Dr. Robotnik's Ring Racers Version 2.4 Release Candidate

Kart Krew Dev — Thu 11 September 2025

Dr. Robotnik’s Ring Racers version 2.4 is just on the horizon!

This is a Release Candidate version; the design and features are mostly final, but since there are a lot of changes in this release, we’re making it available in a pending state to check for technical issues and critical bugs.

If you’d like to try out the newest features and fixes, and don’t mind running into potential bugs, please give this version a try; let us know if you run into trouble via GitLab or on Discord.

Download links

WARNING!

This is a Release Candidate build. You may encounter bugs, lose progress, or otherwise have weird stuff happen to you.

We recommend installing to a new location and backing up your save files (ringdata.dat, ringprofiles.prf, ringconfig.cfg). Installations upgraded to 2.4 cannot be reverted to 2.3; you MUST back up your data to do this.

BACK UP YOUR EXISTING INSTALLATION, OR YOU COULD IRREVERSIBLY LOSE EVERYTHING!

What’s New


Preliminary patch notes. May be incomplete.

Get Amped!

Ring Bail

Checkpoints

Duel Mode

Voice Chat

Team Play

Core Gameplay

Items

Battle

Time Attack ver.B

Massive kudos to everyone who pushed Chao beyond the limits of speed, finesse, and human sanity; the summit of competition has been equal parts awe-inspiring and concerning. Sadly, that level of imbalance isn’t fair to those who want to play their favorites—but we’ve had a great time watching everyone pull together and break the game one tic at a time. Now let’s see what you’ve got!

Interface

Singleplayer

Online

Challenges

Accessibility + Quality of Life

Fixes

Character Changes

Course Changes


Sunbeam Paradise, Controls - Automatically open the gate by the lighthouse when taking the shortcut, repairing access to some bonus material.

Sunbeam Paradise, Rings - Added extra dialogue and obstacles for a few new mechanics. - Fixed an incorrectly-tagged door, repairing access to some bonus material that broke before launch. - Improved directioning in the Spray Can Hall.

Sunbeam Paradise, Brakes - Adjusted a setpiece to make it easier to traverse, and adjusted the dialogue accordingly.

Sunbeam Paradise, Drifting - Added an additional setpiece to showcase one more technique.

Sunbeam Paradise, Springs - Fixed an issue where the incorrect control method for Tricks was being displayed in dialogue.

Test Track - Fixed an issue where the loop gates were off of the intended line by an extremely small value, which would occasionally cause desyncs.

Northern District - The bridge jump has been made slightly shorter, and now lowers on the final lap. - The ending girder shortcut has been given Tripwire and taller fence.

Sonic Speedway - Added more Sneaker Panels. - Removed some springs in the course.

CD Special Stage 1 - Sky animation will be completely stopped with Reduce Effects on.

Green Hills - Added Sneaker Panels to the spike pit shortcut. - Added Tripwire to the wall transfer shortcut. - Adjusted the jump after the spiral turn to be more forgiving.

Emerald Coast - Widened the circular split in the middle of the lighthouse section.

Storm Rig - Added several more rings along the corner of the spirals and immediately before the starts of each upwards spiral to give more resources to help scale the slopes.

Lucid Pass - Made the Dash Rings in the Tripwire shortcut stronger.

Withering Chateau - Removed the first Sneaker Panel at the start, and added another Sneaker Panel to the Tripwire shortcut with a few 30 Ring capsules to help make it faster than the main road. - Added several more rings near the ending to help reduce player frustration/lack of resources. - Extended the ending walls further towards the sides and added trees to help guide/prevent players from taking the shortcut too early and triggering the deathpit failsafe by mistake.

Cadillac Cascade - The Bubble Shield capsule has been replaced. - Added an additional item to the second itemset. - The final shortcut has been slightly redesigned to make it more consistent, and the main path has been adjusted to accomodate system-wide changes to Super Ring. The shortcut is now disabled on the final lap.

Rumble Ridge - Adjusted midtextures that were intended to be solid, but were not. - Moved an item set’s location.

Opulence - Adjusted geometry to be easier to traverse in some areas. - Removed the last shortcut. - Increased the size of some Sneaker Panels. - Adjusted some visuals, including a finish line banner.

Roasted Ruins - Added an additonal item set and increased ring placement. - Fixed Thok Barrier hole.

Mystic Cave - Extended the finish-line completely.

Obsidian Oasis - Lowered the fence midtexture near the spiral and added blockplayers to the linedefs to prevent shrink players from slipping underneath.

Isoland Island - Adjusted waypoints in the 3-beam section to improve bot traversal. - Removed a large set of unintended Sneaker Panels in the c-turn. - The Shield capsules in the shortcut at the upper level have been removed, and the Item Boxes in said shortcut are now Ring Boxes.

Gigapolis - Weakened the final shortcut, adding a Tripwire and new signage. - The ending turn was changed to be much more approachable. - Minimap has been updated to better reflect the track layout. - Fencing was added for the final section to improve player readability. - Removed most Ring capsules from the ending turn and replaced with normal Rings.

