Summary:
Version 1.3.0 for Kirby Air Riders is the kind of update that changes how we plan a session before we even pick a rider. The headline addition is GameShare, which lets one copy of the game stretch further by enabling play with others on another Nintendo Switch 2 or Nintendo Switch system. That sounds simple, but it lands like a social upgrade: fewer barriers, faster setups, and more “yeah, jump in” moments when a friend is hovering nearby or popping into a call. Nintendo also expands what we can do inside paddocks, adding Grand Prix for Air Ride matches so we can run multiple races and decide a winner by overall points instead of a single finish line. That small shift turns the mood from sprint to story, where consistency matters and a single mistake does not have to ruin the whole night.
On top of that, Sub-In Series brings a more continuous match flow, two players can participate in paddocks and Quick Matches from a single Switch 2 system, and City Trial gets several changes that tighten up decision-making. Special gauge behavior is less punishing when we swap or steal machines, discarding Copy Abilities becomes more deliberate, and a handful of interface and record-keeping tweaks make the game feel tidier. Balance adjustments nudge several riders and machines in meaningful ways, while the bug-fix list targets online stability and a wide range of odd edge cases. Put it together and 1.3.0 is not just a list of tweaks, it is a push toward smoother sessions, clearer choices, and more ways to play together.
Kirby Air Riders Version 1.3.0 brings GameShare and a smoother online rhythm
Version 1.3.0 is built around a simple idea: more people should be able to play together, and the game should fight you less when you try. GameShare support is the obvious proof, because it reduces the usual friction of “do you own it?” and replaces it with “do you want to race?” That matters in a party racer where momentum is everything, not just on the track, but in the living room. Nintendo also bundles in new paddock options, quality-of-life changes, balance adjustments, and a long list of bug fixes. The result is an update that touches the whole loop, from how we gather a group, to how we run matches back-to-back, to how City Trial decisions feel under pressure. If we have ever had a night where the lobby felt clunky, the rules felt limited, or one weird glitch killed the vibe, 1.3.0 is clearly aiming at those pain points. It is less about reinventing Kirby Air Riders and more about sanding down the sharp edges so the fun shows up faster and stays longer.
GameShare basics: where to find it and what it actually does
GameShare support is now baked into the title screen flow, and that placement is not an accident. Nintendo wants this to be a first-class option, not a hidden checkbox buried in a submenu nobody remembers. From the title screen, we can press the buttons shown at the bottom to open the GameShare screen, then choose between People Nearby and GameChat. The key win is that GameShare is not framed as a “demo-like” compromise, but as a real way to get races going when the group is ready. Practically, it means we can treat Kirby Air Riders like the friend who always brings an extra controller. That changes how we invite people, especially those who are curious but not committed yet. It also changes how we think about short sessions, because a quick few races no longer has to be a purchase decision. The update does not ask us to be accountants, it asks us to be racers, and that is the right tone for this kind of game.
People Nearby: quick local sessions without extra copies
People Nearby is the “no fuss, no lecture” way to share the ride. The name says it all: we are talking about nearby systems connecting in the same space, where the goal is speed of setup and low friction. If we have ever hosted a couch session where one person is ready, one person is still syncing controllers, and one person is asking which mode to pick, this option is for that moment. With GameShare, we can focus on getting everyone into the match rather than negotiating who owns what. It also fits the vibe of Kirby Air Riders, because the game shines when we are reacting to each other in real time, laughing at ridiculous turns, and calling out what just happened. People Nearby turns the game into something closer to a party staple, where we can say “grab your system” and actually mean it. The best part is psychological: it lowers the barrier to trying City Trial or a few Air Ride races with someone who is on the fence, and that kind of easy invitation is how games become traditions.
GameChat: sharing the ride with online coordination
GameChat adds a different kind of convenience: not distance convenience, but coordination convenience. Instead of everyone needing to be in the same room, GameShare can be paired with GameChat so we can share the experience while still talking through decisions, calling out surprises, and keeping the social energy alive. For Kirby Air Riders, that matters because so much of the fun is reactive. City Trial is a mini-drama where plans change every few seconds, and Air Ride races often come down to a single moment of timing. Having GameChat as a GameShare option means Nintendo is treating voice and play as part of one flow, not separate chores. It also makes it easier to include the friend who cannot make it over, but still wants to be part of the session. If People Nearby is the living room version, GameChat is the “same chaos, different couches” version. Either way, the update is nudging us toward more shared play, which is exactly where Kirby Air Riders tends to create its best stories.
