The Undercut - Racing Manager
Motorsport Management · Retro '90s
Build your racing team.
Call the strategy. Win the championship from the pitwall.
Game Screenshots
Click any image to enlarge — browse the gallery with the arrows or thumbnails.
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
Update 0.4.1 — Sponsor Wars, Real Engines & a World of Manufacturers
Sponsors and suppliers become a real negotiation game: missions, rival steals, 1–5 season contracts, true V8/V10/V12 engines and browsable manufacturers.
Update 0.4.0 — Scouting, Driver Traits & a Talking Tutorial
The biggest update yet: driver scouting, hidden traits, a Driver Academy, profile pages for everything and a fully voiced tutorial — live in the demo.
Update 0.3.3 — R&D Rework & a Living Race Sim
A polish patch: a reworked R&D pipeline that keeps the performance you paid for, mid-race malfunctions, richer inbox cards and a UI that finally scales.
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
Ready to take the pitwall?
Wishlist The Undercut on Steam to be notified at launch, and join the community on Discord.
- Windows
- Linux
- Mac
- Steam OS