Run a motorsport team across a full season, then watch the race you planned actually happen. Design the car, sign the drivers, call the stops — in a simulation where the racing line, the damage and the worn parts all cost real lap time.

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“The game works a career but user input is very important, feedback and potential improvements/changes as I am a single person developer.”

Approximately how long will this game be in Early Access?

“6 months”

How is the full version planned to differ from the Early Access version?

“Ability to create your team, more circuits to added, graphic updates, additional features are still WIP.”

What is the current state of the Early Access version?

“URS1 is a complete, playable single-player motorsport management simulation. Its career, team management and race-weekend systems are all implemented and in use — this is not a vertical slice or a prototype.

You take control of one of nine established fictional teams, each beginning with different budgets, reputations, facilities and performance expectations, and take it through a multi-season career. Championship seasons run in full: practice, knockout qualifying, car setup, strategy, and the race itself.

During a career you recruit and manage race, reserve and development drivers; hire and manage specialised staff; develop and upgrade team facilities; negotiate with suppliers and sponsors; manage finances against the cost cap; and research, manufacture and fit upgrades that change both performance and reliability. Twenty-one components per car wear, fail and need replacing — and every team on the grid, not only yours, decides for itself when it can afford to.

Race weekends carry changing weather, tyre selection, component wear, setup and pre-race strategy. The race screen is organised into channels — the pit wall, strategy, timing, the track, race control and car status — so a live race can be read without losing sight of the lap, the flag, or your own two cars. You manage tyre and fuel strategy, call the stops, issue team orders, react to mechanical problems and damage, and decide when a car is no longer worth running.

Races can be watched in a 3D race view, where every car steers, leans through corners and dips under braking, with an automatic director that cuts to whatever is worth watching — or followed on the 2D map and timing screen, which is fully featured and runs on modest hardware. Every race is recorded: you can replay it afterwards on a timeline marked with the incidents, and read the full race control log of everything that happened while you were looking elsewhere.

The simulation applies to every car on the grid. Cars drive the fastest way round a circuit rather than the shortest; where a car puts itself on the road costs or saves it real lap time; safety cars bunch the field and cost a lap what the regulations say they cost; and rival teams make the same pit, repair and retirement decisions you do, under the same rules.

The Early Access build contains the full gameplay loop described above and is meant to be played rather than sampled. The current build is 0.9.3, and updates are frequent. Development is focused on refining simulation behaviour, balancing from real play, polishing the interface and race presentation, fixing what players report, and adding content and quality-of-life improvements. Player reports have driven a large share of what has changed so far, and that is expected to continue.”

Will the game be priced differently during and after Early Access?

“About 25% increase in price on full release.”

How are you planning on involving the Community in your development process?

“Community feedback will be an important part of development throughout Early Access.

We plan to use the Steam Community Hub, Steam Discussions, reviews, bug reports and update announcements as the primary ways of communicating with players. Development updates and patch notes will explain what has changed, what is being worked on and which areas of the game are being reviewed.

Player feedback will be particularly valuable for balancing the management simulation, including finances, car development, driver and staff progression, facility upgrades, race strategy, tyre behaviour, reliability, regulation changes and the competitiveness of AI-controlled teams.

We also want players to help identify areas where the interface or underlying simulation does not communicate enough information. Ultimate Racing Simulator 1 contains a large number of interconnected management systems, so feedback on usability, clarity and the information players need to make informed decisions will directly influence UI and quality-of-life improvements.

Race simulation feedback will also help us refine overtaking, strategy, incidents, tyre behaviour, weather, reliability and the overall balance between predictable performance and the uncertainty of motorsport.

Bug reports and reproducible examples will be used to prioritise technical fixes. Suggestions and discussion will help determine the priority of additional features and improvements during Early Access, although not every requested feature will necessarily be added.

Our aim is to develop Ultimate Racing Simulator 1 alongside its players, using real gameplay experiences to identify which systems need more depth, which need clearer presentation and where the simulation can be improved before the full release.”
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About This Game

You run the team. Nine constructors, forty-one circuits, and a race simulation that works out what happens on track rather than just telling you the result.

Call the race from the pit wall

  • Seven channels across the race screen, the pit wall, strategy, timing, the track, race control, car status, with the lap, the flag and both your cars always on screen.

  • Tyre compounds, fuel loads, pit windows and stop timing, planned in practice and changed on the lap.

  • Pace calls, overtake boost, team orders. Your engineer tells you when a car is not worth the mileage, and the decision is yours.

  • Damage lands on the part that took it — a wing, a floor, a suspension corner — and costs real lap time. Sometimes it is worth pitting to fix. Sometimes it is worth carrying to the flag. The math depends on the lap you are on.

A race that behaves like one

  • Cars drive the fastest way round a circuit, not the shortest — wide in, apex, unwind on the exit — because that line is genuinely quicker, not because a rule says so.

  • Where a car puts itself on the road costs or saves it time. Defending wide, being shoved off line, or cutting inside to make a move all settle on the physics of the path it is actually on.

  • Safety cars bunch the field, wave lapped cars past, and cost a lap what the regulations say they cost. Rain moves the line off the dry groove. A car that breaks slows down like a car and the field steers around it.

  • Rival teams play by the same rules you do — the same pit calls, the same repair math, the same decisions about worn parts.

Watch it, or read it

  • A 3D race view where every car actually steers, leans on its outside tyres and dips under braking — with a director that cuts to whatever is worth watching, and chase, onboard, helicopter and TV cameras when you want to choose yourself.

  • Or the 2D map, fully featured, if you would rather read the race than watch it.

  • Every race is recorded. Scrub the replay on a timeline marked with the incidents, and read the full race control log for everything that happened while you were looking elsewhere.

Run the whole team

  • Budgets, facilities, staff and departments. Design next season's car against regulations that change under you.

  • Twenty-one components per car that wear, fail and need replacing — and a decision each time about whether you can afford to.

  • The driver market, contracts, and sponsors.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Generative AI was used to assist in the creation of some promotional artwork used on the Steam store page, including store and library artwork. The resulting assets were reviewed and selected by the developer before publication.

The game does not use generative AI to create content dynamically during gameplay.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-7200U / AMD equivalent
    • Memory: 8 GB RAM
    • Graphics: DirectX 12 compatible integrated graphics (Intel UHD 620 or better)
    • DirectX: Version 12
    • Storage: 2 GB available space
    • Additional Notes: URS1 offers two race views. The 2D race view is fully featured and runs comfortably at the minimum specification — every channel, timing screen and strategy tool is available in it. The 3D race feed is optional and can be switched on or off at any time during a session. At the minimum specification the 3D feed is playable at the lowest quality setting; the recommended specification is for the 3D feed at 1080p60.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10/11 64-bit
    • Processor: Intel Core i5-9400 / AMD Ryzen 5 3600
    • Memory: 16 GB RAM
    • Graphics: NVIDIA GeForce GTX 1060 6 GB / AMD Radeon RX 580 8 GB
    • DirectX: Version 12
    • Storage: 2 GB available space
    • Additional Notes: URS1 offers two race views. The 2D race view is fully featured and runs comfortably at the minimum specification — every channel, timing screen and strategy tool is available in it. The 3D race feed is optional and can be switched on or off at any time during a session. At the minimum specification the 3D feed is playable at the lowest quality setting; the recommended specification is for the 3D feed at 1080p60.
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