About the Game
Your team. Your calls.
A motorsport management sim set in the early 90s. Dense UI, deep systems, races you actually watch.
Run Your Team
Sign drivers — but scout them first. Stats are hidden until your scouting department reveals them. Drivers carry personality traits: tyre whisperers, late brakers, hot heads. A cheap signing with red traits is no bargain.
Grow your own talent through the Driver Academy. Loan juniors to feeder series for real seat time. Promote them when they're ready.
Build your car part by part. Every component has variable quality and can carry hidden traits — Overweight, Low Drag, Ground Effect. You discover them by running the car. Practice is detective work.
Negotiate sponsors and suppliers against the AI grid. Miss your sponsor's targets and they walk. Partners set expectations every race — your results decide whether they stay.
Watch It Play Out
Races run in real time on a physics-driven 2D engine. Dirty air. Drafting. Tyre temperature. Engine failures. Dynamic malfunctions mid-race.
Call the pit stops. Pick the compounds. Push a damaged engine or play it safe. Watch broadcast-style replays of key moments. Or simulate at max speed and manage through data.
A World That Moves
Every career is procedurally generated — 500+ drivers, fictional constructors, ~35 car manufacturers, 70+ circuits, 10+ simulated series across the world.
Circuits hold contracts with the series. A booming economy brings new races. A lost TV deal kills one. Sponsors sign and leave based on results. Engine suppliers enter the market, compete for teams, and follow global trends.
Two feeder series run underneath the main championship with shared drivers, shared brands, and real results. Seven more series — touring cars and GT — are simulated across the world with their own grids, seasons, and champions. The world doesn't wait for you.
Make It Yours
In-game Circuit Editor — draw tracks freehand or trace from an image. In-game Mod Editor — replace teams, drivers, sponsors, build full calendars, create scenarios.
The game ships with fictional series and content. The mod tools let the community build whatever they want on top of it.
Also
- Full localization: English, French, German, Spanish, Italian, Brazilian Portuguese
- Community language packs supported
- Steam Deck compatible
- Voiced tutorial
- Windows, Linux, macOS
Screenshots
10 imagesVersion Information
Steam Patch Notes
Official update history
Hotfix 0.5.4-6
Modding
- Mod packs now live in your user folder — the in-game editors can write even when the game sits in Program Files. Packs installed the old way still load.
- A pack records which build it was made for, shown in the pack picker and in red when older than this build.
- Stable ids and format handshake — renaming a team no longer unbinds its drivers and sponsors. A pack from a newer build says so instead of loading half-understood.
- Upgrading a pack keeps a copy of the original before saving over it.
- Mod Editor: renaming a pack no longer rewrites the old file. Helmets are coloured with a picker like the liveries.
- A pack's car art follows the team colours instead of keeping the colours it was drawn in.
- Fixed: team list wouldn't scroll in an imposed world. Cars never went out in practice/qualifying on a 20-team grid. Country codes instead of country names for modded teams. Circuit Editor keyboard shortcuts firing while typing.
- New: player wiki for the pack format.
Modding — Sponsors & Suppliers
- A pack in replace mode is now left alone — the game was adding up to 127 invented brands on top of it every pre-season.
- Sponsor payout and reputation now follow the budget and prominence the pack declares.
- A team whose marketing is too small to court any brand in a pack's pool now reaches for what there is.
- Writing "tire" instead of "tires" no longer removes every tyre supplier from the world.
Race Weekend
- Fixed: cars teleported sideways over the starting-grid boxes, at the start/finish line and in close traffic — three separate causes.
- Fixed: a non-starting car still sat on the grid.
- Fixed: a crashing car changed colour mid-crash.
- Fixed: in qualifying, a flying lap started before the flag was not allowed to finish.
- Rankings now say DNQ and DNS where they used to say DNF for everything.
Run Plan
- Fixed: offered and hand-built strategies used two different estimators — 43s apart over 30 laps, 106s over 70 laps. Both now use the same basis.
- Fixed: a custom plan read empty fuel stops as "refuel to an empty tank" — handing the car 7.5s of free lap time over 60 laps.
Career & UI
- Fixed: selling shares while an infrastructure change was uncommitted let the valuation be edited — money could be created or destroyed.
- Fixed: bankrupt teams stayed listed as living teams with drivers still under contract.
- Fixed: scrolling inside a pitwall app also zoomed the live 2D race.
