Wiki under construction. Many concepts here are from alpha 0.2 and may still change. The wiki will be finalised for version 1.0 — for now it's here to help closed testers and, later, early-access players find their way around. For the most up-to-date and accurate info, join the Discord — that's where changes are announced first and where you can ask directly.

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Game Overview

What The Undercut is, what a typical session feels like, and where to go next in the wiki.

Work in progress. First draft is here, but content may evolve and screenshots are still being added. Spotted something wrong? Tell us on Discord.
On this page

The Undercut is a 1990s-era Formula racing manager set in an alternate motorsport universe. You take charge of a race team — hire drivers, sign sponsors, court suppliers, develop the car between weekends, and call the strategy from the pitwall on race day.

This page is the bird’s-eye view: what the game is, what a typical session feels like, and where to go next in the wiki.


What you do

You are the team principal. You don’t drive; you build the team that drives well. Across a season you’ll:

  • Sign drivers — two for the race seat, optionally a reserve. Their stats, personality, and stamina shape every lap of every weekend.
  • Sign sponsors — they pay the bills. The bigger the brand, the bigger the cheque, the bigger the reputation gate.
  • Sign suppliers — engine builder (the biggest perf lever), tire maker, fuel partner.
  • Manage infrastructure — 7 departments level 1–10, each one buys you something different in performance or income.
  • Run the R&D shop — between weekends, repair damage, improve weak parts, design new ones. Work Units (WU) cap your weekly throughput.
  • Plan the weekend — practice plan, qualifying runs, race strategy, tire compound choices, fuel loads.
  • Call the race — change engine maps, lift & coast, push through dirty air, issue team orders, time the pit stop.
  • Read the calendar — 16-ish GPs across dry and temperate climates, each with its own circuit profile, top-speed character, tire-wear severity.

If real motorsport management appeals — long-term planning hidden inside short-term race decisions — that’s the loop.


A typical career session

Career Hub (desktop)

My Team / Calendar / Finance / Drivers / Suppliers / Sponsors / Email / News

Choose: "Next GP →"

Practice Plan      — set focus areas, run sims, get a setup baseline

R&D / Repairs      — between practice and qualifying: spend WU, fit fresh parts

Qualifying Plan    — 2-4 runs, hot-lap counts, tire compound + fuel load

Qualifying Session — 30-min headless or watched, you set strategy live

R&D / Repairs      — between quali and race: last-chance tuning

Race Run Plan      — pit strategy A/B/C, tire sequence, fuel target

Race Sim           — 60–90 min real-time at 1× (skippable), starting lights, full sim

Podium Scene       — top 3 celebration if applicable

Race Debrief       — results, championship update, prize money, repair triage, sponsor objectives

"Next GP →"        — back to the hub for sponsor/supplier negotiations, finance, news, e-mail

A rookie career typically takes 4–6 hours of real time per season at default speeds; experienced players push through faster by skipping practice and watching qualifying / race at higher sim speeds.


What’s under the hood (1-page summary)

This is a simulation-first racing manager — under the UI is a rich 12-phase race tick that models:

  • Per-tick physics: lateral G, friction circle, brake/steer authority, tire load
  • 22 cars on track, each with their own stats, car components, fuel, tires, AI personality
  • AI race director: every car runs an engine-map / lift&coast / overtake-push / pit-strategy decision module each tick
  • Mistakes (Lockup / Wheelspin / Spin / Crash) driven by driver consistency vs. tire temp vs. mental pressure
  • Mechanical failures with progressive power loss + commentary warnings
  • Yellow flags + Safety Car with realistic deployment, queue, and restart phases
  • Side-by-side resolution at every braking zone — no more cars stuck in parallel for a full lap
  • Crash physics in 2D with debris, particles, recovery, and rejoin

The wiki you’re reading stays at the strategy level — it tells you what to do, not how the physics integrators work.


Game modes

Career

The main game. You start a team, pick a budget tier (Small / Medium / Large), choose a country, name the team, get a starting roster of suppliers and sponsors, and play through full seasons.

Budget tierStarting reputationStarting budgetDriver pool quality
Small30TightMostly rookies
Medium50ComfortableMid-tier
Large70SpaciousTop-tier available

(Replays — abandoned)

Earlier builds shipped a replay recorder. The feature is being retired — the cost of carrying every snapshot for binary back-compat outweighed the value relative to live re-watch (mid-race rewind via the data center).


What sets each weekend apart

Every GP is generated from a circuit profile that controls:

TraitAffects
Total length (target distance)Race lap count
Number of cornersLap time, mistake exposure
Top-speed characterEngine vs. corner-speed payoff
Climate (Dry / Temperate)Tire heat-resistance importance, visual preset (sand / grass)
Pit-lane geometryPit-loss seconds, pit-strategy attractiveness
Track evolution rateHow fast rubber builds — affects out-laps, late-race grip

So Bahrain (dry, long straights) and Monaco-equivalent (twisty, low rubber) play very differently — the same car/driver pair will have wildly different result variance.


Where to go next

You want to…Read
Understand sponsor / supplier moneySponsors · Suppliers
Decode part damage and repairParts, Damage & Wear
Learn driver statsDriver Stats Explained (coming)
Master pit strategyPit Strategy Plans
Read the calendar with intentTrack Traits
Grasp the personality behind each driver/teamDriver Traits · Team Archetypes (coming)
Tune the sim for your tasteSettings → Simulation Sliders

The full table of contents lives on the wiki index.


Design principles (so you know what to expect)

  • Numbers should mean something: every stat 1–20 (drivers) or 1–10 (suppliers/parts) maps to a real in-race effect.
  • Stats blunt RNG, they don’t replace it: a CON 20 driver still spins occasionally; they just spin half as often as a CON 5 driver under the same pressure.
  • Strategy beats hardware most of the time: a balanced 1-stop with the right pit window can beat a faster 2-stop. The sim rewards thinking.
  • No hand-holding alerts: the game tells you what’s happening (commentary, telemetry, e-mail) but rarely tells you what to do. Your call as principal.
  • Fail-safe save: the career is auto-checkpointed before each phase transition. If a weekend goes wrong you can roll back without losing the season.

Minimum learning path for a new player

  1. Start a Medium-budget Career — read the e-mail, click through every desktop icon once.
  2. Sign 2 sponsors and 3 suppliers (engine + tires + fuel) before the first race.
  3. Run a full weekend at default speed; watch the race; read the debrief carefully.
  4. After the first race, queue up your R&D repairs before designing anything new.
  5. By GP 5 you’ll have a feel for the cadence — that’s when serious strategy choices start paying off.