Bronze Lake - Reduced the amount of dash rings when exiting the underwater section.

Collision Chaos - Adjusted waypoints, spring positions and an itemset to mitigate an unintended skip. - Adjusted the underground section: The main path is wider, the shortcut is slimmer, and the maces have been adjusted to prevent players from getting stuck. - Removed the small blue spring shortcut, and replaced it with a smaller incentive. - Adjusted the waypoints and removed the deathpit in the middle of the spring elevator.

Emerald Hill - Adjusted the placement of all item sets. - Redesigned the tunnel shortcut to have an easier exit and be longer. - Adjusted spiral geometry to make them smoother to drive.

Azure City - Adjusted geometry such that the sidewalks would be too high on a specific slope, causing players to bump into it like a wall.

Joypolis - Replaced the ending shortcut’s SPB Capsule with a 60 ring capsule. - Resized dash ring near the ending spiral to prevent clipping through it by accident when driving near the edge. - Removed dash ring wall transfer shortcut as it leaded to consistent major exploits. - Reworked the ramp-into-Trick-Balloon shortcut near the spiral to just be a set of Trick Panels that lead into a Dash Ring.

Marble Garden - Reduced the amount of spikes in the course. - Adjusted the placement of several item sets. - Adjusted the geometry in mud area to make it easier to drive through when taking the intended route. - The downward spiraling turns at the end of the course were completely reworked to be wider and smoother to take. - The exit at the end of the course before the course loops has been reworked to no longer drop the player (it is still a vertical-wrap under the hood).

Silvercloud Island - The Invincibility capsules on the second shortcut have been replaced with Ring Boxes.

Sub Zero Peak - Added Tripwire to the first shortcut. - Extended the second shortcut’s Tripwire.

Launch Base - Fixed an issue where the flamethrowers sometimes wouldn’t hit players.

Chrome Gadget - Fixed an issue where the button would not be unpressed, and added an incentive to take it. - Adjusted object placements. - Brightened the entire map’s light levels by 32 units. - Blue Spring trap now respawns players.

Desert Palace - Adjusted itemsets and capsules. - Adjusted texture usage to better improve clarity.

Endless Mine Act 1 - Moved slope after first spring jump down to avoid bumping it’s wall at higher speeds. - Adjusted texture alignment on all of the wooden beams.

Hard-Boiled Stadium - Increased the size of Asterons.

Press Garden - Adjusted Item Box and Ring placements. - Adjusted geometry near the end of the circuit.

Palmtree Panic - Adjusted the Fault Point to have players start at the intended location when faulting out via deathpit or death in Position.

Scarlet Gardens - Removed the water puddle in the U-turn and extended the Tripwire out to the edge of said turn.

Star Light - Added wind effects to the appropriate sectors.

Metropolis - Reworked the entrance to the first Tripwire shortcut so that it’s clear what portion of it is safe to sneaker through.

Aqueduct Crystal - Removed the springs at the start.

Sky Sanctuary - Added downwards facing dash rings to end of Wind section. - Added extra FOF to wind section with stronger upward wind to help reduce wall bumping.

Hydrocity - Added a failsafe to the ledge before the finish line to catch players going in with stacked speed. - Moved up the ledge before the final Tripwire shortcut to prevent players from going underneath with Voltage Drop. - Removed Yellow Spring right after the final Trick Panel section to prevent players from using Spring Grease to phase through the Tripwire with a voltage drop.

Trap Tower - Bots will now attempt to properly respond to and attempt to avoid the spike wall cycle hazards.

Diamond Dust - The Iceblower midtextures are only solid from the axis that matches the direction they shoot in. - Tweaked hitbox size of the bumpers.

Blue Mountain Act 2 - Fixed visual issues in the final section. - Removed dash rings in the final section as they leaded to consistent major exploits.

Speed Highway - Fixed an exploit where players could fastfall before the last section and skip the entire glass-breaking sequence. - Spread out the blockade objects in the final section to be closer to the edges of the road so players can’t just go all the way to the side and avoid the hazard. - Replaced the Sneaker capsule behind the helipad’s Tripwire shortcut with a Double Jawz capsule.

Carnival Night - Increased the pickup range in the turbine setpieces to allow for grow-state players to take them more consistently.

Virtual Highway - Moved a blockplayers linedef such that it wasn’t directly intersecting with the road.

Spring Yard - Removed a handful of hazards, namely after some turns.

Death Egg - The map has been given a new music track. - Added chainspikes to some parts of the level.

Skyscraper Leaps - Adjusted the track geometry on the last set of turns to allow for players to take it easier. - Modified the track geometry throughout the level to reduce the amount of invisible walls used for when players overshoot jumps. - Adjusted the colormap.

Sunset Hill - Minimap has been updated to better reflect the track layout.

Quartz Quadrant - Removed the Grey Springs on the sides of the spiral turn.

Umbrella Rushwinds - Removed a Sneaker Panel to prevent easy access to a shortcut.

Vantablack Violet - Added Tripwire to the castle shortcut.

Dimension Disaster - The Red Springs near the end have been surrounded by a set of floor spikes. - Moved the second item set to be slightly further in the course.

