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    <title>Slipstream patch notes</title>
    <link>https://slipstream.games/patch-notes</link>
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    <description>Updates to Slipstream, the free pixel racing manager game.</description>
    <language>en-gb</language>
    <item>
      <title>v0.22.0: The public beta grid is open</title>
      <link>https://slipstream.games/patch-notes</link>
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      <pubDate>Mon, 09 Nov 2026 12:00:00 GMT</pubDate>
      <description>Race full careers with an account, save across devices and explore the Paddock together. This is a beta; commentary voices are optional and still being improved.

- Public beta careers include qualifying, races and season progression. Sign in with Google, Discord or email and password to play online.
- Five cloud career slots follow your account across devices, with export and import, a choice when saves conflict, and a one-time import for older browser careers.
- Paddock stats combine recorded race and season totals. Your profile shows personal career statistics; private saves and email addresses are not public.
- A service status page shows website and account-service availability.
- Privacy, storage and save guides now explain accounts, online careers, recorded game statistics and account deletion.
- Commentary voices remain optional and off by default while replacement recordings are completed. Race captions remain available.
- Automatic site updates keep the public beta and online saving enabled instead of returning players to the locked preview.</description>
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      <title>v0.21.1: A clearer way onto the grid</title>
      <link>https://slipstream.games/patch-notes</link>
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      <pubDate>Mon, 09 Nov 2026 12:00:00 GMT</pubDate>
      <description>Cleaner home-screen controls and a more compact account dialog for the online preview.

- Career controls share a balanced row on the home screen, with patch notes and About below. On phones, career controls become compact rows.
- Google and Discord sign-in have recognisable logos and branded buttons, alongside simpler email and account controls.
- Starting a career while signed out opens sign-in over the home screen instead of replacing it with an empty sign-in page.
- Switching between sign-in and account creation keeps the dialog in place, with a more compact form to reduce scrolling.</description>
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      <title>v0.21.0: Play your way</title>
      <link>https://slipstream.games/patch-notes</link>
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      <pubDate>Fri, 06 Nov 2026 12:00:00 GMT</pubDate>
      <description>Better layouts for phones and tablets, a text view of the race for screen readers, new display options, remappable shortcuts and an updated privacy notice.

- A race text view sits below the circuit map: a running-order table with gaps, tyres and status, plus spoken updates for your cars' positions and stops, flags, safety cars, retirements and the lap count. Spoken updates are paced so they do not pile up and can be switched off in Settings.
- Settings adds high contrast, a colour-blind-friendly palette that also adds symbols to lap-time and blue-flag markers, and text sizes of 100%, 115% and 130%.
- Remap the race keyboard shortcuts in Settings. Choosing a key already in use swaps the two, and Reset restores the defaults.
- A skip-to-content link, arrow-key navigation on tab bars, and dialogs and the garage tour that keep keyboard focus inside and return it when closed.
- Tablets get two-column garage and upgrade layouts, a header that fits in portrait, and a race screen that keeps the pit wall in view. On landscape tablets the race fits on one screen.
- On phones, wide tables scroll inside their panel instead of the whole page, results tabs and strategy review controls fit the screen, and screens stay clear of notches and the home indicator.
- Touch screens get larger buttons, tabs and controls, form fields no longer zoom the page on iPhone, and keyboard hints are hidden.
- Following your device's reduced-motion setting now also stops background animations, not only the race effects.
- The Privacy, Cookies &amp; local storage, Saves and Your data pages now list every item kept in your browser, what problem reports can include, what stays only in memory, and which pages contact another service.
- Several pages no longer scroll sideways on narrow phones, including the roadmap, sprint weekends, the F1 primer and How it works.
- Screen readers now hear names for the pause and sound buttons, the round names in the standings, and fastest-lap and blue-flag markers in the timing tower.</description>
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      <title>v0.20.0: Long careers and what-ifs</title>
      <link>https://slipstream.games/patch-notes</link>
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      <pubDate>Fri, 06 Nov 2026 12:00:00 GMT</pubDate>
      <description>Grids now age and renew over long careers, results gain a detailed tab with strategy reruns, and new pages cover the real 2026 season and rules.

- Drivers age through a career. Young drivers improve until about 24, ratings fade from 33, and drivers retire in their late thirties or early forties. Fictional new drivers with their own names, numbers and helmets join the market to keep every seat filled, even decades in. They are labelled Fictional, and later line-ups and ratings are game outcomes, not predictions.
- Season-end news lists retirements and new arrivals, and the contracts office shows each driver's age. Retired drivers keep their results and records.
- Strategy review: after a race played from the grid, rerun it with a different start tyre, up to three stops or a fixed driving mode for one of your cars, and compare the hypothetical finish with what really happened. Rivals still react and incidents can change, so it shows a possible outcome, not proof. Reruns are not saved and are available until the page reloads.
- Results open on a short summary. A Detailed results tab adds every car's places gained, laps led, median racing lap, lap-time spread, estimated top speed, stops, structured penalties and classification status, alongside the steward's report, lap chart and debrief.
- If a screen crashes, a recovery screen lets you try again, reload or report the crash with the error already filled in. Bug reports now include a short, cleaned error trace. Nothing is sent automatically.
- A new 2026 season page lists every real Grand Prix podium so far, the championship leaders and links to drivers, teams and circuits, and explains how the real calendar differs from the game's original 2026 calendar.
- A new 2026 rules page explains the real regulations in plain English, from smaller cars and moving wings to 350 kW electric power, sustainable fuel and the cost cap, with sources and what Slipstream simulates for each.
- Drivers over 34 now ask for slightly lower salaries, £100k less for each year over that age, matching their market value.
- Practice, the calendar, the garage, standings, results and season review now show your contracted drivers after a driver change, instead of the team's original 2026 line-up.</description>
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    <item>
      <title>v0.19.0: Race problem reports</title>
      <link>https://slipstream.games/patch-notes</link>
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      <pubDate>Thu, 05 Nov 2026 12:00:00 GMT</pubDate>
      <description>Attach race evidence to problem reports while keeping control of what you share.

