Dr. Robotnik's Ring Racers Version 2.4 Release Candidate 7
Kart Krew Dev — Wed 22 October 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.
We want to thank all the dedicated players in our Discord server who have helped rigorously test these pre-release versions and provided valuable feedback so far, and to our community contributors who’ve helped fix issues reported by them. This testing period was an incredible success, and the game is all the better for it.
If you’re just arriving, please read the previous release candidate notes first! This page won’t list any changes made in prior RC versions.
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!
- Windows
- macOS
- Flatpak
org.kartkrew.RingRacersis available under the Flathub Beta channel only for non-stable releases. - GitHub Release Page
NOTE: There are still more fixes coming! However, we’ve already made enough changes that we’d like to battle-test the latest stuff while we work.
Core Gameplay
- Tethering now immediately stops while holding a completed Insta-Whip charge (previously 4-second delay).
- Heavyweights are more agile than ever, and their ability to make long-range slingshot overtakes is strong enough without also attaching a high-speed attack. This is meant to make Whip interactions a little more predictable by limiting the overall threat range.
- Activating Ring Bail while under the effect of Eggman Mark now detonates the Mark. (This will almost always kill you.)
- Moderately increased the top speed of players under the effect of Eggman Mark.
- Now that leaders can no longer Mark themselves, we’re free to sharpen the Eggman Mark’s double-edge. Pass to the leader at your peril!
- Reduced bot rubberbanding while cornering.
- Adjusted the appearance of infinite height tripwires.
- Stone Shoe’s chain distance has been shortened, and the shoe itself will now follow the player faster.
- The link change from RC6 was erroneously a cosmetic change only; it has been properly adjusted now.
- You can no longer use items while on a Bungee.
- Fixed irregularities in stat-based amp payouts, and improved amp gains for lightweight speed characters.
- Class C will be able to interact with Overdrive more regularly, and class G earns more speed for brawling.
- Fixed certain items sometimes paying out 0 amps in single-player modes.
Interface
- The chat window will not trigger bound actions on character keys, e.g. it will not take screenshots if screenshot is bound to the ‘H’ key. - !40
- When choosing a character or follower color in the player setup screen, the “Default” button will now also cycle in the profile’s selected character or follower color in addition to the skin default and character-opposite colors. - !34
- In the Cup Select screen in Match Race and multiplayer, you can now queue a whole Cup into the level queue - !11
- The rewind button when viewing replays now rewinds 10 seconds backwards instead of 5.
Accessibility
- In Reduce VFX, the silver duration-based player sprite flashing during Invincibility is disabled.
- In Reduce VFX, the flashing barrier around the player (distinct from the Sonic Boom effect) no longer draws.
- In Reduce VFX, the Sonic Boom barrier when below 150% of the current Sonic Boom threshold is semitransparent instead of rapidly flashing.
- In Reduce VFX, electricity above stage 2 drift boost charge no longer rapidly flashes.
Course Changes
- Fixed issues relating to missing Midtexture Infinite Height flag for Gems Museum, Motobug Motorway, Death Egg’s Eye and Angel Arrow Classic - #340
- The final shortcuts in Robotnik Coaster, Northern District, Cadillac Cascade, Gust Planet, 765 Stadium, Technology Tundra and Operator’s Overspace will now automatically be disabled in Duels (when there are 2 players).
- Resolved finish line/checkpoint line issues in Gigapolis, Blue Mountain 1, Blue Mountain 2, Dark Fortress, Green Triangle, Zoned City, Turquoise Hill, Ice Paradise, Azure Axiom, Aerial Highlands, Crispy Canyon, Operator’s Overspace, Gravtech Dimension, Quartz Quadrant, Water Palace, Blizzard Peaks, Las Vegas, Hot Crater, Blizzard Peaks Classic, Hidden Palace and Route 1980.
- Adjusted out-of-bounds areas (to prevent exploits) in Blue Mountain 1, Sky Sanctuary and Hot Shelter.