- Fixed: series records borrowing another championship's results.
- Fixed: a driver who left mid-season lost the season he had raced.
- Fixed: regulated part redesigned in-season still delivered rushed at the rollover.
- Fixed: GP number in the sidebar, R&D tile work-unit mismatch, car ratings cut off.
Languages
- Polish and Cyrillic letters no longer draw as nothing — text routes each character to a font that can draw it.
- New translation batch — some items may remain and will be addressed in future updates.
Art
- Fixed: cars, suits and helmets had a one-pixel fringe of the original artwork — the recolour now covers soft edges.
- Fixed: ceremonies showed invented logos for modded sponsors, suppliers and teams.
Discord
Hotfix 0.5.4-4 — Steam Workshop Is Live
Steam Workshop — Now Live
- Subscribe to a Workshop item and the game reads it straight away — mod packs, hand-drawn circuits and language packs. Nothing to copy, nothing to move.
- A file in your own mods/ folder still wins over a subscribed item of the same name, so you can test changes locally.
Modding Tools
- New: Language Editor ships with the game — translate the game into your language, drop the file or publish it on the Workshop.
- New: Mod Editor Audit tab — reports problems in your pack before you publish. One-car teams, duplicate driver codes, missing circuits.
- New: Mod Editor — choose which championships the world runs with a tick box each. Untick them all and your pack's drivers are the only ones in the world.
- New: Mod Editor — set a driver's starting fame.
- New: a pack's circuits can replace or extend the world's circuit pool — a real-world season no longer drifts back to generated tracks.
- New: Circuit Editor — type the target length directly in the toolbar.
- New: mod picker scrolls and can be searched by name.
- Fixed: Restart during a test drive replaced your track with a random one.
- Fixed: modded sponsors showed country codes instead of flags.
- Fixed: modded circuits reported the same number of turns everywhere.
Stability
- Fixed: the game held far more asset memory than needed — performance improved.
- Fixed: on Windows, loading a save could crash on the loading screen.
- Fixed: 4K Auto-fit UI sponsor-logo glyph performance issue.
Career
- Fixed: scouting rating filter compared the driver's true rating instead of what you can see — filtering "70+" returned drivers you read as ~56.
- Fixed: hand-drawn or modded tracks reported the wrong number of turns on all screens.
- Fixed: weekend repairs offered no way to continue when your cars needed no repair.
- Fixed: stopgap sponsor offer arrived mid-negotiations instead of when the window closes.
- Added: Country column sorts in the scouting list.
Interface
- Fixed: timing tower — scrolls inside its space with a full field. Gold arrows show hidden drivers. Wheel over the tower scrolls the order instead of zooming the track.
- Fixed: lap history — follows the newest lap and scrolls back to earlier ones.
- Fixed: live Result tab columns properly spaced on all screen widths.
- Fixed: Pitwall Data tab and Events tab scroll properly at larger UI scale.
- Fixed: Infrastructure screen ran off the bottom.
- Fixed: R&D Production part name drawn under the version picker arrows.
- Fixed: sponsor and supplier names overlapping at higher UI scale.
- Fixed: country list scrollbar jumping the career setup wizard.
- Fixed: modded career team list wouldn't scroll.
Presentation
- Podium and team-presentation ceremony redrawn by artist Lucky Dart. Full-screen podium with proper sponsor boards and logos.
The Workshop is open. Build something.
Discord
Hotfix 0.5.4-3
Auto-Fit UI
- New: Auto-fit UI in Settings → Display (on by default). The whole game scales to your screen — menus, career apps, live race. This should fix most display and text overlap issues on high-resolution and Retina screens.
- Fixed: text overlapping at high zoom on R&D Improve/Inventory rows, Scouting status badges, and the Repair tab's DESTROYED tag.
Settings
- Fixed: Simulation sliders reverted to their previous value after leaving Settings. They now stick, and a race started afterwards uses the values you just saved.
- Fixed: the message list and the page no longer scroll together — wheel over the list scrolls the list, wheel over the preview scrolls the page.
- Fixed: scrolling the list no longer changes the open mail.
Quick Sim
- Fixed: session ranking cut off the bottom of a full field — it now scrolls. Driver names shortened to fit the column.
Career — Drivers & Sponsors
- New: sign a free agent mid-season to fill an empty seat after firing a driver or with no reserve.