- Report a problem can attach your most recent live race, including its starting state, race events and timed strategy decisions. Recording begins at the grid or your latest reload; instant simulations and earlier decisions are not included. Race evidence stays in memory until another live race starts or the page reloads.
- Inspect report attachments before downloading. Race evidence and a full saved career are separate optional attachments, and nothing is sent automatically. Attach the downloaded file yourself when sharing by email or message.</description>
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      <title>v0.18.0: A champion crowned</title>
      <link>https://slipstream.games/patch-notes</link>
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      <pubDate>Sun, 01 Nov 2026 12:00:00 GMT</pubDate>
      <description>The real F1 standings celebrate the drivers’ world champion and include the published Mexico results.

- The real F1 standings celebrate the drivers’ champion with a pixel trophy, helmet and a short confetti animation. Pause or replay the celebration; reduced-motion settings keep it still.
- The constructors’ fight replaces the drivers’ title predictor, showing the teams still in contention, their points gaps and what the leading team needs to secure the title. Both cars’ points count.
- The real F1 standings include the published Mexico City results, with Kimi Antonelli on 380 points. A delayed live feed or older browser copy no longer replaces these results.</description>
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      <title>v0.17.0: Race evidence and recovery</title>
      <link>https://slipstream.games/patch-notes</link>
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      <pubDate>Tue, 27 Oct 2026 12:00:00 GMT</pubDate>
      <description>Inspect the evidence behind your results and race calls, follow live timing, review season trends and recover earlier career progress.

- Live battle cards show which position is being contested, the drivers and their approximate gap. Safety-car, VSC-ending and restart notices take priority.
- Red-flag restarts now use a rolling start behind the safety car when the track is very wet. Cars keep race order and their lap deficits, with no overtaking until the control line.
- Watch the grid drive a formation lap before the lights, with weaving and a return to the grid. Skip it from the race screen or switch it off in Settings. It uses no tyres or fuel and never changes the race outcome.
- Race debriefs link recorded incidents, worn tyres, damage and wet running to individual laps. The time report distinguishes recorded pit and caution time from traffic estimates, with clear gaps where historical evidence is unavailable.
- Why this call? explains live engineer recommendations with current tyre evidence, projected limits, rule obligations, confidence and the assumptions that could change the advice.
- The garage compares recent and earlier Grand Prix results, highlights recurring retirements and penalties, and opens the source classifications and debriefs.
- Development value shows next-level costs against your budget, recorded purchases and circuit-specific Engine and Aero estimates. Estimates describe fictional model effects; before-and-after results do not prove a gain caused by an upgrade.
- With commentary voices on, Rory and Tess now say which driver a call is about, for example &quot;Norris! He's through!&quot;, and name both drivers in a fight.
- After the podium call, Tess lists the top ten finishers in order, using the result after penalties.
- Search the latest 200 team radio calls by driver, urgency and text during a race. Reloading starts a new archive.
- The Timing tab and driver panels show last and best laps, tyre-stop counts, the latest stationary service time and approximate tyre age. Unrecorded measurements stay unknown.
- The header shows your last successful autosave. Careers offers up to two validated earlier recovery checkpoints per slot when storage permits, confirms before restoring progress and can export unreadable saved files for safekeeping.
- Careers shows estimated browser save storage and warns as space runs low. Optional lap detail may be reduced with a notice, while sporting records and season history are preserved. If a very large career cannot fit, the last stored save stays intact and current progress can be exported.
- The field finishes much closer together. Debris from a crash punctures far fewer tyres and is cleared sooner, close battles end in contact less often, and lapped cars lose less time to blue flags.</description>
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      <title>v0.16.0: Timing, insights and safer saves</title>
      <link>https://slipstream.games/patch-notes</link>
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      <pubDate>Mon, 26 Oct 2026 12:00:00 GMT</pubDate>
      <description>Follow session progress, replay the running order lap by lap, compare driver and rival pace, report problems easily and keep careers safer across tabs.

- The garage compares teammate pace on matched clean laps and stints, with sample sizes and an insufficient-data state when conditions cannot be compared fairly.
- Rival scouting in the garage shows observed stint lengths, possible undercut attempts, passing activity and mechanical retirements, with confidence, recent changes and clear limits for partial race history.
- Compare every driver’s estimated top speed and fixed speed-trap reading in practice, qualifying, races and sprints, with the session’s fastest highlighted. Readings are fictional game estimates from completed lap times, not official speed data.
- Race and sprint clocks show elapsed time and laps remaining, while qualifying segments show elapsed time and a countdown. Clocks pause with the session and stay consistent at every broadcast speed. Instant practice programmes show an estimated running time instead of a timed session limit.
- A lap chart on the race and sprint results screen shows every car’s position at the end of each lap from the grid. Drag the lap slider to see the running order at any point, and select a driver to follow them. It appears for races started in this version.
- Report a problem from the site footer or the in-game Help screen. Choose bug, balance, accessibility, suggestion or data correction, follow the prompts, optionally add a screenshot and game diagnostics, then copy, download or email the report yourself. Nothing is sent automatically.
- A new Sprint weekends page lists the six sprint venues on the original 2026 calendar with sprint distances, the weekend timetable, sprint points and how Slipstream runs sprint weekends.
- A new Sources and corrections page shows where real-world driver, team, calendar, circuit and rules data comes from, when each was last reviewed, which values are fictional, and a log of corrections.
- The real F1 rules reference in the glossary now covers minimum livery coverage, cooling vests in heat-hazard races, driver number changes, the stewards’ right of review and the end of Monaco’s two-stop rule.
- F1 in five minutes no longer says practice is still to come: practice sessions are already part of every race weekend.
- A career slot already in use by another tab now blocks stale autosaves, and becomes available again after the other tab closes or releases the slot. Paused tabs can export their progress or reload the latest save.</description>
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    <item>
      <title>v0.15.2: Live standings restored</title>
      <link>https://slipstream.games/patch-notes</link>
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      <pubDate>Mon, 26 Oct 2026 12:00:00 GMT</pubDate>
      <description>Real Formula 1 standings load and refresh again.

