resolution textures unavailable on the web. Available for Windows, Linux, and MacOS.

If you want to transfer your progress and settings from slowroads.io to the Web Edition, you can download your save file from the Profile settings and upload that in the app.
Background
Hey, I'm Anslo, a generalist developer interested in 3D graphics and procedural generation. Slow Roads is my hobby project to generate endless scenic landscapes, packaged as a chill driving game. I made it partly as an experiment in procedural generation, partly to prove that browsers are actually quite capable at 3D, and partly to scratch a very specific itch to mindlessly drive forever, as a kind of active meditation.
I started the project in July 2021, released a rough version 1 in October 2022, then spent the last couple of years rewriting the engine from scratch into something much more powerful. The original goal has always been to support dozens of different locations, I expect to keep working on the game until I fulfil that. But, ultimately, my hope is that those in need of a simple escape will find it here.
Development Roadmap
Slow Roads is a living project under continuous development. Here's a look at what's coming in the next few months. As a solo developer, it's impossible to estimate when these features will be finished, but know that I'm working on the game every week. I post regular updates to the #dev-log channel in the Discord server, so check there for the latest.
Next up:
Development and release of the Steam version
Future goals:
Improved weather effects, including rain
Continued environmental detail upgrades, such as structures, buildings, and wildlife
Development of new locations
Development of new vehicles
Regular community events
Join the Discord or follow slowroads.io on Bluesky to keep updated and share feedback!
FAQ
Why do I get such a poor performance?
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How much will the Steam version cost?
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When will the Steam version be released?
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Will the web version still be freely available?
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Is there an offline version of the web game that I can play without an internet connection?
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What's the background on the game's development?
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Who's the developer?
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How and why is the web version free, and without ads?
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Have you thought about adding a competitive or rally mode?
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Why can I drive through trees, or glitch into the sky by going backwards?
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Why are all the cars electric?
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Can you add a radio or music player, or connect to Spotify etc.?
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I have a great idea for a feature, how can I tell you?
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Can I contribute to the development of the game?
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Can I have permission to host the game on my own site, make an app of the game with a web-view, or otherwise distribute the game myself?
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Will you make it open-source?
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Which tech/language was used to make Slow Roads?
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How does the environment generation algorithm work?
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I miss the old slow roads - is there a way to still play it?
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I miss a specific previous version - is there a way to still play it?
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Will there ever be a SR3?
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Contact
Email
hello@slowroads.io

Discord
Join the server here

Bluesky
Follow slowroads.io here
Attributions
Rendering library - three.js
Brand design - benj-design.com
Off-world textures - Nasa Perseverance
Brake audio - WavJunction.com on freesound.org
Ambient audio - InspectorJ on freesound.org
Tyre audio - fractanimal on freesound.org
Gravel audio - seth-m on freesound.org
Boost audio - YleArkisto on freesound.org
Suspension audio - ingudios on freesound.org
Collision sounds - jakobthiesen on freesound.org
Collision sounds - jakobthiesen on freesound.org
Collision sounds - SubwaySandwitch420 on freesound.org
Barrier scrape sound - eyenorth on freesound.org
Misc sound effects - HECKFRICKER on freesound.org
Thank you for playing