This page gives an illustrated overview of two decades of development of SuperTuxKart, a journey from a very limited game to a sophisticated modern game with engaging gameplay and pleasant visuals.
A complete history of SuperTuxKart could fill an entire book: if you are interested in all the small details that don’t fit here, you can explore the sources listed in the additional references at the end.
Sisu
- TuxKart
- The Early Days
- Rising Recognition
- Classic Era
- Antarctica
- Modern Era
- SuperTuxKart Evolution
- Additional References
TuxKart
The Early Days
In 2006, Joerg Henrichs (a.k.a. “Hiker”) picked up SuperTuxKart. Without any involvement of the original game designer, who was not interested anymore, or of the Game of the Month project, he fixed outstanding bugs and performance issues. He didn’t know at the time how far the journey he was embarking on would take him.
With the help of Eduardo “Coz” Hernandez Munoz, a first public release of SuperTuxKart, as version 0.2, was done in September 2006. This new beginning marked the birth of what was to become open source’s most influential and recognized game.
In May 2007, version 0.3 was released. It added various features and bugfixes, but of particular interest are MacOSX support, support for OpenAL, which constitute the basis of SuperTuxKart’s audio to this day, and the addition of the bomb, which is still among the potential penalties karts can get when driving through bananas in modern versions of SuperTuxKart.
Rising Recognition
Version 0.5 was released in May 2008. It included many improved tracks, unlockable challenges, as well as a new game mode: Follow-the-leader.
It also featured new translations with a new automatic detection of the operating system’s language: since its early days, localization was an important part of the SuperTuxKart project, with the goal of a game that could be played in someone’s native language. Over the years, many new languages would be added to the game’s translations, but the fundamental aim of making STK accessible to more people was unchanged.
SuperTuxKart’s notoriety quickly rose with positive view from the Linux and Tech press. For example, in 2007 FullCircle magazine named it as part of its top 5 of Linux racing games and Linux Journal praised the game’s fun and colorfulness, while in 2009 TechRadar listed it as one of the best Linux games.
During the same period, SuperTuxKart quickly got a position of choice in the package managers of several major Linux distributions, including Ubuntu.
At the time, SuperTuxKart’s gameplay was underwhelming. For example, to mention only some of the salient issues in SuperTuxKart 0.5 that are very apparent after having played newer versions:
- Physics were clunky, with collisions being very punishing,
- Slowing down didn’t actually help to turn sharper, which was very unintuitive and unfun,
- Off-road penalties were often way too punishing,
- The powerup variety was quite limited,
- The general speed of the game was slow, with a lack of additional mechanics to keep the player engaged.
Viewed through this lens, the widespread acclaim and promotion SuperTuxKart received at the time shows how starved the Linux world was of good games.
In contrast with purely software projects, games require a vast array of different talents. Coordinating efforts from coders and artists into a common and coherent vision is a challenge few open-source games manage to meet. SuperTuxKart was very much one of the most successful, but this difficulty was very much present.
Classic Era
The transition to Irrlicht
Until that point, SuperTuxKart had relied on PLIB for its graphics. However, the library had received no update since early 2008, and what it could achieve was getting increasingly far from the capabilities graphics cards offered.
This made the switch to a new graphics library an imperative for SuperTuxKart, and Irrlicht, an open-source graphics library, was chosen to replace PLIB as the game’s 3D library, with a first announcement of this plan in February 2009. At the time of SuperTuxKart 0.6.2’s release, work on Irrlicht had been ongoing for many months already.
This switch would also involve a complete rewrite of the GUI to use Irrlicht’s UI features instead of PLIB’s, and required a complete conversion of existing tracks and karts to a new format.
Throughout 2009, a series of blog posts on SuperTuxKart blog covered the intense work that was happening on the Irrlicht port. There are too many to link them all individually, but if you are interested in the details you can look at our blog’s archives for 2009 and 2010.
In December 2009, SuperTuxKart’s forums moved to FreeGameDev. These forums would serve the game for nearly fifteen years and be the place for a great many discussions and suggestions, before all FreeGameDev forums were made read-only.
These forums became completely inaccessible recently, in March or April 2026, but thankfully, if you want to have a look at the old discussion threads, most of them have been archived by the Wayback Machine.
A first alpha version of SuperTuxKart 0.7 was announced and released in January 2010. Changing the graphics and GUI engine of the game was a massive undertaking and no less than three alpha versions were published over the course of 2010 to test the changes and work out all the issues inherent to such a major transition.
The same month, STK Addons, the official repository for tracks and karts made by the community, became its own separate entity, with Xapantu initially taking care of it.