- New: leave pre-season sponsor talks with an empty slot and your marketing department emails a one-year stopgap offer — three low-end brands to choose from.
- Fixed: Next GP with an injured driver showed the wrong warning. Injured drivers now get their own warning first.
- Changed: modest and midfield drivers now accept fair offers from low-budget PFS teams more readily — backmarker teams can actually fill their seats.
Career — Parts & Strategy
- Fixed: old, now-illegal part designs could still be produced after a regulation change.
- Fixed: new season started on the latest fitted spec instead of your pinned default.
- Fixed: race strategy pit compound wasn't always honoured — picking hard/hard could run hard/soft. Your exact picks are now locked for the race.
Modding
- Imposed mod packs now support up to 14 teams (was 12).
Thanks for the reports. The Auto-fit UI should address most of the display issues — if you're on a high-res screen, please let us know how it works for you.
Discord
Hotfix 0.5.4-2
Stability
- Fixed: the World Data screen could freeze and crash the game.
Displays & Controls
- Fixed: mouse wheel scrolling jumped a whole block per notch on Windows and macOS.
- Fixed: clicking a scrollbar's arrows or thumb also triggered the button or row behind it.
- UI Scale and in-race HUD scale now go up to 300% and 400% for 4K/Retina displays.
Audio
- Fixed: menu music, UI click sounds and tutorial voice stayed silent on some sound devices.
Career
- Fixed: at the summer break, a condition where all engine / tyre / fuel suppliers could announce they were leaving at once.
- Fixed: the GP-10 free weekend gave 3 driver offers for the whole weekend instead of 3 per turn. You now get a fresh set each turn with the remaining count shown.
- Fixed: a driver under contract was labelled "Free Agent" in the Scouting → Missions list.
Thanks for the reports. Keep them coming.
Discord
Hotfix 0.5.4-1
Displays & Performance
- Fixed: fullscreen at a resolution smaller than your monitor could draw the track as a black rectangle under the HUD. Fullscreen now always renders at your screen's native resolution. To render at another resolution, use windowed mode.
- The main menu background is now a static image instead of a live animated track — it was costing CPU on weaker machines.
Race Weekend
- Fixed: a car rejoining from the pits could be counted as a collision with a car on the straight, often triggering a phantom safety car.
- Rebalanced puncture events — they were happening too often. Stints are now planned with a margin so punctures come from racing variance, not from the strategy itself.
Career
- Fixed: infrastructure spending was deducted the instant you pressed +, and raising then lowering a level refunded only half. Nothing leaves your budget now until you end the turn — adjust freely, undo costs nothing.
Thank you for the reports — keep them coming.
Discord
v0.5.2 — The Development Series, Weekend Loadout, and Pre-Season Testing
0.5.1 gave the calendar a world to live in. 0.5.2 gives the championship a ladder — and it lands eleven days before Early Access on September 3.
⭐ The PFS Development Series
Two feeder series now run underneath the Prime Formula Series. They are not playable yet, but they are genuinely racing.
PF2 "Prime Formula Challenge" — the step below the championship. International, 18 and over, 12 teams of two drivers plus a reserve, 16 races, a spec V6.
PF3 "Formula Development Series" — where careers start. 16 to 18 years old, 10 teams, 12 races, a spec I4, no pit stops, every part frozen to one specification.
Each has its own qualifying format, tyre rules and points scale. They run alongside your season: results, standings, poles, retirements, tagged news. Champions are crowned at the rollover, seasons are written into driver palmarès, and every seat is refilled.
The world is shared, not parallel. A brand backing a feeder team is unavailable to PFS teams that season. Drivers carry ambitions by tier — a modest driver targets a feeder seat, so a PFS offer above his sights closes more easily.
Academy loans. A feeder team will occasionally ask to field one of your academy prospects for a season. Accepting seats him in the series, pays your academy a contribution every GP, and buys him real seat time — worth 5% faster development than anything the academy can simulate.
🧳 Weekend Loadout
The weekend now starts before the weekend.
A new screen opens ahead of practice: choose how many cars travel — two, or three with the mule — and which spares make the truck. Fitted parts travel with their cars; spares only if you take them.
The choice genuinely locks the weekend: no purchases, no sales until the race is done. A broken front wing is now a pit stop, not a retirement — provided you packed a spare.
