Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
And yeah, the lack of official multiplayer is a huge one. Being able to race or crash around with friends would add a whole new level of replayability. The physics engine is incredible, but the game world around it feels kind of empty and underdeveloped.
BeamNG has a solid foundation, but it’s missing the polish and systems that would push it into “best driving game ever” territory.
it puts on some weird dark filter.
2. Just use BeamMP to play with friends
3. Community requests aren't ignored, in fact, listening to community requests are one of the major reasons BeamNG has such a loyal fan base.
BeamNG is built on a entirely custom game engine, which makes it hard to implement things like weather and tire wear and stuff. Ultimately, BeamNG was never meant to compete with racing games. BeamNG is not a a "racing game". The devs are listening, they are adding tire wear and weather, its just going to take a while. Right now, the devs are focused on modernizing UI, cars, and giving more of an enjoyable experience with things such as the rally and career modes. These devs are one of the best devs a community could ask for. We get large update every season. Winter, fall, Summer, spring, The scintilla, Johnson valley, Sunburst remaster, the DuneKicker, the Aurata, constant west coast additons, These devs have added stuff like this consistently. In more recent updates, you can see that the devs are preparing for even bigger, even more game-changing updates. If that won't suffice, theres an even more devoted modding scene.
While it's true that BeamNG's developers have delivered consistent content and updates, the claim that BeamNG was "never meant to compete with racing games" overlooks the fact that its driving physics and vehicle simulation are precisely what appeal to sim racing fans. The idea that a custom engine makes implementing weather or tire wear inherently "hard" is misleading—many racing sims also use custom engines and still manage to feature complex environmental and mechanical systems. Additionally, while updates have been steady, core gameplay mechanics that are crucial for a richer driving experience—like tire degradation or dynamic weather—have lagged behind, despite years of player demand. It's not unreasonable to critique this pacing, especially when those features are central to immersion and realism. The presence of a strong modding scene, while impressive, shouldn't excuse the base game's limitations.