One step at a time
During this period, Sam quickly became one of the key contributors of the project, improving existing tracks and authoring new ones, and pushing relentlessly to get the game’s graphics improved.
Sam was not satisfied with SuperTuxKart simply being good for an open-source game, he wanted it to be good, period. For years to come, each new release would bring tracks he created or improved, with a steady rise in quality as the game’s capabilities rose and his own skills improved. The traces of this work are still clear today: two thirds of the standard tracks present in SuperTuxKart 1.5 were created by Sam or saw considerable improvements by his hand.
Some people resented this push towards ever higher quality, and to some degree towards a professionalization of the project. They felt that SuperTuxKart was this little fun project, and that improving the game’s quality would make it difficult to contribute for people with little experience.
Drifting in Story Mode
SuperTuxKart 0.8 also brought reverse mode. Whereas mirror mode merely tricks muscle memory by switching inputs, reverse mode meaningfully changes gameplay: the reversed sequence of curves and track-items can substantially alter the optimal driving line, especially with drifting taken into account.
It also featured improved menus, some new and updated tracks, including the modern layout of Shifting Sands, improved collisions, a new main menu music that would be SuperTuxKart’s main theme up to SuperTuxKart 1.5, as well as various bugfixes and minor enhancements.
In April 2013, SuperTuxKart was nominated as SourceForge’s Project of the Month with Hiker giving a small interview on this occasion.
At around the same time, SuperTuxKart was accepted as a project for the Google Summer of Code (GSoC) 2013.
And so, a few months later, students whose project had been selected by the team were paid by Google to work on SuperTuxKart under the supervision of Hiker and Auria.
The three accepted projects were rather successful, the game receiving several new nicer graphical effects thanks to the work of Cand, as well as a first version of networked play and of a networking user interface. Networking was anything but simple, however, and it would be several years and a considerable quantity of code before the game included official support for online multiplayer.
Antarctica
A new engine
An important transition occurred in early 2014 with the adoption of Git. Until then, both code and assets were using the same Subversion (SVN) repository.
Git and SVN are version-control systems that allow to track and share changes during development. Their differences are outside the scope of this history of SuperTuxKart, but SVN is less flexible with branches which created difficulties with networking branches that provided the motivation to switch to Git with the transfer of the code and the issue tracker to GitHub.
Another positive side effect of this change was that the code and the assets were now neatly separated. The assets such as tracks, karts, and textures remained in the SVN repository hosted on SourceForge, as SVN is more suited for large binary files.
In 2014, SuperTuxKart participated again in the GSoC with five students involved.
Through their projects, the game gained several features:
- Karts gained the ability to drive on walls and upside down with ‘magnetic’ textures that track-makers could place in spots where normal gravity shouldn’t apply. This also required significant updates to other systems, so that AIs would drive properly, items would work as expected, and so on.
- A scripting engine using AngelScript was introduced, allowing track-makers to add more interactive elements to their designs.
- Differentiated kart properties with three classes: light, medium and heavy. There was still a long way to go for these classes to take their definitive form, and the initial balancing attempts were somewhat naive, but this was still a meaningful step for the game to take.
Meanwhile, Daniel Butum (a.k.a. ‘Leyyin’ or ‘Vampy’) worked on improving the STK Addons website. As online features progressively grew, from addons distribution to online accounts, the importance of the online servers was crucial.
His involvement in SuperTuxKart’s online services would continue for several years past the end of his GSoC project, until the days of SuperTuxKart 1.0. Although limitations and issues in STK addons would become apparent over the years, this infrastructure would still play a major role in the project for the following decade.
One of the GSoC projects designed a track editor, which was something many STK enthusiasts had requested. Unfortunately, it ended in this awkward spot of being too limited for most track-making endeavours compared to Blender, but not simple enough to quickly make something fun. Official support for this editor was later discontinued.
Refinements and more refinements
SuperTuxKart 0.9.1, released in October 2015, brought improvements to several tracks, including the modern layout of Oliver’s Math Class, as well as the usual bugfixes and small improvements.
Benau joined the SuperTuxKart team during the development of the next version, quickly bringing important changes: AIs for Soccer mode and Battle mode, allowing these modes to be played in single player too, a finalized ghost replay system for time-trials, TTF font rendering, and more.
Alongside version 0.9.2, the SuperTuxKart team also unveiled a new website with a domain you might recognize: supertuxkart.net! Until then, SuperTuxKart’s website had been hosted through SourceForge.
The new website wanted to give the project more autonomy and a more modern look, displaying nicely on computers and smartphones alike.
SuperTuxKart’s current website finds its roots there, with many of its documentation page written during this era. Since then, however, the underlying software moved from MediaWiki to Jekyll.