🔬 Pre-Season Testing
The moment your cars are built and fitted, the team heads to a testing day on a circuit drawn from this year's calendar. It is a real free practice session — run plans, development programmes, trait discovery, genuine part damage — with no qualifying or race after it.
Your chief engineer briefs you before and reports after. The Development phase will not close until you have run it.
🏭 The Test Track
A new R&D tab holds a standing run plan for the development car, driven by your reserve on the team's own test circuit. It re-runs every Grand Prix weekend until you change it.
Laps accrue trait-discovery mileage, and Development runs raise a part's potential. It is not free — the programme reserves a share of the Engineering pool proportional to the kilometres you plan. One bar, one truth.
📏 Regulations & Records
Pluggable regulation packages — classic top-6 points (10-6-4-3-2-1) is now the default
107% qualifying rule is active — too slow and you don't start
Country pages with national halls of fame, motor manufacturers, and circuits
PFS hall of fame counts PFS results only — feeder championships no longer inflate senior records
Records survive retirement instead of vanishing with the driver
⚖️ Balance
Mistakes recalibrated on a real season-one save. Expect 2–5 crashes and 6–13 spins per race now, down from 8–10 crashes
Sponsor Income Spread slider — headline brands pay disproportionately more
Team renown finally matters — reputation feeds prestige, which drives driver acceptance, AI negotiation order and academy signings
Smarter AI money management — teams trim facilities before reaching crisis
🖥️ Interface
Timing tower redrawn — garnet position plate, team colours, pit-stop count column
Simulate screen rebuilt — status gutter, full names, gaps refresh per sector like a real timing screen
Contextual help — a book button in every app opens that screen's wiki page
Decision mails stay in your inbox showing what you chose
Next GP blocked if you have unanswered offers waiting
🐛 Fixed
Closing the window now saves the career — Alt+F4, title-bar X and Steam Exit no longer drop your progress
Loading a career could freeze and drive the machine out of memory
Weekend Loadout no longer skips the season's first GP and pre-season test
Seven screens showed a hardcoded year instead of reading the mod calendar
Academy loan income now appears in Finance with its own section
Improve tab advertised the wrong reliability cost — by a factor of four
Worn parts warn before they ruin a weekend
Stuck negotiations self-heal when a sponsor signs through another channel
Steam Deck: podium, ceremony and country screens fit the display
📝 Also New
A player wiki covering every career screen, app and tab — with real formulas, cross-linked — now reachable from inside the game at the-undercut.com/wiki.
September 3
Early Access opens at 9:00 CET, at $14.99 — with a –12% launch discount for the first seven days. Until then, the free demo tracks the latest build.
Play the Updated Demo · Wishlist the Full Game · Join Discord
See you on the grid. 🏁
v0.5.1 — The "Everything Should Actually Work" Patch
The last patch before Early Access on September 3. No new systems — just making sure the ones you have don't lie to you, crash on you, or quietly charge the wrong car for someone else's damage.
Race Calendar — Circuits Have Contracts
The calendar is no longer a static list. Circuits now belong to a pool and hold contracts with the series — they join, they renew, they expire. A track that loses its deal drops off the calendar. A new venue with the right economics and media interest takes its slot. Your season-to-season calendar shifts the way real motorsport calendars do. Careers started before 0.5.1 gain the circuit pool and series contracts on load — nothing lost, everything additive.
Spins ≠ Crashes
Spinning into a wall used to run the full crash damage pipeline. A spin's wall brush now only damages parts on a rare roll. The dent, the lost position, the tyre wear and the shaken confidence still land — but your car no longer needs a full rebuild because a rear tyre stepped out at turn 4. Crashes keep their full consequences. A lost wheel now correctly reads as heavy suspension damage instead of a three-wheeled car with pristine parts and no explanation.
Your Saves Live Where They Belong
Careers, replays, screenshots and settings now sit in each platform's standard user directory — %APPDATA% on Windows, ~/Library on Mac, $XDG_DATA_HOME on Linux. This means Steam Cloud can sync them properly, and a reinstall won't silently delete your 40-hour career. Existing installs migrate automatically on first launch. Drop a portable.txt next to the executable if you prefer everything in the game folder.
