Change list has changed (lol) a lot at this point, but its Q2 2017 and we have the game running on steam - with online testing working.
16~ cars are finished, and 3 tracks are ready (asset wise, I cant speak for Chase, he's the one who implements them). The soundtrack is done, total 24 tracks I think. Local multiplayer works, and single player time-attack SHOULD have the twitter support built back in. The decal editor is fully functional, and allows you to post your creations to the steam workshop. As far as I can tell, only loading needs to be added before you can use them in game. All main menus are now complete and functional, including controller rebinding, sound, graphics, and calibration. Photo-mode received a wire-frame render mode as well, and is available in online and 4 player (as always).
We have a full website redesign ready for launch, and a ton of other stuff prepped.
Theres other points to cover, but I need to finish the full KS update before I can do that.
As for this week, 12 debug keys have been sent out, and we'll be adding more testers for debugging Mac and Linux soon.
If everything goes smooth - I'd like to release Steam keys to all backers a week or so before the full release on Steam (Early Access at that - but still a big deal).
We dont have a solid release yet. We tired to shoot for July 16th, but that ended up not happening due to a bug that took 3 days to fix, plus other set-backs. (Im talking weeks)
If the time-frame requires it, I'm confident we could release this with only 1/2 or 1/3 the features it currently has and still have a successful launch. The build from last June constituted the content of the games new free demo - but unfinished of course. A large number of improvements have been made to physics and other aspects of the game since then.
I dumped all of the screenshots I've taken for the KS in the screenshot thread. The full KS update will have gifs and other content too.