Version 0.9.3 also brought improvements to the game physics by Hiker and improvements to the camera by Auria that made kart driving smoother than ever before. There were some other enhancements that would be worth discussing here, if this was a book and not a general overview!
The quality of tracks rose again, with Cornfield Crossing and Candela City. The latter had been part of the 0.9.2 gift package, and was made available to everyone in accordance with the gift package’s premise.
It was the first version of SuperTuxKart made available on Android, thanks to Devee’s efforts, which proved very popular. It was clearly a port that had been designed first for computers, meaning the UI and the touch controls were not ideally suited to mobile devices, but it also embodied a core principle of the project: respecting the players. No ads, no tracking, no pay-to-win made STK stand out in the ecosystem of mobile games.
SuperTuxKart 0.9.3 would also go on to become the first SuperTuxKart version with serious time-trial competition.
Modern Era
SuperTuxKart 1.0
Online multiplayer was by far the most important feature the game was missing, and after SuperTuxKart 0.9.3 it became the team’s central focus.
In a racing game, latency is extremely important to the player experience. If player inputs were only executed once received by the server and if players had to wait for server confirmation before seeing the results on their screen, the game would be unplayable.
This is why Hiker decided to take a different approach. While the server is the ultimate source of truth, in SuperTuxKart each client locally simulates the game and rewinds when receiving server data to offer a smooth experience.
Between the creation of servers, the networking layer, and updates to core game logic to allow rewinding, there was a considerable amount of work involved. Several aspects of core game logic, such as powerup selection, had to be made deterministic in such a way that distant computers could reliably obtain the same result.
As even subtle bugs could lead to desynchronization issues, a considerable amount of testing and bug-fixing was required for networking to meet the team’s stringent reliability objectives.
Hiker and Benau were the main authors of this major effort, with more than 20 thousand lines of network related code.
Hiker also oversaw the rest of the project and dedicated efforts to fixing a couple of physics issues.
Benau’s role in development was sometimes contentious because of his direct and laconic communication style, and because it was often difficult to understand how his code worked, creating concerns of technical debt.
On the other hand, he was by a fair margin the game’s most prolific contributor during this period, with major work on features and bugfixes. His incontrovertible dedication made him one of the pillars of SuperTuxKart’s progress during his years of activity.
Outside of networking and graphics related changes, Benau also authored other improvements in the lead up to 1.0, such as a system of kart color customization and new Free-For-All and Capture-the-Flag battle modes for online play.
Auria and Devee played an important role throughout the development cycle by identifying and fixing many issues, with Auria handling a lot of the communication with the community and the minor contributors who participated.
The mood in the SuperTuxKart team was often contrasted, between the pleasure of seeing the game progressing a lot and the pressure to get things right with a timely release, between the positive feedback from testers and the fatigue from having worked on the game for many years.
Sam also stopped his contributions to SuperTuxKart around 2018 with real life taking priority, although new content he had designed would be integrated to the game with each new version until the end of 2020. His departure left a hole on the artistic side of things, although it was of little effect for 1.0 itself.
Over the course of SuperTuxKart 1.0’s development, existing tracks also saw significant improvement. Little of that was on the visual side, however:
- Time-trial players had discovered that, in a majority of tracks present in 0.9.3, it was possible to drive backwards and use rescue to complete a lap faster than driving normally. This would have ruined online play and fixing it was a high-priority.
- The placement of on-track items (such as nitro cans and bananas) was improved in many tracks.
Soon after, Hiker officially announced his choice to retire from the project after leading it for 13 years. Auria also stepped down from her role of co-lead but remained involved with the project. Arthur, who had acted as a community manager of sorts in earlier years, also left.
The project’s lead was transferred to Benau and Alayan. Deveee, an important contributor for several years who is responsible for the Android version, remained in the team.
An era of stability
After the release of 1.0, the SuperTuxKart team adopted a policy of gameplay compatibility between versions. There were two core motivations behind this:
- With the advent of online multiplayer, gameplay compatibility allowed people using different 1.x versions to still play together. This was in turn partly motivated by some stable Linux distributions taking a long time before offering an updated version in their package manager.
- It made SuperTuxKart gameplay well-defined instead of something fuzzy changing with every small release. Users could upgrade and continue with their existing user profile; instead of being invalidated every few months, replays and time-trial records remained compatible and comparable.
This policy encompassed tracks, the core online and networking protocols, as well as all gameplay rules themselves: physics, kart characteristics, powerups, game mode rules…
This choice is at odds with the usual policy of open-source games that often seem to be in a perpetual beta, and it came with additional trade-offs outside the scope of this overview, but overall it served SuperTuxKart well.
