Road Redemption got a major update earlier this week. I've spent an hour or two with it, and am of mixed opinion.
There was a major texture overhaul which has greatly improved the look of the courses, and there are more courses and greater variety within them... however this has also come with new graphics post processing (such as depth of field) that don't have an option to be turned off, and a noticeable impact on performance that I don't care for.
The UI got a redesign, which doesn't seem better or worse to me, just different.
They also changed the dynamics of weapons, how you get them, when to use them, and how you upgrade them that I'm not sure I'm a fan of. Enemies with helmets now are immune to bladed weapons until you use a blunt weapon to knock said helmets off... at which point the bladed weapons become more damaging than blunt weapons. But nobody has the time and presence of mind to juggle weapons like that, so all it really does is make you use blunt weapons exclusively and ignore bladed weapons.
They've stopped giving you free weapons before campaign levels, but instead now have powerup drops a-la mario kart on the track itself in levels which call for certain weapon types (like free C4 drops on levels involving destroying truck convoys, etc). The game has shifted heavily in favor of blunt melee weapons, as previously mentioned blade weapons are now too much trouble to use, but also because now firearms are a lot rarer and run out of ammo much sooner. Perhaps that's for the best, as I had gotten to a point where I was almost exclusively using guns before the patch, and that made things kinda easy sometimes. Having to get down and dirty in the scrum with a nailbat or pipe wrench is a lot harder, but also more viscerally pleasing.
There's also a new (or maybe I just didn't notice it before) grappling attack, where hitting Q will let you grab another driver by the neck, so that you can steer him into oncoming traffic or a wall or something - at the cost of not being able to defend yourself from other attackers while you do it. It's nice to have the option, I suppose, but I can't conceive of why I would use it instead of using the kick attack - which doesn't leave me vulnerable and usually has the same result as the more time-consuming grab.
Enemies are smarter now, and will take shortcuts same as you. Also, later in the campaign, enemies start getting a lot tougher.. they get "shields" for some reason that you have to chew your way through before they start taking "real" damage (not sure why they couldn't just raise their HP, having personal force fields seems a bit harsh on the ol' suspension of disbelief - this ain't star trek). Also a lot more enemies are now equipped with tasers, which, while not lethal in and of themselves, can make you crash into stuff while you lose control of your body for the few seconds after getting tazed.
They've also added a "classic" mode which is different from the campaign in that it lets you pick the level you want to play on, but still no multiplayer support yet.
Edit: Oh, and they nerfed jump jets. They now fire only as a momentary impulse with a ~5 second cooldown, instead of being able to be used constantly like a jet engine. Which I guess is ok. It was pretty ridiculous before, how you could basically fly around the track... but it was cool and fun. Oh well.