Grand Prix arrives in paddocks and turns races into a points story
Grand Prix is now available for Air Ride matches in paddocks, and it is a deceptively big change because it reframes how we measure success. Instead of one race being the whole verdict, we participate in multiple races and determine a winner by overall points. That structure rewards consistency, adaptation, and recovery, which are all skills Kirby Air Riders quietly tests. It also keeps more players emotionally invested, because a bad first race is not a night-ending disaster. We have all had that one start where we clip a wall, get bullied by the pack, and spend the rest of the race in a personal argument with the laws of physics. In a points format, we can shake it off, adjust, and come back. Grand Prix also makes the group dynamic more interesting, because rivalries develop over several races, not just one finish line. The update is basically saying: let the night breathe, let the competition build, and let the results reflect more than a single moment of chaos.
How overall points change risk, defense, and late-race choices
When overall points decide the winner, the smartest play is not always the flashiest play. A points format changes our relationship with risk, because a single reckless move can cost more than it gains across multiple races. That does not mean we race timidly, it means we race intentionally. If we are leading on points, we might prioritize clean lines, safe boosts, and denying easy passes rather than gambling everything on one daring shortcut. If we are behind, we might choose aggressive strategies earlier in a race, because we need a strong finish to close the gap. The fun part is that these decisions happen naturally, even if nobody says “I am playing the long game” out loud. We feel it. We start tracking who is consistent, who is volatile, and who is one lucky bounce away from stealing the whole thing. Grand Prix turns a paddock session into a mini season, and that makes every race feel connected, like chapters in the same night rather than isolated highlights.
Sub-In Series makes continuous matches feel less like a waiting room
Sub-In Series is a new rule set available in paddocks, and its whole purpose is to keep matches moving while allowing players to sub in. That may sound like a simple lobby tweak, but it targets a very real problem: downtime kills energy. In a group session, nothing drains the mood faster than long pauses where someone steps away, the lobby resets, and we stare at menus like they are going to tell a joke. Sub-In Series is designed to reduce those dead moments by supporting continuous matches while still making room for players to rotate. That is especially useful when we are playing with a bigger group than the active match slots, or when someone needs to swap controllers, grab a drink, or step away without forcing everyone else to stop. It also makes sessions feel more welcoming, because joining in does not have to mean waiting for the perfect break in the schedule. The update is quietly respecting how real groups play games: messy, social, and constantly in motion.
Two players on one Switch 2: paddocks and Quick Matches open up
Two players can now participate in paddocks and Quick Matches from a single Nintendo Switch 2 system, and this is one of those changes that immediately creates new possibilities. It turns one console into a small team hub, where two people on the same couch can jump into the wider online or lobby flow together. If we have ever wanted to pair up locally while still racing against friends elsewhere, this is the bridge. It also makes Kirby Air Riders more flexible for households, because not every setup has multiple systems ready to go at the same time. Sometimes we have one Switch 2 in the living room and a whole lot of enthusiasm, and that should be enough. This change also fits the game’s personality. Kirby Air Riders is chaotic in a friendly way, and sharing a screen tends to amplify that energy, because reactions become part of the entertainment. When the match swings, we feel it together. Two-player participation from one system makes it easier to bring someone along for the ride without turning the session into a hardware checklist.
City Trial quality-of-life changes that alter moment-to-moment decisions
City Trial is where Kirby Air Riders turns into a fast decision simulator disguised as a cute game with floating stars. Version 1.3.0 includes several changes that make those decisions feel fairer and more readable in the heat of the moment. The big one is Special gauge behavior: previously, if we swapped to a vacant machine or stole a machine at a moment when our Special could have been triggered, the gauge would decrease. Now the gauge is maintained, meaning we can still trigger our Special after swapping or stealing. That is a meaningful shift because swapping and stealing are core City Trial behaviors, not rare gimmicks. The update also adjusts the lock-on range when swapping to a vacant machine, adds a safer input option for discarding Copy Abilities, and brings a few other usability touches like showing the version after crossing the finish line in Time Attack and allowing individual record deletion in Personal Best. These are not flashy changes, but they make City Trial feel less like it is punishing us for being active and more like it is rewarding good reads and quick choices.
