
Nintendo Switch 2 exclusive Drag x Drive has released a new update adding local wireless play. Given that Drag x Drive is the type of game that would benefit from players being able to play against friends locally, it’s somewhat surprising this feature wasn’t included in the first place.
Drag x Drive was one of the first games announced for the Nintendo Switch 2. Its unique use of motion controls via the Joy-Con 2 were cited as a huge selling point for the game, which sees players take part in 3v3 wheelchair basketball matches. Despite the initial excitement following its announcement, the game launched on August 14, 2025 with little fanfare and mediocre reviews.
Drag x Drive‘s new patch notes are available on the Nintendo website, bringing the game to version 1.1.0. The biggest addition is that players can now play local wireless games, allowing gamers on separate Nintendo Switch 2 devices in the same home to play offline matches together. Notably, there is still no split-screen co-op in Drag x Drive, and it’s unclear whether Nintendo intends to add this in a future update.
Local wireless matches aren’t the only addition in the new Drag x Drive update. Play history can now be viewed, and player levels will now be displayed. When trying to play online with friends, players can now join the waitlist if the public park they’re in is full. There are tons of other small tweaks in the update that should add up to a much-improved Drag x Drive experience.
Although the initial Drag x Drive reviews were not particularly positive, there is still hope that with positive updates like this, it can turn around its fortunes. Nintendo clearly hasn’t given up on it yet, and with its reasonable $19.99 price tag, it’s always possible it will find a bigger audience as it improves. There’s a solid foundation there given its excellent use of motion controls, although the finer details evidently still need some work.
Drag x Drive September 25, 2025 1.1.0 Update Patch Notes
General Updates
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It’s now possible to play local wireless games.
- Select Local wireless park from the Mode tab of the X Menu to play.
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The game will now display play history.
- Select Stats from the Help tab of the X Menu to view it.
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The game will now display player levels, which increase by gaining XP.
- It displays in the upper right corner of the screen on the X Menu.
- It is not used in matchmaking for public parks.
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It is now possible to select either Set as Blue or Blue/Red for Your Team Color.
- Select Settings on the Help tab of the X Menu, then select Display Options to make this choice.
- Adjusted certain depictions, including the game-start animations, lighting within parks, and the time the lights are lit up when at top speed.
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The game will now display version information.
- Select the Help tab of the X Menu to view it.
Online
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It is now possible to join the wait list when the public park or friend park your friend is in is full.
- You can join the wait list from the list found under Friend park on the Mode tab of the X Menu.
- If you select your friend when the park that friend is in is full, you will automatically attempt to connect next time a spot opens up in that park.
- When you are in a public park, selecting public park again will now prioritize selection of another public park.
- Made adjustments to increase the chances of 3-on-3 games in public parks.
- Changed the position for the game-start animation for 2-on-2 games in public parks.
- The game will now display the score when using the spectator camera.
- Like offline bots, online bots will now pass to players when they raise their hands or use the “Hey” reaction.
Fixed Issues
- Fixed an issue where sometimes no record is made under Search for Users You’ve Played With.
- Fixed an issue where the game would sometimes crash when starting up the game or heading to a park.
- Fixed an issue where the shot success rate for shots made immediately before landing was based on the position where the shot was made.
The success rate for shots is affected by the distance to the hoop (how close the player is to the hoop) and the player’s orientation towards the hoop (how directly the player is facing the hoop).
In order to make it so that bunny-hop shots while approaching did not become excessively advantageous, the intended design was to calculate shot success rate for distance to the hoop based on the last point of contact with the ground (the jumping off point).
However, just for when the player took a shot immediately before landing, the shot success rate was being calculated based on the position where the shot was made, which was not intended, so we have fixed this.
However, there are no changes to the success rate for orientation towards the hoop.