The Undercut - Racing Manager
Build your racing team. Call the strategy. Win the championship from the pitwall.
A retro 90s motorsport management simulation game
Game Screenshots
More screenshots coming as development progresses.
Racing Management Game Features
A deep motorsport management simulation where every strategic decision shapes your racing team's future.
No Scripted Races
Physics first. Drama follows.
- Dirty air, drafting and overtaking system
- Tire temp, wear and degradation curves
- Mechanical failures, crashes and DNFs
A Living Career Mode
The grid evolves. Adapt or disappear.
- Teams rise and collapse between seasons
- Suppliers and sponsors switch alliances
- Media and market forces reshape reputation
Infrastructure-Driven Car
No tech tree. Your facilities ARE the car.
- Each department maps directly to real car parts
- R&D sets the ceiling, engineering sets reliability
- Every budget dollar has a mechanical consequence
Command the Pitwall
Real-time decisions. Real consequences.
- Live telemetry and timing screens
- 2D track view with car positions
- F1-style qualifying and race sessions
Build Your Team
Every hire is a gamble. Every upgrade is a trade-off.
- Dynamic driver market with unique profiles
- Engine, tires, brakes and fuel suppliers
- Infrastructure shapes performance
Money Runs Everything
Sponsors pay the bills. Results keep them happy.
- Negotiate contracts with acceptance odds
- Prize money, running costs, projections
- Overspend and your career is over
Latest Dev Posts
The Undercut Demo Is Live for Steam Neo Fest
It's here. The Undercut demo is now playable for free as part of Steam Neo Fest — drop straight into a full career-mode race weekend on Alpha 0.2. Practice, qualifying, race day, strategy, the works.
Closed Alpha 0.2.7 — Dynamic Time-of-Day Lighting, Procedural Liveries, and a Living Paddock
A full time-of-day lighting system, procedural team liveries baked straight into the race, a paddock that finally feels alive — plus tamper-proof config and a big stack of closed-test fixes.
Closed Alpha 0.2.6 — Opening Ceremony, Race Debrief Rebuild, and a Big Polish Pass
An FIA-style opening ceremony, a fully rebuilt race debrief, two new Simulate Race / Quali buttons, a more believable calendar, and dozens of fixes from our closed-test reports.
Development Roadmap
Alpha 0.2 is live in closed beta — career mode is playable end-to-end. The road to Early Access tackles one major system at a time.
Simulation
- Full race weekend: practice, qualifying, race
- Procedurally generated circuits with overtaking, braking zones, trajectories and pit lane
- Stable alpha race engine with AI rival teams making independent decisions
- ~400 procedurally generated drivers with realistic age curves and skills
Career & Systems
- Playable career mode (pre-season + inter-GP loop)
- Sponsor negotiation, driver recruitment, supplier selection
- Post-race debriefs with component repair decisions
- Driver contracts, season objectives and free agents
Rendering & UI
- 2D race rendering with F1-style cars and engine audio
- Dynamic season calendar and track announcements
- First UI pass complete
- Alpha 0.3 — Car model overhaul: new stats (driveability, complexity, security), car traits, dev logic
- Alpha 0.4 — Sponsor & supplier negotiation rework, new scouting infrastructure, driver traits, contracts overhaul
- Alpha 0.5 — Living World: media system, in-game news, track traits, TV audience and world reactions
- Alpha 0.6 — Early Access launch with mod support
- Dynamic weather and full rain system
- New career scenarios and additional playable racing series
- Continuous balancing across all systems
- More content to be announced