Circuits come and go. Sponsors rise and fall. Every season reshuffles the deck. A retro motorsport management sim with physics-driven races, procedurally generated tracks, and a dynamic world that never plays the same way twice.

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Kommer snart till Early Access

Utvecklarna av detta spel planerar att släppa det som ett pågående arbete och utveckla det med feedback från spelare.

Obs: Spel i Early Access är inte färdiga och kan eventuellt ändras ytterligare. Om du inte är sugen på att spela det här spelet i dess nuvarande tillstånd, bör du vänta och se om spelet utvecklas vidare. Läs mer.

Vad utvecklarna har att säga:

Varför Early Access?

“The Undercut is a solo-developed motorsport management sim with deep interconnected systems — physics-driven races, procedurally generated circuits, a dynamic world of suppliers and sponsors. The core experience is fully playable and already offers dozens of hours of gameplay. Early Access lets me get it into players' hands now and shape the game's future based on real feedback from the community that matters most: the players.”

Ungefär hur länge kommer det här spelet att vara i Early Access?

“6 months”

Hur är det tänkt att den fullständiga versionen ska skilja sig från versionen i Early Access?

“The 1.0 release will build on the Early Access foundation with expanded car development and R&D systems, deeper supplier and sponsor dynamics tied to world market shifts, more narrative events, additional race weekend formats, UI/UX polish, and community-requested features that emerge during Early Access.”

Hur är det nuvarande läget i versionen med Early Access?

“The game is fully playable with a complete race simulation powered by a physics-driven 2D engine featuring dirty air, drafting, tire temperature, and mechanical failures. Circuits are procedurally generated and the race calendar shifts every season. The dynamic world simulation is live — suppliers, sponsors, and rivals evolve based on results, media exposure, and market trends. Team management covers budgets, staff, drivers, car development, and contract negotiations. Multiple seasons of career gameplay are available from day one.”

Kommer spelet att prissättas annorlunda under och efter Early Access?

“Yes. The Early Access price reflects the current state of the game. The price will increase as major content and features are added on the road to 1.0. Early supporters get the best deal and every future update at no extra cost.”

Hur planerar ni att involvera gemenskapen i er utvecklingsprocess?

“Through our Discord server and Steam Community forums. Players can report bugs, suggest features, vote on roadmap priorities, and participate in feedback sessions. Some of the best ideas come from people who play your game more than you do — and I want those ideas in The Undercut.”
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Det här spelet är ännu inte tillgängligt på Steam

Planerat lanseringsdatum: 3:e kvartalet 2026

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Om detta spel

Make the call. Take the undercut.

You're not the driver. You're the one who decides when to pit, which tires to run, and whether to push a failing engine to the finish — or play it safe. One call can win a championship. One mistake can lose it.

The Undercut: Racing Manager is a deep motorsport management simulation with a retro 90s pixel art style — inspired by the golden era of racing games and the depth of Football Manager.

Physics-driven races — not scripted, not random.

Races play out in real time on a 2D engine powered by actual physics. Dirty air slows down trailing cars. Drafting on straights creates overtaking opportunities. Tire temperatures rise and fall based on driving style, weather, and track surface. Engine components degrade and can fail under stress.

The outcome of every race emerges from the simulation — not from a dice roll or a pre-written script. Your setup choices, your strategy calls, your development decisions all feed into a race that nobody can predict.

Procedurally generated circuits — every season is different.

No fixed calendar. Each season, new circuits join the championship while others drop off — just like in real motorsport. Tracks are procedurally generated with unique layouts, corner profiles, and characteristics. You can't memorize the meta. You adapt or you fall behind.

Build your team from the ground up.

Manage budgets, hire staff, sign drivers, and negotiate with engine suppliers. Develop your car across the season — balance speed against reliability, invest in aerodynamics or mechanical grip, plan upgrades around the calendar.

Every supplier comes with strengths and weaknesses. Every decision has a trade-off. Championship glory doesn't come from one good race — it comes from a season of smart calls.