Special gauge preservation when swapping or stealing machines
Maintaining the Special gauge after swapping or stealing fixes a frustrating little “gotcha” that could make City Trial feel inconsistent. In the old behavior, we could make a smart play by grabbing a better machine, then watch our Special potential slip away at the exact moment we needed it. That is the kind of penalty that teaches players to hesitate, and hesitation is basically poison in City Trial. With the new behavior, swapping and stealing become cleaner tactical options. We can commit to an upgrade without feeling like we are paying an invisible tax. It also makes fights and chases more readable. If we have built our gauge, we can keep that threat alive while we reposition, which means our opponents have to respect it too. In a mode where momentum is everything, preserving the gauge keeps the flow aggressive and decisive. We still have to earn our Special, but once we have earned it, the game is less eager to snatch it away because we interacted with the world the way City Trial encourages.
Copy Ability discarding gets safer and more intentional
In City Trial, we can now tilt the Left Stick down or press the Down Button to discard a Copy Ability without triggering our Special. That single line is a quality-of-life upgrade with huge practical impact, because Copy Abilities are not always a blessing. Sometimes we pick one up by accident, sometimes it does not match our machine, and sometimes we simply want our Special ready without extra noise. Before, discarding could feel risky if the input overlapped with other high-stakes actions. Now it is more deliberate, which means we can make cleaner decisions under pressure. This change also encourages experimentation, because we can try an ability, decide it is not for us, and drop it without worrying about setting off our Special at the wrong time. It is like finally having a “no thanks” button at a buffet. City Trial is chaotic, but it is best when the chaos comes from players and events, not from the controls surprising us.
Quick habit checklist for City Trial muscle memory
The easiest way to benefit from these City Trial changes is to build a few simple habits that keep our choices clean. First, if we are swapping or stealing to upgrade, we can do it with more confidence now that our Special gauge will not shrink for making the play. Second, when we pick up a Copy Ability that does not fit our plan, we can discard it using the down input without accidentally firing our Special, which keeps our threat in reserve. Third, the adjusted lock-on range for swapping to vacant machines means we should pay attention to positioning, because the “grab it” moment may feel slightly different than before. Finally, because online stability and rules are improving, it is worth practicing these habits in real matches rather than only in low-pressure runs. Think of it like tightening the laces on your shoes. You are not running faster because the laces are magical, you are running faster because you stop tripping over your own setup.
Machine Market and My Machine changes: small menus, big ripple effects
Version 1.3.0 also tweaks a few systems that live outside the adrenaline zone, but still shape how we play. In the Machine Market, the “Popular” search condition in the Buy section has been changed to “Random.” That changes how we browse and how quickly we discover machines, especially if we relied on Popular as a quick filter. Random can feel like a shrug, but it can also be a gentle push toward variety, which suits a game where experimenting with different rides is half the fun. On the customization side, the Transform Star’s bike-type form can now be edited in the My Machine Apply Decal screen, with an important limitation: once a decal is applied to Transform Star in either form, we cannot edit decals with the other form until all existing decals have been removed. That rule is a bit strict, but it is clear, and clarity is better than silent weirdness. Finally, we can now delete individual records for each machine in Personal Best, which is great for anyone who likes clean stats or wants to reset a single machine’s history without burning everything down like a cartoon villain.
Rider balance adjustments: who benefits and what it pushes us to try
The rider balance adjustments in 1.3.0 focus on making several characters more effective in City Trial and Air Ride, and the pattern is easy to spot: stronger Specials, better survivability, and more reliable attacks. Waddle Dee gets higher Defense while Special is triggered, which leans into sturdiness and makes timing that Special feel more rewarding. Bandana Waddle Dee sees boosts to Special attack power and range, plus improved gliding speed while Special is active and a lower fall speed during that state, which collectively makes the Special feel more controlling and more mobile. Waddle Doo gets improvements to automatic attack power and detection, including being able to trigger automatic attacks from slightly farther away, plus stronger Special bullets and better detection. Gooey receives a longer Special range and better bullet detection, while Cappy’s mushroom cap durability increases. Scarfy gets a big set of changes: more HP, stronger angry-state stats, easier access to angry state, faster re-entry into anger after it ends, and stronger, wider Special explosions. Susie gains HP and higher Defense during Special, and Noir Dedede gains Offense plus higher Defense during Special. The combined effect is simple: more viable picks, fewer “why does this feel underpowered?” moments, and more reasons to try characters we may have sidelined.