- Fixed real Formula 1 driver and constructor standings failing to load or refresh.</description>
    </item>
    <item>
      <title>v0.15.1: Broadcast coverage</title>
      <link>https://slipstream.games/patch-notes</link>
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      <pubDate>Fri, 23 Oct 2026 12:00:00 GMT</pubDate>
      <description>Broadcast speed now adapts to each circuit, so a full Grand Prix takes about half an hour with room for the commentary.

- Save exports now include measured lap times for newly started races. The latest three completed races or sprints in the current season also retain detailed tyre, driving-mode, fuel, damage, weather and race-control records. Older results keep their original information. If browser storage is full, optional records are reduced before saving career progress.
- Auto camera in Broadcast view follows the car Rory and Tess are discussing, holds through their exchange and returns to the leader during general chat. Choose any camera to take manual control; Auto camera turns automatic coverage back on.
- New recorded voices for Rory and Tess on the most common race calls, from overtakes and pit stops to the chequered flag, with more natural delivery. Turn on voices in Settings. Lines not yet recorded show as captions.
- Qualifying lap variation is lower, giving car pace and upgrades more influence on the grid. Wet conditions, driver errors and occasional upsets still matter.
- Broadcast speed is set per circuit so a full Grand Prix runs for about 30 minutes, plus any pit stops, safety cars or pauses. Sprints are shorter. Speed shows &quot;B&quot; on the slider and BCAST in the readout, and saved 0.75x preferences switch to Broadcast. Faster speeds are unchanged and speed never affects results.
- Qualifying no longer makes a second track-limit deletion overwhelmingly likely after the first. The live show marks deleted attempts and displays No time when no legal lap was set, instead of inventing a long lap or a huge gap.
- Cars following through corner exits no longer lose extra pace because the car ahead has moved into a faster part of the track. This reduces artificial traffic delays and exaggerated race gaps.
- Car sounds in qualifying and races no longer include stray voices from trackside crowds or circuit announcers.
- The Commentary voices switch in Settings stays on when you select it, instead of turning itself back off.</description>
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      <title>v0.15.0: Race stewards</title>
      <link>https://slipstream.games/patch-notes</link>
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      <pubDate>Thu, 22 Oct 2026 12:00:00 GMT</pubDate>
      <description>Contact is investigated, track limits are live, and grid penalties, licence points and race bans now carry through the season.

- Rory and Tess have written conversations, questions and replies between race stories, with callbacks when a long chase pays off, a driver takes a place back or recovers from an earlier error.
- Broadcast speed runs races at 0.75x, giving calls more room. It is the starting speed for new settings; existing speed preferences are kept.
- Race and sprint classification now needs 90% of the leading finisher's completed laps, rounded down. A late retirement can keep a position and score points; cars that take the flag below the cutoff are NC, and non-starters remain DNS.
- Every play mode has a tyre heat bar with Cold, In window, Hot and Blistering labels. Engineer and Principal also show degrees, the expected running temperature, fuel reserve and battery charge.
- Engine sound now carries through practice and qualifying. Qualifying goes quiet when paused, finished or when all cars are in the garage.
- Track limits now happen on track. Every racing lap a car can run wide, scaled by mode, aggression, circuit character, water, marbles and flat spots. Warnings escalate to a 5s penalty, a 10s penalty, a drive-through and a 10s stop-go.
- Qualifying deletes laps that exceed track limits. Three deleted laps is a 3-place grid drop, and a driver with no valid time starts at the back. Impeding reviews can also hand out a 3-place drop.
- Race stewards investigate contact. They can decide no further action, issue a reprimand, a 5s or 10s penalty, a drive-through, a stop-go, or a 3-place grid drop at the next race. Decisions are seeded and explained in a new Steward's report on the results screen.
- Jump starts are now a 5s stop-go. Pit lane speeding is a 5s time penalty.
- Grid penalties carry from qualifying into the race and from one race to the next. A banned driver starts as DNS.
- Licence points now add up across the season. At 10 points a driver is banned from the next race, then the points reset. Results show each of your drivers' points and any pending grid drop.
- Commentary gives each speaker time to finish, pauses with the race, and leaves room between stories. Captions follow the length of the line, while engines and crowd sounds soften during recorded speech. Fast-forward keeps the bigger headlines.
- The commentary library has been tightened, with original short reactions, clearer explanations and less repetitive chatter. General conversation gives way to major race news.
- Patch notes have a clearer layout, grouped additions, changes, fixes and removals, totals for each category, and release cards you can expand. Animated pixel cars run beside the notes on larger screens, with an option to pause them.
- Results, the glossary and the rules guide distinguish a classified retirement from an early retirement or a car that did not start. Classified positions feed points, prize income, championship countback and career records; old saved results keep their original scores.
- Attack keeps its +3.2% base pace with 1.9x tyre wear and 2.6x mistake risk. Push rises to +1.8%, with 1.45x wear and 1.6x mistakes. Heat, fuel and battery still reward using Attack in bursts.
- How it works now explains team orders, engineer estimates, board objectives, season rollover and race records. Mode examples distinguish base pace from actual lap-time gains, and the guide explains the wet-weather and sprint tyre-rule exceptions.
- Engineer now unlocks with a top-10 drivers championship finish for your team; top five unlocks Principal too. Top three in the constructors championship or completing two seasons also unlocks both. Previously earned modes stay open.
- Wet starts are riskier: rain makes a stall or anti-stall up to 60 percent more likely.
- The qualifying classification and starting grid show deleted laps, no-time drivers, impeding decisions and grid drops.
- The booth no longer invents five-second penalties for reprimands or other stewards decisions, pairs unrelated analysis with a call, or reads old incidents after the final race summary.
- The race engineer weighs tyre life, heat, fuel and battery together before recommending a driving mode. Push advice counts its normal heat and extra wear, instead of immediately asking you to cool the tyres again. Fuel warnings also protect the opening stint, and mode projections count only the distance left to race.
- All five driving modes fit in narrow strategy panels, including Manage and Conserve.
- Traffic no longer multiplies dirty-air and close-following slowdowns down a queue, which could stretch healthy cars far behind in short races. Cars still lose time in traffic, with the same rules for players and rivals.</description>
    </item>
    <item>
      <title>v0.14.1: Attack mode retune</title>
      <link>https://slipstream.games/patch-notes</link>
      <guid isPermaLink="false">slipstream-0.14.1</guid>
      <pubDate>Thu, 22 Oct 2026 12:00:00 GMT</pubDate>
      <description>Attack and Push are now worth using, Strategist is simpler, the commentary follows the real story of the race, and qualifying and practice have engine sound.