- Adjusted out-of-bounds areas (to prevent lost progress/trapped players) in Gigapolis, Spring Yard, Turquoise Hill, Ice Paradise, Aerial Highlands, Crispy Canyon, MEGA Bridge, Leaf Storm, Shuffle Square and Route 1980.
- Adjusted stray instant kill sectors in Roasted Ruins and Quartz Quadrant - #369
- Test Run
- Fixed a typo in the Midtexture Infinite Height section - #343
- Panic City
- Reverted first Tripwire to be a single texture.
- Sonic Speedway
- Redrew the finish line area, pulling up the mountains and narrowing the shortcut slightly to reduce issues.
- Autumn Ring
- Added blockplayers to match existing blockplayers walls around a Tripwire cut - #339
- Cadillac Cascade
- Fixed music credit for the primary song - #367
- Gigapolis
- Increased scale of first Dash Ring to remove gap.
- Trimmed part of an invisible death FOF at the second spiral.
- Hill Top
- Removed the Gray Spring near the start of the circuit.
- Marble Garden
- Reduced number of Flame Shield capsules in the mud room.
- Hard-Boiled Stadium
- Replaced items of the Sneaker and Bubble Shield capsules in the level.
- City Escape
- Reduced the value of the 5x Banana capsule to 1x.
- Labyrinth
- Replaced the items of the Sneaker and Invincibility capsules in the level.
- Sky Sanctuary
- Sunset Hill
- Moved the Blue Dash Rings, a few aerial ring capsules, and the Spray Can based on in-bounds changes - #360
- Fixed an issue where console prints were appearing because of an unused slope.
- Added one-way respawn line to some Tripwire cut exits.
- Changed charger panel to be three sneaker panel strips, trick upwards to reach the cut! Even the slowest Gear 1 warriors should make it.
- Added ceiling spikes to mitigate skipping straight to the Dash Rings with certain items.
- Boosted speed of later Dash Rings and adjusted the angle.
- Savannah Citadel
- The infamous spring setpiece has been reworked into a set of Dash Rings that more consistently send you towards the back-to-back diagonal springs with far less error than before.
- Umbrella Rushwinds
- Extended checkpoint linedefs.
- Avant Garden
- Upper route after the first set of clouds has recieved a significant rework. The path ahead has been moved to the left and the set of grey diagonal springs has been Tripwired off to require the use of a sneaker - #339
- Removed all stray Sneaker capsules.
- Vantablack Violet
- Fixed issues with sectors incorrectly marked as death pits.
- Adjusted geometry and shortcut setups to prevent exploits - #339
- Chaos Chute
- Added one-way respawn lines to Tripwire cut exits - #339
- Dimension Disaster
- Fixed an issue where the water wasn’t animating correctly - #337
- Walled off part of the area next to the second Tripwire to prevent taking the shortcut without an item.
- Daytona Speedway
- Ending spiral has been given invisible wall FOFs, and the surrounding wall is no longer instant death.
- Weiss Waterway
- Fixed issues with sectors incorrectly marked as death pits.
- Ice Paradise
- Sunsplashed Getaway
- Added one-way respawn line to the Tripwire toll gate exits - #339
- Technology Tundra
- Attempted to fix first shortcut slope to prevent bumping on slope - #339
- Operator’s Overspace
- Added blockplayers to a fence players could jump - #339
- MEGA Green Hill
- Setup conditional deathplanes to mitigate lost progress issues.
- Nightfall Dimension
- Adjusted area around a Tripwire to prevent an unintended shortcut - #339
- Voiddance Dimension
- Tweaked ring capsule payouts to deflate numbers.
- Added spike hazards to patch offroad gap.
- Cloudtop Dimension
- Fixed issues with shortcut waypoints.
- Gravtech Dimension
- Flipped last checkpoints to be visible under normal gameplay.
