endless driving zen
begin
v2.0.0
This work is licensed under a CC BY-NC-ND 4.0 International License
Prefer the old version?
Find it at old.slowroads.io
from topograph.io © 2025
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.
Welcome to Slow Roads 2.0
When Slow Roads first released in October 2022 it was more of a tech demo more than a game, and it showed. Aside from the simple graphics, the codebase was messy, performance was poor, and adding new features was a nightmare. So, since 2023 I've been gradually re-writing the entire engine from the ground up to be more stable, better optimised, and much easier to work with. And I changed a few textures.
New in version 2.0:
A new environment engine which loads faster, runs better, crashes less often, and is more flexible
Overhauled graphics with new textures, shaders, and lighting effects
Single-track roads, plus a new road width setting
3D trees and improved foliage systems
Mobile support

At long last, I feel that version 2.0 realises of the original vision I had for what Slow Roads could be— but these roads are endless, and this is just the beginning. There's much more that I want to do, and with the new engine I'm looking to pick up the pace. From this point on I'll be aiming for small, weekly updates, gradually building out all the new locations, vehicles, and environmental details I've been planning since day one. If you want to follow along, make sure you join the Discord and follow slowroads.io on Bluesky!
Coming soon to Steam! Visit store page
Slow Roads is fundamentally designed as a lightweight web experience, and that won't be changing, but 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:
A scene editor which lets you craft your ideal road
Vehicle customisation, including colours and engine sounds
Expanded vehicle configuration settings for more control over the physics
Profiles for saving progress and customisations
Achievements
High-resolution assets
This first release is cautiously targeted for April 2025 - the goal is to get a simple version out soon and then, like the web version, continue to iterate long into the future.
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
Enhanced scene editing tools for full world customisation
If this sounds good to you, please support me by wishlisting Slow Roads on Steam!
Development Roadmap
Next up in 2.0.1:
Stability upgrades and bug fixes from 2.0.0
Small environmental detail upgrades
Small UI/UX upgrades
Near-term goals:
Detailed vehicle interiors, including passenger seats and dashboard displays
Vehicle physics review, especially for the bike
Development of a third location
Rainy weather effects
Time-of-day rework to allow for daylight cycles and directional lighting
Continued environmental detail upgrades, such as wildlife, buildings, and improved ground shaders
Continued performance optimisation
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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What's the background on the game's development?
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How and why is the game free, and without ads?
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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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I have a great idea for a feature, how can I tell you?
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Who's the developer?
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Can I contribute to the development of the game?
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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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When SR3?
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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