0.5.1 gave the calendar a world to live in. 0.5.2 gives the championship a ladder — and it lands eleven days before Early Access on September 3.

Two feeder series now run underneath the PFS. They are not playable yet, but they are genuinely racing: their own regulations, their own tyres, their own points, their own champions — resolved in the background of your own weekends, competing with you for the same drivers, and crowning talent that puts itself in line for a seat further up.

Around that: a Weekend Loadout that decides what actually travels to the track, a pre-season test you attend, a standing test-track programme for the development car, and the largest calibration round yet — measured on a real season-one save rather than on a hunch.


⭐ Highlights

The PFS development ladder

PF2 “Prime Formula Challenge” is the step below the championship: international, 18 and over, 12 teams of two drivers plus a reserve, 16 races, a spec V6. PF3 “Formula Development Series” is where careers start: 16 to 18 years old, 10 teams, 12 races, a spec I4, no pit stops, every part frozen to one specification. Each has its own qualifying format, tyre rules and points scale, all declared on its Regulations tab — see the development ladder.

They run alongside your season: results, standings, poles, retirements, tagged news. At the rollover a champion is crowned, the season is written into driver palmarès with the series it was scored in, over-age PF3 drivers become eligible for a PF2 seat, and every seat is refilled. The ladder also builds itself during your pre-season — calendars drawn, backers signed, federation spec settled, line-ups announced step by step.

The important part: the world is shared, not parallel. A brand backing a feeder team is unavailable to PFS teams that season. Drivers now carry ambitions by tier — a modest driver targets a feeder seat, so a PFS offer above his sights closes more easily and keeps him happier once he is in the car. And the PFS enforces its 18-and-over rule everywhere: offers, AI recruitment, the mid-season window, with a Commission mail as the backstop.

Academy loans. A feeder team will occasionally ask to field one of your academy prospects for a season. Accepting seats him in the series, pays your academy a contribution every Grand Prix, and buys him real seat time — worth 5% faster development than anything the academy can simulate. It is also the first mail in the game you answer rather than read.

The weekend now starts before the weekend

Weekend Loadout. A new screen opens ahead of the practice run plan: choose how many cars travel — two, or three with the mule so your reserve’s fitted parts are trackside — and which spares make the truck. Fitted parts travel with their cars; spares only if you take them. The choice genuinely locks the weekend: no purchases, no sales until the race is done, and the Inventory will only fit parts that made the trip. Everything else reads “At factory”. Full detail in Weekend Loadout.

A broken front wing is a pit stop, not a retirement. With a spare nose at the track, a front-wing failure now sends the car to the box for a new one instead of ending its race. The crew also swaps a visibly damaged wing opportunistically when the car pits anyway. The race HUD carries a wing-status chip for your cars, and each change consumes a spare from the loadout.

Pre-Season Testing. The moment your cars are built and fitted, the team heads to a testing day with both of them, on a circuit drawn from this year’s calendar. It is a real free practice session — run plans, development programmes, trait discovery, genuine part damage — with no qualifying or race after it. Your chief engineer briefs you before and reports after, and the Development phase will not close until you have run it.

Run plans ask for a pace, not an engine map, and the pit-strategy screen now does the maths for you: candidates are ranked by estimated race time, and the two-stopper is only offered when it is genuinely competitive.

The Test Track

A new R&D tab holds a standing run plan for the development car, driven by your reserve on the team’s own test circuit. It re-runs every Grand Prix weekend until you change it: laps accrue trait-discovery mileage, and Development runs raise a part’s potential exactly as a practice programme does.

It is not free. The programme reserves a share of the Engineering pool proportional to the kilometres you plan, and that share comes out of the same gauge Repair and Improve spend from — one bar, one truth. Plan more than the week can pay for and the steppers simply refuse; the mule sits out a weekend the pool cannot fund.

Regulations, records and the wider world

Rule sets. The championship now runs on pluggable regulation packages stored on the save. Two points scales ship, and the classic top-6 (10-6-4-3-2-1) is now the default. The 107% rule is active: a car qualifying outside 107% of pole does not start, subject to the usual stewards’ reprieve.