Machine balance adjustments: wall spins, stomp pressure, and speed curves
Machines also see meaningful tuning, and the adjustments mostly target how machines behave in real collisions and real racing lines, not just in ideal conditions. Shadow Star, Jet Star, and Vampire Star each get strengthened deceleration when hitting a wall with Quick Spin, which is essentially Nintendo tightening the consequences of that specific interaction. Wagon Star is adjusted in two directions: weaker forward acceleration while skidding sideways, but stronger acceleration from low to medium speeds during normal driving. That is a nudge toward cleaner driving rather than living sideways forever. Wheelie Bike gets higher initial Top Speed and Turn values in City Trial and a higher growth rate for those stats, which can make it feel more rewarding to invest in. Hop Star gets several changes across all modes: increased fall speed after Boost Charging in midair, expanded stomp attack range, and higher stomp attack power, which makes it more threatening as an aggressive option. Tank Star gains higher ground Top Speed, faster charging during drifting, and easier carryover of fall speed on Perfect Landings, which makes it feel less like a slow brick and more like a heavy machine with real pace. Hydra’s deceleration when hitting other machines is weakened in Air Ride, which can change how it brawls in traffic. These tweaks collectively aim at making machines feel more consistent, more readable, and more aligned with their intended strengths.
Bug fixes and stability improvements that keep sessions from melting down
The bug-fix list in 1.3.0 is long, but the headline is clear: improved communication stability during online play. That matters because even the best feature additions fall flat if matches disconnect or behave unpredictably. Beyond general stability, the fixes cover a wide range of edge cases: errors when opening certain menus under specific conditions, checklist completion weirdness, issues entering paddocks with specific custom machines, and stat displays not reflecting correctly on selection screens. Transform Star gets multiple fixes related to mode changes and acceleration effects, including situations where effects could be lost immediately or triggered twice. There are also fixes for Copy Ability removal behavior, weight-related Top Speed behavior on specific machines, and character-specific oddities like Gooey’s tongue sometimes failing to capture certain enemies. Several paddock and relay issues are addressed too, including disconnections causing strange lap counting or warping behavior, camera settings not applying properly, and stat oddities tied to turn order with figure players. City Trial receives fixes for camera behavior after size changes or rails, item effects that did not end correctly, and rare online issues where a rival’s stolen machine could become inoperable. In other words, 1.3.0 is not just adding toys, it is cleaning the floor so we stop slipping while we play with them.
Conclusion
Version 1.3.0 is a people-first update. GameShare makes it easier to say “join us” without turning that invitation into a purchase conversation, and Grand Prix plus Sub-In Series make paddocks feel more like an ongoing night of play instead of a stop-and-start lobby routine. Two players on one Switch 2 in paddocks and Quick Matches adds flexibility where it counts, while City Trial tweaks remove a few unfair-feeling penalties and give us more control over our own choices. The balance adjustments broaden the roster and refine machine behavior, and the stability and bug fixes handle the unglamorous work that keeps online sessions from collapsing at the worst possible time. If we want Kirby Air Riders to be the kind of game that shows up at every hangout, lasts for “one more set,” and keeps groups coming back, 1.3.0 pushes strongly in that direction.
FAQs
- How do we access GameShare in Kirby Air Riders?
- From the title screen, use the button prompts shown at the bottom to open the GameShare screen, then choose People Nearby or GameChat depending on how you want to connect.
- What is Grand Prix in paddocks, and how is the winner decided?
- Grand Prix is a new mode for Air Ride matches in paddocks where multiple races are played and the winner is determined by overall points, not just a single race finish.
- What does Sub-In Series actually change during a session?
- Sub-In Series is a new paddock rule set that supports continuous matches while letting players sub in, which reduces downtime and keeps the flow moving.
- What is the City Trial change to Special gauge when swapping or stealing machines?
- If your Special could have been triggered, swapping to a vacant machine or stealing a machine used to reduce your Special gauge, but Version 1.3.0 keeps the gauge maintained so you can still trigger your Special afterward.
- Can we discard a Copy Ability without accidentally triggering a Special now?
- Yes. In City Trial, you can tilt the Left Stick down or press the Down Button to discard a Copy Ability without triggering your Special, making the action more deliberate.
Sources
- Kirby Air Riders 1.3.0 update out now, patch notes – new features, balance adjustments, more, Nintendo Everything, January 26, 2026
- Kirby Air Riders updates with GameShare, Grand Prix mode and more, Vooks, January 27, 2026
- How to Update Kirby Air Riders, Nintendo Support (UK), January 27, 2026