Steam Deck — Actually Playable
A dozen screens had no controller bindings for what they actually do. Now they do:
Infrastructure: right stick to browse departments, triggers to buy and sell
Start button ends the turn from any app
Country filter opens the on-screen keyboard with Select
Sponsor rows no longer open negotiations just because you scrolled past them
Every binding is stamped on its button and echoed in the hint bar from a single source — they cannot drift apart
The Bug List
These are the kind of bugs that make you question your own strategy — because the game was quietly doing something else entirely.
A wrecked car kept racing. A stranded car raised the safety car while the standings still showed it running. Fixed — a wreck is a wreck.
Your #2 driver destroyed his brakes every weekend. He was running an AI team's practice programme. A reserve driver on the roster shifted the plan assignment list by one — your car got a 26-lap AI push programme instead of your 14-lap plan. That 1.9× distance ratio explains the 8.6% brake health.
The fuel slider did nothing. The run plan showed one fuel figure, then silently handed the race a different one. Fixed — what the slider shows is what the car carries.
Leaving a GP and coming back changed the race distance. 45 laps instead of 29 on a long circuit. Fixed.
Quitting always crashed. Closing the window ran no shutdown code — a save still being written was lost, and the process died of a segfault. Fixed — clean shutdown, reliable save.
Damage charged to the wrong car. Four places in the code determined which car a driver was in, and they disagreed when a reserve was on the roster. A driver is now bound to a car.
The driver offer popup gave away scouted stats for free. True stats instead of your estimates — on the one screen where that information costs money. Estimates now.
A missing config key could silently switch your engine. Older installs fell back to a legacy renderer with invisible mesh deformation and silent wheel loss. Fixed with tests that pin the shipped experience.
Mid-season drivers scored nothing. A promoted reserve or mid-season signing showed 0 wins / 0 podiums in the standings. The season log now grows to fit whoever takes a start.
Academy quoted the wrong price. 500k advertised for a department that charges 4M.
Pre-season development exploit closed.
Also
"Body" is now "Bodywork" — what this part models is sidepods, engine cover, coke-bottle — not the monocoque
Settings and PFS Series have their own icons instead of borrowing someone else's
Existing careers keep working — every change is additive
Play the Updated Demo · Wishlist — September 3 · Join Discord See you on the grid. 🏁
v0.4.1 — The Commercial Game: Negotiations, Engine Architectures & a World of Manufacturers
0.4.0 made the driver market a real system. 0.4.1 does the same for the commercial side. Signing sponsors and suppliers is no longer a menu of instant offers — it's a negotiation campaign you run against the whole grid, on a budget, against the clock.
⭐ Sponsor & Supplier Negotiation — Completely Reworked
The old Sponsors and Suppliers apps are gone. Replaced by a single Marketing app with a unified workflow.
- Negotiation is a campaign. Pick a target, commit work units, watch it progress. Mission size scales with the partner — a small department can still land a big name if fully focused. Reallocate or stop any mission at any time.
- Everyone is racing you. AI teams run missions on the same sponsors and suppliers. When a rival targets your deal, their logo appears on your mission card and you get a heads-up email. Out-spend them or fall back to a safe deal.
- Completing a negotiation earns the offer — not the deal. Only your signature locks it in. Until you sign, a rival who finishes their own negotiation can steal it. Unsigned deals expire when the window closes.
- Contracts now have length (1–5 seasons). Rush a deal and you get one season. See it through and they offer their best terms.
🏭 Suppliers: Partnership or Client?
Every supplier deal is a real strategic choice.
- Works Partnership — the supplier pays YOU every GP, grants +2 reputation and +5 work-order WU per turn. But only one team can hold it. Race the grid for exclusivity.
- Client Contract — always available, signs instantly. Your negotiation progress buys up to 20% off the client price. The fallback that keeps you competitive.
🔧 Engines Have Architecture
Every Prime Formula Series engine now runs a real V8, V10 or V12 at 3.5L — shown on a spec sheet, not abstract bars.
- V8 — 500 hp, 13,000 rpm. Cheapest, most reliable, frugal, light — but less driveable.
- V10 — 550 hp, 13,500 rpm. The balanced benchmark.
- V12 — 580 hp, 14,000 rpm. Most power and driveability — thirsty, hot, heavy, fragile, expensive.
Horsepower drives the car directly: base × displacement × condition, feeding into the speed model. Fuel burn, heat damage, wear, driveability — it all reads the architecture you chose. Pick your motorist carefully.