- The timing tower marks the driver with the fastest lap in purple, with their time at the bottom. Its toggle now cycles Gap, Interval, Last lap and Best lap, with purple for the fastest lap of the race and green for a driver's personal best.
- The broadcast timing tower underlines the fastest lap holder in purple.
- Qualifying now has engine sound: cars pass the microphone while they are out on track, and it goes quiet when everyone is back in the garage.
- Practice now has trackside sound while you plan and read your session.
- Engineer mode now hands you tyre temperatures, fuel and battery to manage yourself, with the full readouts and engineer calls. Run out of fuel and the car stops.
- The How it works page now covers tyre temperature, fuel and battery, track rubber, weather, racing moves, contact and damage, starts, flags and safety cars, penalties, rival mindsets, practice, knockout qualifying, sprints, rival development, contracts and play modes. The reference values stay up to date with the game.
- The strategy guide has a new tip on using Attack as a burst.
- Added a Features page that collects every part of the game in one place: the race weekend, the simulation, the pit wall, the career, the play modes and the presentation, with links to the full reference pages.
- Features joins the main navigation and the footer.
- Commentary follows the race, not just your team: the front of the field and close fights come first, your own cars only win a tie, and switching modes is mentioned now and then instead of every time.
- Quiet-moment commentary now talks about what is on screen (the closest fight, worn tyres, the pit window, the rain) instead of a random driver or topic. Fastest lap calls wait until the race has settled.
- Commentary voices are now off by default while better ones are made. Captions still show, and you can switch the voices back on in Settings.
- Strategist is now where every new player starts, and it is simpler: the engineer looks after fuel and battery, and the race screen no longer shows tyre heat, fuel and battery readouts. Use Attack and Push freely; when the spare fuel runs out, the engineer eases you to the fastest mode that still reaches the flag.
- Engineer and Principal unlock once you finish a season with any career in this browser. Careers already using them keep their mode.
- Attack now gives +3.2% pace (was +1.1%). It is a short burst: tyres wear 2.4x as fast, run hot, and it uses more fuel and battery, with a higher chance of mistakes, contact and failures.
- Push now gives +1.6% pace (was +0.8%) and is a pace you can hold for several laps, at the cost of extra tyre wear, fuel and risk. Rivals push harder when chasing or defending as a result.
- Qualifying lap times are unchanged by the new mode tuning.
- The About page has been rebuilt as a proper project page: a start-grid hero, what the game asks of you, the full 2026 field, live build progress and clear routes to the roadmap, patch notes and credits.
- Attack and Push no longer overheat the tyres so badly that the extra heat cancelled out almost all of their pace.
- Push no longer uses all of the spare fuel when held for a whole race.</description>
    </item>
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      <title>v0.14.0: Pit wall records</title>
      <link>https://slipstream.games/patch-notes</link>
      <guid isPermaLink="false">slipstream-0.14.0</guid>
      <pubDate>Wed, 21 Oct 2026 12:00:00 GMT</pubDate>
      <description>The pit wall tracks tyre heat and damage, fuel and battery reserves, changing track grip, predicted stops and fuller race records.