Country pages join the world — population and economy, a national hall of fame, motor manufacturers, circuits — plus a Countries tab in World Data ranking nations by their standing in the series. Each driver in a national hall of fame is shown at the highest level he reached, with that series’ statistics and badge.

Records mean what they say. The PFS hall of fame counts PFS results only — a feeder championship no longer inflates a driver’s standing in the senior series. Team and driver records survive retirement instead of vanishing with the driver, and the record board no longer counts teams that folded seasons ago.


⚖️ Balance

  • Mistakes recalibrated on a real save. Measured headless, season 1 was producing 8–10 crashes a race and eliminating 42% of the grid. The base rate is down a quarter, the spin and heavy-error tiers start higher, and the escalation tail is tightened. Expect 2–5 crashes and 6–13 spins a race now, with small errors shrinking as development raises driveability — see Mistakes.
  • Sponsor Income Spread (new slider, default 1.5) curves the sponsor market around its mid-point: headline brands pay disproportionately more, small ones less. Top teams can now genuinely cover a top driver’s asking price.
  • Team renown finally matters. Reputation feeds prestige, which drives driver acceptance, the AI’s negotiation order and academy signings; driver happiness reads your real standing; and your championship position — previously wired to “none” — now weighs on every offer.
  • Smarter AI money management. A team on a losing trajectory trims a facility level before it reaches crisis, and one still in the red after borrowing cuts bricks before selling shares.

🖥️ Interface

  • The timing tower is redrawn in the game’s own palette: the position sits in a garnet plate with a gold figure, the team block carries the car’s colour behind its logo, and the data band is the HUD’s blue-grey. The last column is now the pit-stop count.
  • The Simulate screen follows suit. The session ranking gains a status gutter (chequered flag, pit, retirement, position arrows), full driver names and a stops column — and its gaps refresh per sector, like a real timing screen, instead of twitching every frame. The incident feed is rebuilt as structured rows: the lap, the driver’s position at the time, his team and flag. A yellow flag paints the whole line, the safety car makes it blink, and anything involving your own drivers pulses.
  • Contextual help. A book button in every career app opens that screen’s page — and in R&D, that tab’s page — on the online wiki, in whatever language you are playing.
  • Decision mails stay in your inbox once answered, showing what you chose. And clicking Next GP with an unanswered offer waiting now stops you, rather than letting the window pass.

🐛 Fixed

A long list this time. The ones worth naming:

  • Closing the window now saves the career. Only Log Out used to save; Alt+F4, the title-bar X and Steam’s Exit dropped everything since your last action.
  • Loading a career could freeze the machine and drive it out of memory — the first hub frame rasterised the whole logo-glyph repertoire in one go.
  • The Weekend Loadout skipped two weekends — the season’s first Grand Prix, and the pre-season test.
  • Seven screens computed the year as a hardcoded 1989 + season, so a calendar rebased by a mod pack showed two different years in different apps.
  • Academy loan income appeared nowhere in Finance. It now has its own section, feeding the Net and the projection.
  • The Improve tab advertised the wrong reliability cost for a performance step — by a factor of four. Private Testing and Improve also read different pool figures; the maintenance share was being counted twice on the display side.
  • Worn fitted parts now warn before they ruin a weekend — amber in the Inventory, and a guard before the Grand Prix — while the worn-part alarm stops crying wolf on parts simply built at zero display points.
  • Stuck negotiations self-heal: a mission whose sponsor was signed through another channel is swept every turn and at save load, with a mail naming the winner.
  • Steam Deck: the podium no longer flashes past on a stray tap, ceremony screens fit the display, and country and series pages fit smaller screens.

📝 Also new

A player wiki covering every career screen, app and tab — the advanced mechanics with the real formulas, cross-linked — now reachable from inside the game. It lives at the-undercut.com/wiki.

Main menu links carry proper icons, including a Follow on X button. And three more names join the testers in the credits: Micheal, Johnduff71 and boscodiogigia.


A career saved in 0.5.2 will not open in an earlier build. As always, the alpha’s save format can still change between versions.

See you on the grid

Early Access opens on September 3 at 9:00 CET, at $14.99 — with a –12% launch discount for the first seven days. Until then, the free demo tracks the latest build.

Wishlist the Full Game · Play the Demo · Join the Discord

— Staz