🌍 A World of Manufacturers
Every career generates ~35 major road-car manufacturers with a 1990-flavoured country spread — Luxury, Sport, and Mass Market categories, each with a favoured engine architecture.
Browse them in World Data → Manufacturers. Click any for a full profile: identity, PFS record, current teams, prestige, valuation, and a sector prestige breakdown. Tyre suppliers get their own profile page too.
🎨 Updated Car & Suits Model
The car model and driver suits have been updated. The colour picker is fixed and players can now select the live 2D race livery directly.
🐛 Notable Fixes
- GPU memory leak fixed — World Data's Fame tab warmed helmet textures for all ~400 drivers in a single frame, enough to hang the system. Now only renders visible rows.
- Cars with destroyed parts can no longer start qualifying — repair or replace before quali.
- "Fix a problem" no longer offers fixes on last year's obsolete designs.
- News headlines wrap properly instead of spilling out of their card.
- Rival car upgrades and commercial deals now appear in the news feed.
- Scouting duplicate missions fixed.
- Engine sound +15%, consistent across all sessions.
- Main menu circuit loads from hand-vetted seeds — faster startup.
Try It
The demo is updated with everything above. If you want to experience the full negotiation system and engine architecture choices, now's the time.
Play the Demo · Wishlist the Full Game · Join Discord
v0.3.3 — R&D Pipeline Rework, Living Race Sim, and a UI That Finally Scales
A large depth-and-polish pass built from player feedback. R&D is reworked, races feel more believable, the inbox is richer, and the UI finally scales properly.
R&D & Car Development — The Headline
The entire R&D pipeline has been reworked.
- Improving a fitted part now upgrades its design. Manufacture a new copy and it keeps the performance you paid for — parts no longer come out at base spec. Existing saves self-heal on load.
- Smarter trait fixes. Fixing one trait no longer wipes your knowledge of other traits on the part. Solved problems stop lingering in the "Fix a problem" list.
- Design uses a continuous slider instead of fixed tiers, with Improve-style performance/expected columns.
- Next-season planning overhauled. Every part is now designable, N+1 projects draw from the shared R&D pool, and finished designs send a "part ready for next season" email instead of sitting at 100% forever.
- Supplier engines carry over between seasons — they only re-spec when regulations force it.
- Reworked screens across the board: cleaner framing, three-zone gauges, bigger car preview, dedicated Work-Order glyphs.
If R&D felt fiddly before, this is the build to come back to.
In-Race Simulation — More Believable
- Dynamic malfunctions. Transient mechanical and tyre problems can now appear mid-race — not just terminal DNFs — each with its own event, team-radio call and replay marker.
- Spin epidemic fixed. Races no longer descend into a pile of spins. Mistakes and crashes are rebalanced to feel earned. Minor lock-ups and wheelspins no longer spam the commentary.
PFS Mail — Richer, Clearer
- Rich email cards. "New design ready", "Part delivered", "Driver Development Report", and trait-redesign emails now show proper spec/part/driver/circuit cards with before→after comparisons and jump-to buttons — instead of plain text.
- New "Important" folder with red flags on action-required mail.
- No more duplicate "something feels off" trait-suspicion emails.
UI Scale — It Finally Scales
The most requested feature since Next Fest.
- UI Scale control in Settings → Display. Plus speed (km/h ↔ mph) and temperature unit toggles.
- Everything scrolls. Career apps scroll vertically when content overflows. Scrollbars only appear when needed.
- Drivers app rebuilt — scales at every UI size, click anywhere on a row to select, sortable columns, Browse tab restyled with per-row magnifier.
- Tutorials revamped — detailed per-tab R&D walkthrough, a "?" button on every app, steps that point at the live element instead of a text wall.
Streamers and Steam Deck players — this one's for you.
Quality of Life
- End-of-season "Next Season" button with confirmation popup
- Pre-season auto-skip is now opt-in (off by default)
- Email available again during pre-season
- Race Calendar shows break weekends with bigger rows
- Engine audio volume properly fixed
- New in-game Bug Report app — report issues without leaving the game
Try It
The demo is updated with everything above.
Play the Demo · Wishlist the Full Game · Join Discord
Full devlog: Read on our website
v0.3.2 — Audio Overhaul, R&D Redesign, and a Big Polish Pass
A patch built almost entirely from player feedback during Next Fest. No new systems — just making the existing ones work the way they should.