- Improved how public pages appear in search results and shared links.
- You can follow new patch notes through an RSS feed.
- New share image, so links posted on Discord, Reddit, X and other sites show a proper preview.
- The home page has a new section explaining the game, with quick links to drivers, teams, circuits, guides and live standings.
- Inside lunges now follow the local corner direction and have their own passing boost and race-control call.
- Drivers can attack around the outside on suitable open circuits. Grip, water and circuit character affect whether that route is available.
- Switchbacks now have a setup phase: the attacker waits, changes line after the defender covers the inside, then uses a stronger exit to continue the move.
- Defenders now cover the inside when challenged, opening a switchback opportunity rather than staying permanently on the centre line. Race-control restrictions cancel the defence.
- Close racing can now produce seeded contact after a failed attack. Aggression, driving mode and water affect the risk, both cars can be damaged, and a touch does not automatically assign a penalty.
- Front-wing damage now reduces corner pace. The engineer explains the loss, Plans reports the damage, and rivals can call the car in for repairs.
- Replacing a damaged front wing adds ten seconds to a normal stop and the live pit estimate. Necessary damage repairs can add an emergency visit beyond the routine tyre plan; damage-related tyre stops are recorded separately within the total. Time-penalty holds come before work; drive-throughs and stop-go visits do not repair the car. Red-flag suspensions allow wing replacement.
- Suspension damage affects handling and tyre life, survives tyre changes and can force retirement if it becomes too severe. Rivals and the engineer can nurse a damaged car in Conserve.
- Recoverable spins now briefly stop the car off the racing line before it rejoins slowly. Recovery costs time, cools the tyres and survives saving.
- Severe off-track mistakes on open circuits can leave a car beached in gravel, with a recorded retirement cause and the resulting flags or neutralisation.
- Severe street-circuit mistakes can cause a barrier impact, terminal damage and debris. Results preserve the specific cause and incident lap.
- Contact and barrier impacts can leave debris that punctures another car. The hazard persists through saves and is cleared by marshals; a resulting puncture requires an urgent stop and can cause failure if ignored.
- The Privacy page now explains that the Real standings page loads live tables from a free public data service, and adds a section on keeping younger players safe.
- Fresh tyres now need warming: each compound has a fictional working temperature, with cold grip loss, cooling under cautions and temperature feedback in Plans.
- Tyre overheating now costs pace and wear. Attack and Push generate more heat; Manage and Conserve cool the tyres, and the AI and engineer can respond.
- Cold loaded tyres can develop graining, reducing grip and increasing wear. Graining can clean away once the set settles into its working window.
- Prolonged overheating can blister a tyre. Cooling stops further damage but does not repair existing blisters; a fresh set clears them.
- Tyres remember heat cycles: cooling a used set and bringing it back up to temperature leaves a small lasting grip and wear cost. Initial warm-up is free of cycle damage.
- Race traffic now rubbers in the racing line, improving dry corner grip. Water changes the balance and makes a heavily rubbered wet line more slippery.
- Rain washes rubber and marbles from the circuit, including during a suspension. Surface conditions persist through saves and rebuild through dry race traffic.
- Marbles build away from the racing line as tyres wear. Running wide or passing off-line loses grip, makes moves harder and raises mistake risk.
- Fuel load now affects pace: cars start heavier and get lighter as fuel burns. Pit-loss estimates include the current load, and pit stops never refuel the car.
- Conserve now saves fuel through lift-and-coast. Plans shows the margin against Balanced consumption, the AI and engineer respond to a shortfall, and running dry causes a recorded retirement.
- Battery deployment now powers straight-line boosts in Attack, Push and Balanced. Low charge progressively limits that boost, with charge and deployment limits shown in Plans.
- Braking and saving modes harvest energy, with recovery upgrades improving the rate. Cautions stop deployment, the AI can recharge before another attack, and tyre changes do not refill the battery.
- Corner-sensitive dirty air: close following costs more grip through corners on technical circuits. The wake fades with distance and when cars take separate lines.
- Straight-line slipstream: following a nearby car on the same line gives a modest tow, shaped by circuit power demand and reduced by standing water. The tow is disabled under cautions, local yellows and while yielding.
- Tyre grip now helps decide whether a pass sticks: fresher tyres and the right compound improve the chance, while worn or damaged tyres make an attack harder, alongside the existing pace and driver ratings.
- Wet passing now accounts for water away from the racing line. A drying line can restore lap pace while an alternative passing line remains slippery; stronger wet-weather drivers handle that disadvantage better. All battle effects use fictional game balancing.
- Drive-through penalties: serious repeated track-limit offences now require a separate trip through the pit lane without stopping or changing tyres. A planned tyre stop remains separate, and an urgent puncture repair can go first.
- Stop-go penalties: more repeated track-limit offences require a ten-second hold with no tyre work. The car waits for its team box, the visit survives saving, and a red flag interrupts an unfinished hold without clearing the penalty.
- Unserved sporting penalties now affect the result: a drive-through converts to twenty seconds at the flag and a stop-go to thirty. The stewards record explains the conversion, classification uses it once, and retired cars retain a pending sanction. These durations are Slipstream game rules.
- Licence points are recorded for supported speeding, unsafe-release and serious repeated track-limit sanctions, and are retained even after a penalty is served or the driver retires. Results &amp; stewards shows the points and separate penalty visits across your selected history. Expiry and race bans remain planned.
- Time penalties can now be served in the pits. The car waits before tyre work begins, including any team-box queue, and completed sanctions are not added again at the flag. Saving preserves a partial hold; a red flag interrupts it without erasing the penalty.
- Player team orders in Plans: hold positions temporarily, let a close teammate through, or race freely. Calls are logged and saved, while neutralised running, lapped teammates and intervening rivals restrict let-through orders.
- Traffic-aware overcut advice: the engineer can suggest staying out one more lap when a stop would drop you into traffic or a rival has just pitted. Urgent tyre, weather and mandatory-stop calls still come first, and live pit estimates now include pending time penalties.
- Flat spots and punctures: heavy lock-ups can leave lasting vibration and reduced grip, while rare sudden punctures trigger an urgent pit call. Punctures slow the car and can cause retirement if you ignore the stop. Fresh tyres, including during a red flag, clear the damage.
- Retirement records now keep the cause, the specific description and the lap, including failures before the start. Results and season history retain these details, and retirement totals group related causes together. Older saves keep their descriptions without invented incident laps.
- Race and season history now show laps led and pit-lane starts. Older races without laps-led records are marked as unknown.
- Live pit estimates in Plans show the expected time lost and rejoin position for every racing car. Circuit layout, car pace, weather, crew upgrades, SC/VSC running and a teammate occupying the box all affect the estimate. Predictions assume rivals stay out and exclude random crew errors.
- The full race-control log now survives changing tabs, fast simulation, saving and reloading. The existing full-log view retains all session messages, and older saves explain when earlier messages are unavailable.
- Race summaries and Results &amp; stewards now show safety cars, VSCs, red flags and laps under caution. Totals count each session once and survive season rollover; older races without these records are marked as missing.
- Individual penalty records retain the reason, seconds, lap and whether the sanction is pending or applied at the flag. Compound-rule demotions are recorded separately from time penalties. Older saves keep their existing notes and totals without invented offence details or licence points.
- Driver, team, circuit, guide, glossary, help and legal pages are now open on the public site. Racing, careers, records and past seasons stay locked for now.
- Pages now arrive with readable content before the game finishes loading, which helps search engines, link previews and slow connections.
- Replaced the gambling sponsor on past Sauber and Alfa Romeo race suits with Kick.
- The Terms now welcome search engines and AI assistants to read and index the site.
- The Privacy, Cookies, Terms, Copyright, Takedown, Trade marks and Disclaimer pages are now final rather than drafts. They explain in plain English that Slipstream is a free, non-commercial fan project with no accounts, adverts, analytics or tracking cookies, and that rights holders get a reply within 7 days.
- Repeated track-limit offences escalate: the first set of three strikes earns five seconds, the second ten seconds, the third a drive-through, and the fourth and later sets a ten-second stop-go. These are Slipstream sporting rules and fictional tuning.
- The race header and weather panels now use the same live condition report, distinguishing light and heavy rain, intermediate and full-wet conditions, and a dry racing line on a drying circuit.
- Before lights out, the engineer and race-control feed now describe a ready grid instead of claiming a formation lap has happened.
- Starting a new season now preserves every individual penalty record instead of reducing it to an old text note.
- The Results stewards summary now shows the actual penalties instead of labelling every offence as a one-compound race.
- Retiring after a penalty no longer erases that sanction from the results or season history. Unapplied penalties remain marked as pending.
- Removed the page-view counter from the public site. Slipstream now runs no analytics at all.</description>
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    <item>
      <title>v0.13.0: Race day</title>
      <link>https://slipstream.games/patch-notes</link>
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      <pubDate>Tue, 20 Oct 2026 12:00:00 GMT</pubDate>
      <description>Races now sound like races, with engines, pit stops and spoken commentary. Three new race systems upgrades join the garage, broadcast view goes full screen, and every circuit thumbnail carries scenery from its own venue.

