Dr. Robotnik's Ring Racers Version 2.4 Release Candidate 9
Kart Krew Dev — Sat 01 November 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.
Barring any severe issues, this is the last Release Candidate before final release.
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.
- RC1 patch notes
 - RC2 patch notes
 - RC3 patch notes
 - RC4 patch notes
 - RC5 patch notes
 - RC6 patch notes
 - RC7 patch notes
 - RC8 patch notes
 
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
 
Developer note: There are no further planned changes to gameplay before the final release of version 2.4. 2.4’s changes are “grouped up” because they all rely on each other; further balance improvements and fixes will be handled in smaller releases if necessary.
This testing period has allowed us to catch tons of issues before they go out to a wider audience. Thank you for your continued feedback and support!
Interface
- Added a warning when joining an online game with more than 8 players, or setting a game’s Maximum Players above 8.
- We’ve done our best to keep crowded lobbies playable, but Ring Racers plays better in smaller groups; higher playercounts lead to more last-minute scams or worse comeback chances, no matter how we tune things.
 
 - Auto Gear now requires a higher average rating to transition to Gear 2.
- If we had a quarter for every time we’ve heard an experienced player ask “wait, this is Gear 1?”…well, we’d have like two and a half dollars, but you get the idea. Gear 1’s comeback driving is much more forgiving for new players; now that it’s more fun for experts, too, we’d like Auto Gear rooms to accommodate new players more often.
 
 - Adjusted the Spindash reminder prompt to only appear while in Ring Debt, and appear less often when traversing offroad.
 
Fixes
- Fixed an issue where players could skip checkpoints in certain orientations while lightsnaking very quickly.
- Technical: This sucked
 
 - Fixed whip hitlag being applied even when you failed to damage anything.
- This could affect invulnerable map hazards like metal crates, or players who were already damaged from another source.
 
 - Fixed incorrect EXP/Ring totals during Relaxed Grand Prix.
 - Fixed “eliminate last” behavior still being enabled during Relaxed Grand Prix.
 - Fixed an issue where the logo wasn’t centered on the credits, and moved the musicdef to reduce obstruction.
 - Fixed incorrect display of fades during attract/credits.
 - Fixed/mitigated a crash during credits.
 
Course Changes
- Sonic Speedway
- Performed visual cleanup around the sector-scenery monitors.
 
 - Withering Chateau
- Adjusted linedefs to prevent unintended skips - #339
 
 - Rumble Ridge
- Increased floor spike application to deter lawnmowering.
 
 - Angel Island
- Added additional blockplayers to parts of the cliffs before the ramp jump.
 
 - Mirage Saloon
- Fixed an issue where intended death pits didn’t have a damage type associated with it - #339
 
 - Gigapolis
- Adjusted some Red Springs to improve visuals at the first jump.
 
 - Azure City
- Added one-way respawns to the toll-gate styled shortcuts.
 
 - Hard-Boiled Stadium
- Adjusted waypoints to mitigate crossover issues - #114
 
 - Motobug Motorway
- Fixed an issue where an Item Box was set to Permanent Ring Box.
 
 - Nova Shore
- Adjusted waypoints to mitigate crossover issues - #114
 
 - Virtual Highway
- Fixed an issue where intended death pits didn’t have a damage type associated with it - #406
 
 - Sunset Hill
- Various bits of visual cleanup performed on the level.
 
 - Azure Axiom
- Added one-way respawn lines for the toll gate shortcut - #339
 
 - Aerial Highlands
- Fixed a visual issue with the windmills in the level.
 
 - Voiddance Dimension
- Adjusted a checkpoint line to mitigate linedef-crossing issues - #339
 
 - Coastal Temple
- Fixed an issue where a secret would crash - #178
 
 - Mega Sandopolis
- Added Tripwire to the first shortcut’s exit due to the brevity of said shortcut.
 - Added more geometry to reduce the strength of going back for the Sneaker Panels near the end.
 - Added additional blockplayers to reduce the strength of Pogo Spring related shortcuts.