- Melty Manor
- Fixed checkpoint presentation issues.
- Adjusted multiple Item Capsules including removing several stronger capsules throughout the level.
- Quartz Quadrant
- Fixed issue with transparent textures being used in the wrong area.
- Haunted Ship
- Fenced around the area near the first Tripwire.
- Abyss Garden
- Adjusted level geometry to prevent unintended shortcuts - #339
- Abyss Gate
- Fixed issues involving fence midtextures that were not marked as solid.
- Fixed issues involving improper midtexture usage in the level.
- Vermilion Vessel
- Deleted one wall spring that could cause a softlock - #325
- Ramp Park
- Fixed issue with transparent textures being used in the wrong area.
- Added blockplayers linedefs to prevent checkpoints from being skipped.
- MEGA Star Light
- Moved lamp posts away from the diagonal springs.
- MEGA Sandopolis
- Sand slide now blocks off a large jump to anything but Pogo Spring users. Spraycan has been moved onto the slide.
- MEGA Aqua Lake
- Setup conditional deathplanes to mitigate lost progress issues.
- Increased landing strip of the final jump - #339
- MEGA Flying Battery
- Adjusted area around the checkpoint to mitigate lost progress issues.
- Sky Babylon
- Added one-way death line to prevent lost progress at start.
- Added blockplayers to the FOF fence inside a Tripwire cut.
- Kodachrome Void
- Adjusted various Banana and Sneaker capsules to have different values and/or items.
- Hot Crater
- Adjusted the geometry for the slope launch after the double loops to mitigate high speed related issues.
- Added more Red Springs and adjusted one of the walls at the spring elevator to mitigate high speed related issues.
- Shuffle Square
- A large amount of blockplayers and fencing has been taken to the level to smooth out racing on it - #339
- Cadillac Canyon Classic
- Added one-way respawn line to all Tripwire cut exits - #339
- Route 1980
- Adjusted level geometry to prevent waypoint exploits - #339
Fixes
- Players affected by Hyuudoro will no longer clash with other objects
- Items reflected via Drop Target now change owner to the owner of the Drop Target, allowing them to hit their previous owner and award amps to the Drop Target owner
- Orbinauts and Gachaboms can now waterski if their owner was capable of waterskiing at throw time
- Amp collection sounds now play sourced from the collecting player
- Amp awards will always be at least 1, fixing circumstances where they could be 0
- Fixed start line splits appearing during a certain encounter
- Fixed issues with map voting in dedicated servers that have been running for a long time. - !60
- Non-dynamic tunes remapped in ACS during a level are now restored after level exit. !24
- In Grand Prix, bots that replace No Contested bots will no longer appear with negative EXP. - !61
- Backup items are no longer moved into main item slot when an item is deployed. - !59
- Fixed overflows and underflows in item pickups - !51
- Fixed 1-character named replays crashing - !64
- The record time in Record Attack for an unlockable encounter now displays the Encore time when Encore Mode is enabled
- Sonic Boom sound effects no longer play when under the effect of Hyudoro
- Fixed inline
V_STRINGDANCEtexts having incorrect Y offset under certain circumstances - !65 - Replays are now correctly saved when changing maps for any reason other than a normal level exit - !63
- Hitting spikes in certain configurations should no longer result in effectively soft-locking - #65
- Fixed
botscanvotecheat being totally broken - #333 - Fixed checksum mismatch when loading an addon mid-level - #177
- Fixed typo in Addons Case Sensitivity description - #172
Modding
- Several Grand Prix-related data structures are now accessible in Lua - !39
- Some Amps-related functions are now accessible in Lua - !66
- Added ACS function
PlayerSkinRealName(opcode 321) - !13
Contributors
These community contributors helped with this release. Thank you!
- Eldog
- FreakyMutantMan
- FrivolousAqua
- hayaunderscore
- JugadorXEI
- skirlez
- Spring E. Thing
- Superstarxalien
- zander3312