- Two new driving modes. Attack goes all out: about 1.1% faster, far more likely to make a move stick or hold a place, but tyre wear nearly doubles and mistakes and failures are much more likely. Manage sits between Balanced and Conserve for a slightly longer stint without giving away as much time. The commentators have new lines for both.
- Race sound from real recordings: Formula One cars scream past the microphone (closer and more often when you follow a car), the grid idles under the lights and the whole field launches at lights out, a distant circuit hum runs under the race, your pit stops have real wheel guns, engineer calls open with a radio beep, rain and thunder follow the weather, and the grandstands cheer at the flag. The clips come from public-domain trackside recordings, credited in About.
- Commentary voices: Rory and Tess now speak their lines with recorded voices that sound the same on every device, with no reliance on your computer's speech voices. Calls are spoken the moment they happen: there is never a queue, a bigger moment cuts in over a calm line, and big calls are faster and louder. Lines that have not been recorded yet stay as captions. At 4x and 8x only the big calls are spoken.
- Sound settings: race volume, engine sound and commentary voices in Settings, a Sound button on the race toolbar, and M to mute.
- Race systems upgrades: Suspension cuts tyre wear, Pit crew speeds up every stop and makes fumbles rarer, and Energy recovery helps your drivers pass and defend. Each has six levels at about half the price of Engine, Aero and Reliability, and rival teams buy them too.
- Broadcast view: press F or the Broadcast button to fill the screen with the race, a see-through timing tower top left and your driver panels on the right. Esc goes back.
- Spectate any car: a picker next to the camera buttons follows any driver on the grid.
- Venue scenery on every circuit thumbnail: Albert Park has its lake and a sailing boat, Shanghai has a pagoda and bamboo, Suzuka has a torii gate, a ferris wheel and cherry blossoms, Monaco has a harbour yacht and the casino, Zandvoort has a windmill and the North Sea, Baku has the Flame Towers and the old fortress, Singapore has glowing supertrees, and Las Vegas has the Sphere and neon. Austin gets its lone star, Mexico its stepped pyramid, Qatar a desert camp, Abu Dhabi its domed museum and marina, and the other venues each get their own trees, water, landmarks and crowd colours.
- Commentary captions are now a broadcast lower third: who is speaking, helmets for the drivers in the call, a LIVE tag for big moments and a timer bar.
- The race desk under the map uses one-click tabs instead of dropdowns. The left side shows Control, Commentary or Radio, and the right side shows Battles, Tyres, Plans or Weather.
- Driver panels are calmer: the auto box lap is a simple minus and plus stepper with a Set button, and the helmet is now the camera button, replacing the separate Follow button.
- The insights panel under the driver panels is gone: Battles, Tyres and Plans moved to the race desk, so both driver panels fit without scroll bars. The timing tower and the live championship now share the left column evenly, giving the standings more room.
- Broadcast view has one compact control bar (pause, speed, camera, sound and exit) that sits between the timing tower and the driver panels instead of overlapping them.
- The broadcast timing tower is bigger and easier to read: wider rows, larger names and gaps, and a header with a big lap counter and a bar that fills as the race goes on.
- Far more engine variety: 53 different real Formula One pass-bys from Melbourne, Shanghai, Portland, Brazil and Monza, shuffled so none repeats until the rest have played, each with a slightly different pitch and position. The grid now has a pre-race crowd and engines firing up, and the flag brings air horns as well as the cheer.
- The two-compound rule in each driver panel is now a status chip showing the tyres that car has used, with an empty slot until it fits a second compound.
- Broadcast view overlays are lighter and see-through so they hide less of the circuit, and a Panels button (or H) hides the driver panels completely.
- Sprint stats, Results &amp; stewards and the glossary have been redesigned to match the championship screen, with helmets, position badges, team colours, button filters and tabs between the stats pages. Links across the site no longer use the browser's default blue.
- Landmarks are now placed clear of the racing surface, and boats sit in the water instead of hiding behind the shore. Water has calmer glints so the circuits and boats read more clearly.
- The radio beep no longer plays every time the engineer updates their advice: it is quieter, at most once every 30 seconds, and silent at 4x and 8x.
- Pit stop wheel guns no longer stack into a painful wall of noise at high speed: one set at a time, quieter at 2x, and at 4x and up only for the car you are following.
- Commentary no longer talks about a pass long after it happened: stale moments are dropped and big moments are called sooner.
- Glossary tooltips near the edge of a narrow panel slide sideways so they are never cut off.
- Pausing the race now silences every sound at once, including rain and any clip that was mid-play.
- The timing tower always shows all 22 cars without scrolling. The live championship sits underneath and scrolls on its own.
- Both driver panels always show every control, including the planned stop, the two-compound reminder and Auto. On shorter screens the stint timeline, gaps and engineer detail fold away first.
- The booth no longer says it is hammer time for drivers other than Lewis Hamilton.</description>
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      <title>v0.12.1: Clear about the badges</title>
      <link>https://slipstream.games/patch-notes</link>
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      <pubDate>Tue, 20 Oct 2026 12:00:00 GMT</pubDate>
      <description>Stronger non-affiliation and ownership notices for team logos, sponsor marks, liveries and likenesses across the site.