Retro soul, modern depth.

Inspired by the management games and pixel art aesthetics of the 90s and early 2000s. Dense information layouts. Fast navigation. No flashy cinematics — just you, the data, and the decisions that matter.

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KEY FEATURES

  • Physics-driven 2D race engine — dirty air, drafting, tire temperature, mechanical failures. Every race is unscripted.

  • Procedurally generated circuits — unique track layouts with distinct corner profiles and characteristics. No two seasons share the same calendar.

  • A living, breathing world — circuits join and leave the calendar based on media coverage, fan interest, and economic shifts. Sponsors grow or pull out. Suppliers enter the market or collapse. Driver reputations rise and fall with results. Everything is connected, everything moves.

  • Dynamic supplier ecosystem — engine manufacturers and part suppliers evolve based on global car market trends and competition results. Back the right partner early and ride their rise — or get stuck with a declining giant.

  • Sponsors that react — your media exposure, race results, and championship standing determine who wants to back you and who walks away. No sponsor deal is permanent.

  • Deep team management — budgets, staff, car development, contract negotiations. Every decision has long-term consequences.

  • Car development system — upgrade components, balance speed vs reliability, plan your development roadmap around an ever-changing calendar.

  • Race strategy — setup choices, tire compounds, pit timing, real-time tactical calls during physics-driven races.

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Upplysning om AI-genererat innehåll

Utvecklarna beskriver hur deras spel använder AI-genererat innehåll så här:

AI-assisted artwork is used for some promotional materials. All in-game art is hand-crafted pixel art.

Systemkrav

Windows
macOS
SteamOS + Linux
    Minimum:
    • Kräver en 64-bitars processor samt operativsystem
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i3-6100 / AMD Ryzen 3 1200
    • Minne: 4 GB RAM
    • Grafik: Intel HD 530 / NVIDIA GT 1030 / AMD RX 550 (OpenGL 3.3)
    • Lagring: 5 GB ledigt utrymme
    • Ljudkort: Any
    • VR-stöd: no
    Rekommenderade:
    • Kräver en 64-bitars processor samt operativsystem
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Minne: 8 GB RAM
    • Grafik: NVIDIA GTX 1050 / AMD RX 560 (OpenGL 4.1)
    • Lagring: 5 GB ledigt utrymme
    • Ljudkort: Any
    • VR-stöd: no
    Minimum:
    • OS: macOS 10.15 Catalina
    • Processor: Intel Core i5 (2018 Mac) / Apple M1
    • Minne: 4 GB RAM
    • Grafik: Intel Iris Plus 645 / Apple M1 integrated (Metal with OpenGL translation)
    • Lagring: 5 GB ledigt utrymme
    • Ljudkort: Any
    Rekommenderade:
    • OS: macOS 13 Ventura
    • Processor: Apple M1 / Intel Core i7 (2020 Mac)
    • Minne: 8 GB RAM
    • Grafik: Apple M1 integrated or better
    • Lagring: 5 GB ledigt utrymme
    • Ljudkort: Any
    Minimum:
    • OS: Ubuntu 20.04 LTS / SteamOS 3.0 (64-bit)
    • Processor: Intel Core i3-6100 / AMD Ryzen 3 1200
    • Minne: 4 GB RAM
    • Grafik: Intel HD 530 / NVIDIA GT 1030 / AMD RX 550 (OpenGL 3.3)
    • Lagring: 5 GB ledigt utrymme
    • Ljudkort: Any
    • VR-stöd: No
    • Ytterligare anmärkningar: glibc 2.31+, ALSA lib dependency
    Rekommenderade:
    • OS: Ubuntu 22.04 LTS / SteamOS 3.5
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
    • Minne: 8 GB RAM
    • Grafik: NVIDIA GTX 1050 / AMD RX 560 (OpenGL 4.1)
    • Lagring: 5 GB ledigt utrymme
    • Ljudkort: Any
    • VR-stöd: No
    • Ytterligare anmärkningar: glibc 2.31+, ALSA lib
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