Audio — Finally Usable
The engine volume slider was broken — the usable range was crammed into the bottom 4%. It's been completely rescaled. Music volume actually works now. The frozen buzzing sound on pause is gone. No more loud engine burst at race start. Menu music waits until loading is finished.
If you muted the game because of audio issues, give it another chance.
R&D & Parts — Designs Are Now the Source of Truth
The parts pipeline has been reworked. When you improve a part, the design updates — so every future production run and emergency replacement uses your latest spec. No more random off-spec parts when you need a replacement mid-season.
- New "Default Design" chooser — pick exactly which version gets produced
- Emergency replacements now reproduce your actual design (quality + traits)
- Green DEFAULT badge and version flags make inventory readable at a glance
- Positive part tiers are colour-coded: Good (green), Very Good (blue), Perfect (purple)
- AI teams follow the same design rules as the player
Practice & Qualifying — Clearer, Cleaner
- Pitting in practice/qualifying now simply ends your stint — no more confusing "race strategy" pop-up
- Purple/green sector colours fixed — first flying lap correctly shows purple, and two cars can no longer both hold purple
- Free Practice is properly labelled across the HUD
- Per-driver observations and discovered car traits shown in run plans
Quality of Life
- Windowed mode no longer crops the bottom of the screen on Windows
- +$20M starting budget on every tier to ease early-season car builds
- Prize money increased by 35%
- Simulate mode now matches live race overtaking patterns
- Per-car fuel estimation in simulated races
- Tutorial soft-lock fixed — skip tutorial now actually skips everything
Stability
- Fixed crash entering team presentation in season 2+
- Sponsor logos no longer render as black squares
- Released drivers no longer ghost or duplicate in the Drivers app
Steam Next Fest — Last Days
The demo is updated with all of the above. If you tried it earlier this week and hit audio issues or a crash — it's fixed. Give it another go.
Play the Demo · Wishlist the Full Game · Join Discord
v0.3.1 — Quick Race Mode + Hotfixes
A small but important update during Next Fest.
New: Quick Race
Want to see the race engine in action without the management layer? Quick Race drops you straight into a live 2D race on a procedurally generated circuit.
Pick your team, choose your tyres, and hit the grid. Physics-driven dirty air, drafting, tyre temperature, and mechanical failures — all in a single session.
Perfect if you want a taste of what makes The Undercut's race engine tick before diving into Career mode.
Fixes
- Fixed a crash when entering the team presentation at the start of season 2+
- Fixed black squares appearing for arrows, checkmarks, and sponsor logos on some GPUs
- Fixed a black asset flash at the end of race loading
- Fixed Free Practice HUD being mislabelled as "Qualifying"
- Fixed the Run Plan back button not working correctly
Thanks to everyone reporting bugs during Next Fest — keep them coming.
Play the Demo · Wishlist the Full Game · Join Discord
The Demo Is Live — Play Now for Free
You can download and play The Undercut: Racing Manager right now. For free.
👉 Download the Demo
What's in the Demo
A trimmed pre-season phase — make real management decisions: hiring, contracts, early development calls
A full race weekend — practice, qualifying, and race day with pit strategy, tyre management, and real-time tactical calls
Physics-driven 2D race engine — dirty air, drafting, tyre temperature, engine failures. Every race is unscripted.
Procedurally generated circuit — unique track layout every time
Dynamic time-of-day lighting — the sun moves, shadows shift, the track changes mood
Steam Neo Fest — June 15-22
The demo is available right now, ahead of Steam Neo Fest. When the festival begins on June 15, it will be featured alongside hundreds of other upcoming games.
Play it now and get a head start.
Your Feedback Matters
This is a solo-developed game in active development. Every bug report, every suggestion, every "this confused me" — it all shapes the final game.
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Current Release
Build 25248871
Uploaded Sep 11, 2026
Requests are paused right now
Requests are paused while we work through the current backlog of ~200 open requests. Voting on existing requests still works — check back soon.
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System Requirements
How to Install
the_undercut.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
30808A1A
042c98305fcc704c961f534d5e67b9ec4113dc56f5ff1e1bf185bbdd4361970f
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View AllDownload The Undercut: Racing Manager for PC with a direct link or via torrent. Get the full version of The Undercut: Racing Manager for free. The Undercut: Racing Manager is a Indie released by Staz.Tech.