- The Trade marks &amp; likenesses page has a dedicated section for official team logos and sponsor marks, including how a rights holder can ask for a mark to be clarified, replaced or removed.
- The Terms, Privacy, Trade marks and Disclaimer pages now explicitly cover official team logos and the sponsor marks drawn on car sprites, race suits and helmets. They say the marks are used for identification only, do not imply sponsorship or endorsement, and do not give visitors a licence to reuse them.
- The Privacy policy now explains that team logos and sponsor marks are served with the game rather than embedded from sponsor platforms, and that the project does not use facial recognition or automated profiling of drivers or visitors.
- The site footer, landing preview notice and About dialog now name sponsors alongside teams and drivers, and clarify that game artwork is drawn for Slipstream while team logos and sponsor marks belong to their owners.</description>
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      <title>v0.12.0: Race brains</title>
      <link>https://slipstream.games/patch-notes</link>
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      <pubDate>Mon, 19 Oct 2026 12:00:00 GMT</pubDate>
      <description>Smarter rival strategy, new racecraft ratings and a driver retune that follows the real 2026 form.

- Scheduled pit stops: choose a lap and a tyre in the pit wall and the car will box automatically at the end of that lap. The plan is cleared if you cancel the stop, switch the driver to Auto, or take a free tyre change under a red flag.
- Rival development: every other team now earns the same race income as you, pays its own driver salaries, and spends what is left on upgrades. Teams can save, buy one level, stack levels in one area or spread one level across two or three areas. The teams scoring more points can develop faster, and smaller teams have to pick their moments.
- Race desk: the lower panel in the middle of the race screen is now split in two. Pick what each side shows from Race control, Commentary, Radio or Weather, and both sides always show different things. Your choices are remembered. The left side of the screen is now free for the full timing tower.
- Live championship: a new panel under the full timing tower shows the drivers' and constructors' standings as they stand during the race, adding the points from the current race to the completed rounds. Your team is highlighted.
- Car development now has six levels for Engine, Aero and Reliability instead of three. The first levels stay affordable, while the final levels are long-term goals that need several races of prize money.
- HQ tour: a new career now opens with a short, skippable tour of Team HQ that spotlights the tabs, your budget, play mode, car development, the next race, your drivers, the board, the calendar and the standings. Replay it any time from Help.
- First race guide: a guide card walks you through your first race weekend step by step, with a one-click recommended action at each stage, such as an upgrade that suits the circuit, the suggested practice programmes and the best starting tyre. Hide it or switch it off whenever you like; it steps aside after your first race.
- Settings: a new Settings button in the top bar (also linked from Help) lets you make all text larger, reduce motion, choose how fast a new race starts, show labels on every car or just yours, turn commentary captions on the race map on or off, replay the HQ tour, switch the first race guide and reset the tutorials. Settings stay in this browser and never change race results.
- Yuki Tsunoda’s white and copper-orange maple-leaf helmet joins the pixel artwork collection, with a gold visor, simplified Red Bull markings and dedicated side and front views inspired by his 2025 design.
- Racecraft ratings: every driver now has fictional overtaking, defending, wet weather, starts and composure ratings, shown on their driver page. They shape wheel-to-wheel fights, getaways, wet pace and how often a driver cracks under sustained pressure.
- Rival strategists: every AI car now plans a one, two or three-stop race at the start and re-plans for safety cars, rain and tyres wearing faster than expected. Each team has its own personality: how much risk it takes, whether it prefers one stop or two, how quickly it answers an undercut and how often it gambles on a cheap stop under the safety car or VSC.
- Rivals now try undercuts and overcuts, avoid pitting into traffic, and a driver stuck in dirty air saves tyres instead of burning them out. AI teammates can swap places on team orders; your own cars are never affected.
- A new Plans tab on the race screen shows each car's current plan and intent, such as &quot;Undercut on NOR&quot; or &quot;Saving tyres behind HAM&quot;.
- Driver mindsets: every rival now races with one clear mindset that changes with the race: Chasing, Defending, Managing, Bringing it home, or Nothing to lose when they are out of the points late on or fighting back after a bad start. The mindset decides how hard they push, how bold their moves are, how much risk they take and how keen they are on an undercut. You can see each driver's mindset in the Plans tab.
- Frustration: rivals who lose places on track, sit stuck in dirty air or make a mistake get wound up. A wound-up driver attacks from further back, stops saving tyres and makes more mistakes, while high-composure drivers calm down much faster. Look for &quot;Frustrated behind&quot; on the race screen.
- Title fight on the real F1 standings page: see who can still win the championship, exactly where the leader and rivals need to finish for the title to be settled at the next race (or the earliest round it could be), and a what-if picker to predict the next race and see the new standings.
- The weekend preview now lists all 11 teams on the car-pace ranking, with each team's official logo.
- The live championship panel now shows driver helmets on the drivers tab and official team logos on the teams tab. It also fills the space under the timing tower, so far more of the standings are visible during a race.
- The weather panel is clearer: a plain-language condition, the tyre that is fastest right now, racing-line wetness with the intermediate and full-wet crossovers, track temperature, surface wetness, forecast confidence and a colour-coded forecast by lap.
- On phones, Careers and Save now live in Settings to keep the top bar on one row.
- Phone layout pass: on a phone the race screen now shows the circuit and your pit wall controls first, with timing below. During a race weekend its tab comes first in the top bar, and longer tab bars fade at the edge to show they scroll.
- Retuned the fictional driver ratings to follow 2026 form. Antonelli, Russell, Hamilton, Verstappen, Leclerc, Norris and Piastri make up the top group; Hadjar, Lawson, Lindblad, Bearman, Gasly and Colapinto get more credit; Alonso, Hülkenberg, Sainz, Albon, Ocon, Pérez and Bottas come down.
- The real F1 standings page has a new look: a round-by-round season progress strip, leader cards showing the gap to second and third, team logos and colours on every row, column headings, and constructor bars split to show how many points each driver scored.
- Circuit thumbnails on the calendar and the garage next-race card now fill their whole image area, so the pixel map no longer sits inside a visible rectangle.
- The How to play notes no longer say that every race is dry. They now describe the rain, drying track and forecast that the race already includes.
- On phones, the qualifying header no longer squashes the Grand Prix name, both garage car bays fit the screen, contract values and the market table are no longer cut off, and the first race guide is more compact, with room to scroll the page clear of it.
- The first race guide no longer covers the last buttons on a page: you can always scroll past it.
- Street circuits such as Albert Park no longer show the &quot;Street circuit&quot; tag twice on the weekend preview.
- Help now describes free practice and the Q1, Q2 and Q3 knockout correctly, and has a How to play section with the tour and the first race guide switch.
- Yuki Tsunoda’s maple-leaf helmet now appears beside his name in the real F1 standings and on his leader card when applicable, including previously cached standings.
- Rivals now only switch to attack or defence when the gap on the timing screen is genuinely close, instead of pushing from several seconds away.
- The real F1 standings page now counts rounds from the real calendar (23 in 2026) instead of assuming 24.
- The race engineer call on the right-hand panel is now one line with a small button, and the Box button is a normal size, so both drivers' controls fit on a laptop-sized screen.</description>
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    <item>
      <title>v0.11.1: Real standings</title>
      <link>https://slipstream.games/patch-notes</link>
      <guid isPermaLink="false">slipstream-0.11.1</guid>
      <pubDate>Mon, 19 Oct 2026 12:00:00 GMT</pubDate>
      <description>The real Formula 1 championship, live, plus cleaner circuit cards.