SuperTuxKart 1.5
After several years of intense work, Benau had other concerns outside of the game and couldn’t muster as much energy for SuperTuxKart as before, and his involvement gradually diminished. Unlike some contributors who started because they particularly liked playing the game, Benau’s interest was rather in the technical challenges the game presented. Nonetheless, he continued keeping the project running.
When Alayan came back to SuperTuxKart in late 2023 after a hiatus, his thoughts were firmly turned towards a new major version that the game’s community was now itching for. Many ideas that couldn’t be integrated in version 1.0 were just waiting to be picked up, many lessons from years of the latest version could be taken into account, and Sven had already made some track concepts for a new release.
However, it was clear that a new major version would require considerable work and time. SuperTuxKart had already received many bugfixes and minor features over the previous year, and it soon was obvious that a new minor release to bring these improvements to the larger STK community would be a good idea.
Soon, significant effort was dedicated to bugfixes and general improvements that could benefit the 1.x series as well as future releases.
There was some initial optimism about release dates, with some new features such as the integrated benchmark and an improved Level of Detail (LoD) system already done by the spring of 2024.
CodingJellyfish, who had made a few occasional contributions to past versions, took on a more active role and, under Benau’s guidance, expanded his work from UI enhancements to the shaders and the graphics code, notably with the Vulkan renderer that had been Benau’s personal project.
Dedicating time to a volunteer project can be difficult however, and a mix of unforeseen events and of additional improvements, such as the new favorites system, caused delays. A beta for STK 1.5 came out in October 2024.
Afterwards, small fixes and improvements continued to come, but while there was no technical obstacle to a quick release of SuperTuxKart 1.5 at this point, there were disagreements within the team on when to release and the direction to follow afterwards.
During this period, SuperTuxKart’s popularity for various projects didn’t wane: it was used to demonstrate the interception of a car’s CAN signals (twice!) as well as in a formal study about input device ergonomics, among others.
Personal circumstances led to CodingJellyfish’s involvement in the project coming to an end.
SuperTuxKart Evolution
When Evolution was 2.0
From the moment the policy of gameplay stability was adopted, the idea of a future release that would bring new tracks, new powerups, and more was already present.
With no expectation of compatibility there could be change to physics, to kart characteristics, to the internal formats used for networking or to represent tracks…
In some aspects, notions of a 2.0 release were already present before even the release of 1.0, as the need for a new speed-boosting powerup had already been felt.
A new game
Adopting SuperTuxKart Evolution as a name was a statement: this will be a new game.
What makes a game a new game rather than an update? It can be difficult to establish an objective answer to this question.
Sometimes, such as with the yearly sports game, it is clear that no technical reason would prevent the new release being an update, the publishers simply expect more revenue by selling each update as a new game.
Evolution’s journey
SuperTuxKart Evolution was officially announced in August 2025, with a general roadmap made public the following month.
Alongside doing work to make SuperTuxKart Evolution a reality, an important goal was to improve the communication with the community and show the progress being made:
- A new forum was unveiled as a place to have longer form discussion, give suggestions to the team, and more.
- Blog posts about development are once again published regularly after a few years with a relative lack of news in the 1.x era.
- For the first time, development videos are also being published on SuperTuxKart’s official YouTube channel.
In January 2026, Sam announced his full support for Evolution and his return as advisor, and perhaps more! This endorsement from one of SuperTuxKart’s major historic contributors meant a lot to the team.
As for what’s next in SuperTuxKart’s story? It is being written right now.
If you want to participate in the next chapter, consider donating or check out our ‘Get Involved’ page!
Additional References
If you want to explore more in detail some aspect of SuperTuxKart’s history, you can consult those sources:
- SuperTuxKart’s changelog. Early versions are often light on details.
- Supertuxkart’s blog with articles going back to 2009.
- The SVN history of the project.
- The list of resolved issues on STK’s GitHub
- The old mailing list
- The old forum on FreeGameDev.
- Steve Baker’s retrospective view on the TuxKart ‘Game of the Month’ project
- Archive links of the ‘Game of the Month’ forum thread: [1] [2] [3] [4] [5] [6]
- Sourceforge download stats for the period where STK got its first million download there. The dates in the URL can be adjusted to check various periods.
- Links to some of the press coverage of the 1.0 release. Most of the articles rehash the same general points.
- In English: Neowin, FOSS Linux, Phoronix, Liliputing, OMG Ubuntu
- In German: Der Standard, Golem.de
- In Portuguese: Pplware
- In Spanish: Gizmodo en Español, MuyLinux
- In Slovak: Aktuality.sk