Turquoise Hill - Added tons of banked turns to the higher sections of the circuit. - Added rings to the ending’s FoF turns. - Changed the final Sneaker Panel into a dash pad. - Widened the first indoors turn section. - Added cheese protection near the end and replaced a tree. - Altered the dash ring placement of the final shortcut.

Ice Paradise - Widened the intro slalom section. - Added rings and capsules to a couple of empty corners. - Modified the first Trick Panel shortcut to be more consistent.

Sunsplashed Getaway - Removed an itemset, moving the second further into the map. - Added proper terrain visuals and removed the offroad particles. - Updated the fence & tree visuals. - Added a finish line banner.

Sundae Drive - Added Tripwire to Sundae Drive’s small center patch of offroad towards the end of the map. - Removed the dash pad and adjusted the landing zone for the spring jump in Fae Falls to accomodate system-wide changes to Super Ring.

Azure Axiom - Removed Sneaker Panels that were too close to a shortcut.

Hanagumi Hall - Increased the speed at which the starting gate goes down. - Tweaked the arrow texture to fix mild discoloration issues in encore mode. - Removed capsules inside of the easter egg rooms, as players were using landmines to consistently reach them.

Crispy Canyon - Removed an itemset to reduce chaos from too many sets, moving the second further into the map. - Fixed waypoint issues with several shortcuts. - Removed a few cacti on the first S-turn. - Completely redid the first shortcut. - Changed Yellow Gprings to Grey Springs after the Trick Panel section.

Technology Tundra - The last shortcut is now disabled on the final lap.

Operator’s Overspace - Adjusted the first shortcut to better benefit players who try to enter it in the intended fashion and penalize players entering it via fastfalling.

Leaf Storm - Adjusted waypoints to make Self-Propelled Bomb chases more reasonable. - Fixed an issue with some visuals that was causing them to not display.

Cyan Belltower - Moved the Spray Can location. - Adjusted both Trick Panel areas to accomodate system-wide changes to Super Ring.

Water Palace - Adjusted waypoints to prevent players from abusing lightsnake to skip too much of the course too quickly.

Final Fall - Adjusted the layout on the final section to fix erroneous stair-janking as well as a ramp into the spring section. - Adjusted exit for first spring section for Gear 3. - Adjusted the first shortcut to improve accessibility.

Haunted Ship - The slope transfers have been given fences at their entrances. - Modified the final shortcut to be easier to enter, and overall stronger in general. - Doubled the size of the fences.

Robotnik Winter - Lowered pillars at the spring jump to prevent bumping into them. - Added fencing near the third shortcut to prevent unintended entry.

Abyss Garden - Removed the Jawz capsule near the beginning of the level.

Monkey Mall - Superseeded deathpit FOFs where nessesary to use Respawn Linedefs instead.

Blizzard Peaks - Fixed the normal path ice bridge by shallowing out the slopes. - Moved the rings at the Trick Panel section so players can actually hit them. - Buffed the second shortcut’s speed, making it quicker and requiring a fastfall. - Modified the first Trick Panel shortcut to be more consistent.

Chemical Facility - Adjusted the scenery in one of the u-turns in the outdoor section to increase visibility. - Adjusted several waypoints to reduce unintended jumps in CPU difficulty. - Chemical Facility’s CPUs have been known to be a significant difficulty spike. While they are still harder than a lot of other maps, they should be noticeably more reasonable now.

Coastal Temple - The ceilings in the tunnels have been raised. - Added fences to the bridge section.

Ramp Park - Increased the size of the diagonal springs that were attached to wall-transfer setpieces to catch grow and shrink players more easily.

Hydro Plant - Raised the height of the translucent surface of the floor pipes to be level with the surrounding slopes.

Las Vegas - Removed the Flame Shield capsule.

Autumn Ring - Extended bridge edge to prevent dash ring skipping.

MEGA Sandopolis - Removed an item set.

Thunder Lab - Fixed an issue where several walls were assigned the wrong texture.

Thunder Piston - Adjusted the geometry of the Trick Panel setpiece to better prevent players from forward tricking without a boosting item.

Cadillac Canyon Classic - Fixed music name to correctly denote English and European track listings. - The Dash Rings have been further moved out to reflect general system changes.

Blizzard Peaks Classic - Removed unnecessary springs, including some that softlock players. - Completely changed the ending section. - Removed a spring set in the slalom section. - Moved springs near the first slalom section. - Added directional lighting.

Lavender Shrine - Replaced the old spike hazards with the spears from the new version of the map so that players can observe and react to the cycles more quickly. - Removed stairjank sectors near the position area.

“Spikes”, “Steeple” - Adjusted waypoints to improve the pathing of the catcher.

“Gallery” - Correctly tagged the finish line for consistent visual effects.

Test Run - Added developer commentary radius actions to the render mode linedefs to better explain how each mode works. - Added new tutorial prompts for the new mechanics.

Modding

Please see the merge requests for details on new Lua functionality exposed; some are just too much to detail here!

Additional Contributors

These community contributors helped with extra assistance for this release. Thank you!