- F1 standings: a new public page, linked from the landing screen, shows the real drivers' and constructors' championships for the current season, with leaders, gaps, wins and the latest Grand Prix. It refreshes every five minutes while open. This is real-world data and is separate from the game's fictional ratings.
- Circuit cards now draw each pixel map edge to edge at the card's shape, instead of a smaller map sitting inside a flat coloured box.</description>
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      <title>v0.11.0: Race control</title>
      <link>https://slipstream.games/patch-notes</link>
      <guid isPermaLink="false">slipstream-0.11.0</guid>
      <pubDate>Mon, 19 Oct 2026 12:00:00 GMT</pubDate>
      <description>Free practice, driver contracts, the full safety car and VSC procedures, and a proper race-control desk.

- Full safety car and VSC procedures bring pit-lane closure and reopening, queues, lapped-car wave-arounds, controlled restarts, finishes under the safety car, mini-sector deltas, VSC ending warnings and speeding penalties.
- Driver contracts: a new Contracts screen shows your two seats, every driver on the market and paddock news. After round 12 you can open talks, choose length, salary, podium bonuses, performance exits and release fees, and get up to three offers before a driver walks away. Salaries are paid each round, and drivers without a new deal leave at the end of the season. All values are fictional.
- Free practice: run FP1, FP2 and FP3 (FP1 only on sprint weekends) with a programme for each driver: qualifying sims, race sims, setup work, a tyre programme or rookie running. You get a timing sheet and an engineer debrief with setup, tyre knowledge and long-run pace. What the team learns gives a small pace and tyre-wear edge for the rest of the weekend. Skip it and your engineers run the standard programme.
- Race control desk: the message feed now has a lamp board that always shows the track state (green, yellow, double yellow, safety car, VSC, chequered) with the current procedure, filters for flags, pits, penalties and your cars, and a full session log grouped by lap.
- The championship points chart now uses each team’s real livery colours, with a dashed line when two teammates appear.
- A decided championship now gets a proper champion card: the winning helmet or team logo, their points, wins and podiums on a team-coloured panel, instead of a single line of text.
- The timing tower no longer collapses to a sliver when the commentary gets long; the commentary panel now scrolls inside a fixed share of the column.
- Commentary no longer repeats &quot;safety car deployed&quot; for every race-control notice. It calls the deployment, &quot;safety car in this lap&quot;, the VSC ending and the restart.
- Cars that simply had not crossed the line yet were being waved around as lapped cars under the safety car. Only cars a lap down are waved around now.</description>
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    <item>
      <title>v0.10.0: Career archive</title>
      <link>https://slipstream.games/patch-notes</link>
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      <pubDate>Mon, 19 Oct 2026 12:00:00 GMT</pubDate>
      <description>A redesigned record book celebrates your career, with real team identity across the paddock.

- Homepage helmet previews now show the driver’s real, transparent team logo alongside their name, car and race suit.
- The record book now has a career archive header, featured drivers, sortable Hall of Fame rankings, milestone cards, constructor records, champion honours and illustrated circuit lap records, with layouts for phones and clear empty or incomplete archives.
- Real, coloured team logos replace the invented letter badges across the game, including the record book, career card and save slots. Logos are transparent, with no white background plates. Credits and artwork notices now distinguish team marks from original game artwork.</description>
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      <title>v0.9.0: The record book</title>
      <link>https://slipstream.games/patch-notes</link>
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      <pubDate>Mon, 19 Oct 2026 12:00:00 GMT</pubDate>
      <description>Career history, sprint battles and a deeper paddock reference bring the numbers behind the racing into view.

- The public landing page now has Patch notes and Roadmap buttons. Both pages can be read while the preview is paused, with Home and update-page navigation. Gameplay and all other pages remain locked.
- A career record book with a Hall of Fame, driver and constructor records, champions, shared awards, first-win milestones and Grand Prix lap records.
- Completed seasons now retain race and sprint classifications. Records and steward notes survive season rollover and save export. Older season summaries keep their champions, with missing race history clearly labelled.
- Team pages now include real leadership, bases, 2026 chassis and power-unit suppliers, short histories and source links. These facts stay separate from fictional game ratings.
- Circuit pages now show corner names, venue history, 2025 real F1 winners and historical lap references, illustrative distance sectors, plus winners and lap records from your career.
- A searchable racing glossary explains flags, qualifying, practice, sprints, points and penalties, with a real F1 reference that spells out differences from the game.
- Sprint-only statistics show starts, points, wins, podiums, poles and teammate battles for this season or the available career history. Driver profiles also show sprint wins, podiums and head-to-heads.
- Results and stewards lets you filter classifications by season, session and driver, isolate incidents, and inspect retirement causes, DNS, penalty notes and time added. Real-world sanctions the game does not issue yet are labelled and explained.
- Qualifying glossary entries now explain the three knockout stages used in Slipstream.</description>
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