The Undercut Dev Blog

The Undercut Demo Is Live for Steam Neo Fest

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.

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Closed Alpha 0.2.7 — Dynamic Time-of-Day Lighting, Procedural Liveries, and a Living Paddock

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.

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Closed Alpha 0.2.6 — Opening Ceremony, Race Debrief Rebuild, and a Big Polish Pass

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.

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The Undercut Demo Hits Steam Neo Fest — and Closed Beta Begins

The Undercut Demo Hits Steam Neo Fest — and Closed Beta Begins

The Undercut is heading to Steam Neo Fest (June 15–22) with a playable demo, and the closed beta of Alpha 0.2 is opening up. Career mode is finally playable end-to-end. Here's what's in the build, and where the road leads next.

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Random Driver Generation — Building 400 Believable Racers

Random Driver Generation — Building 400 Believable Racers

When you start a new career in The Undercut, the game creates an entire world of racing drivers — roughly 400 of them. Each one needs a nationality, age, face, helmet, skills, salary, and potentially a contract. Here's how the generation system works.

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Rubber Line — Track Evolution System in The Undercut

Rubber Line — Track Evolution System in The Undercut

In real F1, the track surface changes throughout a race weekend as tires deposit rubber onto the asphalt. The Undercut simulates this with a visual rubber line and a track evolution model that affects car performance.

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Procedural Trees and Track-Side Vegetation in The Undercut

Procedural Trees and Track-Side Vegetation in The Undercut

Every circuit in The Undercut is surrounded by procedurally generated forests. Here's how we turn curvature data and a handful of parameters into convincing top-down vegetation — with shadows, depth, and real-time tuning.

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Procedural Track Generation in The Undercut Racing Manager

Procedural Track Generation in The Undercut Racing Manager

The Undercut generates a new circuit for every race. No two tracks are the same. Here's how a blank canvas becomes a fully playable F1 circuit in under a second.

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