This is it. 0.5.3 is the build Early Access opens onWednesday, September 3 at 09:00 CEST (UTC+2). Two days out, here is what changed.

0.5.2 put a ladder under the championship. 0.5.3 puts a whole world around it — eleven series racing every weekend of your career — and then spends the rest of its weight on polish: the race weekend, the run plans, the audio, the circuits, the balance. Less “new system”, more “everything you touch is sharper than it was”.

If you tested the alpha and put it down for a while: this is the version to come back to. If you have been waiting for launch: you are two days early.


⭐ Highlights

An eleven-series world

Eight new championships join the PFS, PF2 and PF3 — CTC, CUP, CTM, SCTC, HGC, AGS, CGT and LRC — touring cars, GT and single-seaters, from continental cups to international series. They are not playable, but they are genuinely racing in the background of every career: their own calendars, regulations, teams and champions, feeding the news, the standings and a permanent results archive.

The Undercut — World Data, Series tab: eleven championships ranked by reputation, with scope, age rules, teams, races and driver counts

What makes it a world rather than eleven parallel spreadsheets is one shared driver market. Seats are filled through free agency only: a driver ageing out of PF3 goes onto the market like everyone else, prospects turning 18 can pre-agree a PFS deal at the GP-10 window, and every series drafts its own region first — the Southern Cross Touring Championship came out 100% Oceania, Horizon GT 100% Asia. The driver pool itself is now a talent pyramid — a few elites, a lot of journeymen — instead of a bell curve, which is how real grids look.

Custom race strategies — and a run plan that shows its work

The race run plan screen is rebuilt. Each plan is drawn to scale: tyre life per stint, projected lap time, pit laps, total race time, and a fuel bar with the starting load at its left and a fixed “+N kg” label at every stop. Mentality and section icons match the practice plan, so the two screens finally speak the same language.

The Undercut — Race Strategy: a one-stop plan A next to a custom two-stopper, each drawn to scale with tyre life, lap time, pit laps and refuel labels, plus practice data and discovered traits

And there is a fourth button. Custom lets you build your own plan — one or two stops, the compound for every stint, the exact lap of each stop. The AI cannot switch away from it, and Quick Sim honours it. The offered plans A/B/C are now sized from your measured practice wear and fuel on this circuit with this car, floored to a realistic racing burn and capped at the tank — so a plan you are offered is a plan you can actually drive. See pit-strategy plans.

The practice run plan got the same treatment: roomier cards, all three pace options as toggles, round tyre chips with a selection glow, icon pickers for Focus and Development targets, and hover tips everywhere. Full detail in run plans.

Driver injuries

Crashes now carry consequences beyond the car. A crash-force-scaled roll decides whether your driver walks away or not — from a concussion to a broken leg, one to five Grands Prix out. An injured driver does not start unless the Reserve steps in: you can swap him onto the practice and qualifying run plans for a one-off weekend, or swap the mule in the R&D Inventory once per weekend. Doctor mails keep you informed, a red “Injured” chip follows the driver around, and injuries get their own MEDICAL category in the news.

Two fixes went with it: a weekend reserve swap used to silently keep the seat all season, and swapping an injured reserve now explains its refusal instead of just doing nothing.

70 hand-curated circuits

Hand-curated circuits are now the default. Every venue races a unique, hand-curated layout, and regional venues share one stable circuit per city, so a track is the same track the next time you visit. More curated seeds will be added to the pool over the coming updates — and if you prefer the 100% procedural engine, it is still there: just enable it in the game options.

The Circuit Editor gains corner Radius and Angle sliders (per turn, per sector or whole track), a trace-fidelity slider, an Analyse button that runs a full-sim lap report, and a Test drive — which no longer shows a black screen. Also fixed: reshaping a corner left a kink mid-bend, and the corner sliders previously did nothing at all.

Traits, grouped and faster

Trait investigations are now grouped by kind: a real icon, a part-count badge and a progress gauge per group. Focusing a group advances every part carrying that trait, and discovery is 40% faster by default — with a new slider if you want it slower or faster still. And a long-standing bug is gone: only the first practice stint was ever being measured for fuel, wear and trait kilometres, so a third of your discovery mileage was silently lost. Practice data now also belongs to the car, not the driver, so panels follow seats after a swap. See car traits.

