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Steam News17 February 20265mo ago

Roadmap for the Game Post-Launch

Hi everyone, Thank you so much for the support and feedback since launch. I know the UI is still rough in places, and some systems/info are hard to find, this is very early in the game's build (I started building this i

In this update3

Full notes

Full Team Principal: A Racing Manager update

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What changed

0 fixes2 additions7 changes0 removals
  • UI and audio
  • Gameplay
  • Performance
  • Workshop
changedThank you so much for the support and feedback since launch. I know the UI is still rough in places, and some systems/info are hard to find, this is very early in the game's build (I started building this in August), and I appreciate everyone sticking with it while I improve.
changedI’ve got some really exciting news about the first major post-launch patch. I like shipping updates in “big waves”: I’ll pick one core area, expand it heavily, then ship it alongside bug fixes and UI improvements. Wave 1 is a complete physics overhaul.
addedPatch 1: Physics OverhaulA brand-new, realistic physics/race engine (top-to-bottom overhaul), and a full-practice session to monitor rivals potential setups, race pace, and to help build your own to see what the ideal setup is track to track (no mini games).
changedPatch 1: Physics OverhaulUnique car characteristics: weight, braking force, cornering performance, drag coefficients, etc.
changedPatch 1: Physics OverhaulOverhauled aero interactions: dirty air / turbulence slipstream / tow DRS zones (optional in regulations)
addedPatch 1: Physics OverhaulOn top of the core physics work, I’ve also been expanding tracks to support sector-by-sector timing , so performance is broken down more realistically across the lap (and you’ll be able to see where time is being gained or lost, not just the final lap time). I’ve already posted a few clips of the new system in action in the Discord.

Team Principal: A Racing Manager changes

changedThank you so much for the support and feedback since launch. I know the UI is still rough in places, and some systems/info are hard to find, this is very early in the game's build (I started building this in August), and I appreciate everyone sticking with it while I improve.
changedI’ve got some really exciting news about the first major post-launch patch. I like shipping updates in “big waves”: I’ll pick one core area, expand it heavily, then ship it alongside bug fixes and UI improvements. Wave 1 is a complete physics overhaul.
addedA brand-new, realistic physics/race engine (top-to-bottom overhaul), and a full-practice session to monitor rivals potential setups, race pace, and to help build your own to see what the ideal setup is track to track (no mini games).
changedUnique car characteristics: weight, braking force, cornering performance, drag coefficients, etc.
changedOverhauled aero interactions: dirty air / turbulence slipstream / tow DRS zones (optional in regulations)

Hi everyone,

Thank you so much for the support and feedback since launch. I know the UI is still rough in places, and some systems/info are hard to find, this is very early in the game's build (I started building this in August), and I appreciate everyone sticking with it while I improve.

I’ve got some really exciting news about the first major post-launch patch. I like shipping updates in “big waves”: I’ll pick one core area, expand it heavily, then ship it alongside bug fixes and UI improvements. Wave 1 is a complete physics overhaul.

Patch 1: Physics Overhaul

This update replaces the current target-laptime approach with a fully simulated, realistic race model. Cars will behave like cars — slowing for corners, accelerating on straights, and responding to aero/engine/tyre changes in a way that’s consistent and extremely realistic.

What’s included:

  • A brand-new, realistic physics/race engine (top-to-bottom overhaul), and a full-practice session to monitor rivals potential setups, race pace, and to help build your own to see what the ideal setup is track to track (no mini games).

  • Unique car characteristics: weight, braking force, cornering performance, drag coefficients, etc.

  • Full engine modeling: horsepower + torque differences between engine packages

  • Tyre model upgrades:

    • longitudinal + lateral grip

    • tyre temperature effects (including temperature-driven grip changes)

  • Overhauled aero interactions:

    • dirty air / turbulence

    • slipstream / tow

    • DRS zones (optional in regulations)

  • Realistic setup options

    • Adjust wing levels, tyre pressures in an effort to find the best setup for the track.

    • See the tradeoff in real time (yes, your setups will ACTUALLY make a live difference depending on what you set, the trackmap and speedtraps will show :D)

On top of the core physics work, I’ve also been expanding tracks to support sector-by-sector timing, so performance is broken down more realistically across the lap (and you’ll be able to see where time is being gained or lost, not just the final lap time). I’ve already posted a few clips of the new system in action in the Discord.

Also coming in the same patch

Alongside the physics overhaul, I’m planning to include:

  • Expansions/improvements to staff and sponsors

  • A batch of UI improvements and bug fixes

  • Steam Workshop integration

  • Lightweight helpers/tutorials for anyone who’s been struggling to figure out how the game works (that one’s on me 😅)

Target release window

I’m aiming to ship this patch late February / early March.

Thanks again to everyone who’s played, shared feedback, and supported the launch. I can’t wait to get this next update into your hands.

Best, Patrick

Source

Steam News / 17 February 2026

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