This is the first progress update on 0.6.0, and the first screenshots from the build. Everything shown below is a development version — work in progress, not final.
0.6.0 was announced as the Weather & Car Setup update, and both are well under way. But it has grown into something larger: a new physics engine, a red flag procedure, new circuit art — and a second headline system, staff management. It is shaping up to be the biggest update The Undercut has had.
This post is the overview. Each of these systems will get its own detailed news over the coming weeks.
Estimated release: between the second half of November and mid-December 2026. The window is deliberately wide for now — it depends on the pace of development, and it will narrow as the update comes together.
🌧️ Dynamic weather

Weather in 0.6.0 is fully simulated, live. Nothing is scripted and nothing is decided per session in advance: rain clouds move, build and fade over the circuit while the cars are running.
- Rain has an intensity. A light drizzle and a downpour are not the same race, and the intensity changes over time.
- Rain is local. It can fall on the whole track or on only part of it — one sector soaked while the rest stays dry.
- The track dries the way a real one does. Water clears first on the driving line, where the cars run, while the edges and the run-off stay wet for longer. Going off-line to overtake means finding less grip.
- Spray trails behind every car, so a wet race looks like one from above.

The weather radar
To follow all this, the pit wall gets a weather radar. It shows the rain cells drifting across the region and over the circuit in real time, coloured by intensity, with the cars on track — so a shower can be seen coming before it reaches the first corner.

Intermediates and wets
Two new compounds join the tyre range: intermediates and full wets. Choosing when to switch — and when to switch back as the line dries — becomes one of the key calls of a race weekend, and the pit wall has to read a track that is no longer the same from one lap to the next.


🔧 Car setup
The setup system is being reworked in full alongside the weather — the two are tied together, since a wet race calls for a different car. It gets its own progress update, with screenshots, very soon.
💥 A new physics engine: Kinematic V1
This one was not on the original 0.6.0 list. The race physics that has run every session until now dates back to 0.2.7, in early development. In 0.6.0 it is replaced entirely by a new engine, Kinematic V1.
What it changes on track:
- More realistic racing, with far less overlap between cars — cars now occupy their own space in a pack.
- Better collision detection: contact is detected when it happens, where it happens.
- Much more realistic crash and spin physics. A spinning car keeps its momentum, slides, digs into the gravel and hits what is in its way.
- Crashes can now involve several cars. A spin in the middle of a pack can collect the cars behind it — races become more unpredictable, and more dramatic.
- Rejoining after a spin is fixed. A car that has spun now rejoins the track properly, instead of the awkward recoveries of the old engine.


🚩 Red flags
0.6.0 introduces the red flag. A session can now be stopped — when the weather makes the track undriveable, or after a major incident that leaves the circuit blocked. The cars return to the pit lane, and the race resumes once conditions allow.
🌳 New circuit art
The circuits get a large set of new 2D assets, all placed procedurally. The goal is a view that, step by step, gets closer to satellite imagery — venues that look organic and lived-in rather than a ribbon of asphalt on flat grass.
New in 0.6.0: farm fields around the circuit, buildings, grandstands, service roads and roundabouts, car parks full of spectators’ cars, the paddock with its team areas and helipad, escape roads at the corners — and much more.



👥 Staff management
The other big headline of 0.6.0 is the arrival of staff management.
It works in a way of its own, and it changes — subtly — how infrastructure is managed: the people a team hires and the facilities it builds will now depend on each other. The aim is to add real management depth to the game, beyond the car and the race weekend.
How it works in detail will be the subject of a dedicated news. For now, it is enough to say that the team will no longer be just buildings and a budget.
🎁 And more
Weather, setup, physics, red flags, circuit art and staff are what can be shown today. There are other surprises still in store in 0.6.0 — they will be revealed as the update gets closer, which for now is expected between late November and mid-December.
As always, 0.6.0 is included in your purchase, like every update through to 1.0. Feedback, bug reports and ideas remain most welcome on the Discord.