The live race, sharper

  • The timing tower is clickable — click a driver to follow him. Minimap dots show the ranking position, and right-click pan is disabled in live sessions so a stray click stops throwing the camera.
  • Starting grid cards show the real pole time and the qualifying gaps.
  • Your orders stick. Overtake push stays on until you turn it off, and the sim never touches a player car’s engine map in a live session.
  • Fuel is your problem. No auto-pit, one radio warning per stint, and running dry is a DNF — “Out of fuel”. The fuel slider floors at 10 kg.
  • Punctures ramp exponentially past 90% wear and are guaranteed at 100% — live and in Quick Sim. The tyre-wear gauge was double-counting the compound (Softs read “100%” at 67% real wear, so the puncture zone was unreachable); that is fixed.
  • Engine cooling is a real lever now, and overheating degrades an engine progressively instead of bricking it in one session. In-race malfunctions last 60–300 s (was 20–90 s — too short to matter).
  • Fixed: pit-exit laps recorded as best laps and poisoning circuit records; spins and crashes in the middle of straights (phantom corners in the zone profile); free practice kept circulating after the flag — Esc now ends the session cleanly.

Audio overhaul

The radio is a feedback button now: the engineer conversation is gone, replaced by short driver acknowledgements on a rebuilt tower-themed widget — you give the order, the driver acks it, you get back to the race.


⚖️ Balance

  • Tyre rebalance — compound life, wear curves and the puncture window recalibrated against the corrected wear gauge.
  • Fuel rebalance — consumption and refuel sizing now line up with what practice actually measures.
  • Economic rebalance — lowball salary offers collapse, money above asking persuades harder, the base sponsor pool is wider (56–74 brands), illness replaces the flu and heavy injuries are rarer than light ones.

🗂️ Results and identity

Every race classification and championship table of every series is kept for the life of the career in a permanent results archive. The PFS page gains Champions and Results tabs, circuit history and season rows open the archived classification, and every race sends a result mail with the podium and a View results button.

Underneath, identity got audited: constructor ids could silently collapse onto one value (now never reused), ladder teams have stable ids, and a new career no longer inherits a deleted career’s race history.


🖥️ Career and interface

  • The full calendar is announced in one mail at career creation (was 18).
  • Back always returns to the last opened window — real navigation history.
  • Apps open instantly thanks to career-wide caches; heavy apps show an “Opening…” card while the sidebar stays live.
  • Weekend Loadout: an 8-spare truck cap with a gauge, and the screen remembers your selection for the next weekend.
  • News beyond 12 headlines could not be scrolled back to — the window is now 60.
  • Delete-save button in Load Career; on-screen keyboard only with a controller; locked apps explain why.
  • Alt+Enter toggles fullscreen from any screen; Esc on the main menu asks before quitting.
  • Mod packs can carry custom car sprites via a new Mod Editor field.

🐛 Fixed

The ones worth naming:

  • Discovered (green-dot) sponsor deals vanished on reload, or were taken by background feeder teams.
  • An expired works partnership blocked its supplier forever.
  • The Academy picked the wrong junior.
  • The mule swap destroyed the mule — damage wrote onto the incoming car.
  • The R&D Inventory stayed in weekend mode after backing out of an unstarted weekend.
  • Bug reports shipped no log and the wrong config since 0.5.1.
  • The Linux demo crashed on Steam Deck at launch.
  • The engine changed voice when the asset database was rebuilt, and saving a preset over itself could empty its samples.
  • Crashes and punctures were flushed off the live event window by routine overtakes; Simulate feeds printed duplicate lines and re-announced pole; practice screens were titled “Qualifying”.
  • A Windows crash that could occur.

And a lot more.


A career saved in 0.5.3 will not open in an earlier build. This is the launch build: save compatibility from here forward is something we intend to protect.

Lights out on Wednesday

Early Access opens on September 3 at 09:00 CEST (UTC+2) — that is 08:00 in London, 03:00 on the US East Coast, 17:00 in Sydney — at $14.99, with a –12% launch discount for the first seven days.

To everyone who tested, reported, argued on the Discord and sent saves: this build is yours as much as mine. Come back for the launch — the grid is fuller than it has ever been.

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— Staz