The Undercut is moddable on three fronts, and all three use the same rule: drop a file in the right folder, and the game finds it at launch. Nothing is installed, nothing is patched, and removing the file puts everything back.
The three channels are independent — a mod can be any one of them, or all three at once.
| What | File | Authored with | Shows up in |
|---|---|---|---|
| Content pack — teams, drivers, sponsors, suppliers, the season calendar | one .db in mods/ | the Mod Editor (browser app shipped with the game) | New Career → Custom Mods |
| Circuit — a hand-drawn track | <name>.circuit in mods/circuits/ | the in-game Circuit Editor | Career setup (Custom / circuit pool), and mod-pack calendars |
| Language — a full translation | <code>.txt in mods/lang/ | the Language Editor (browser app shipped with the game) | Settings → Language |
How the game finds your files
Where the files go
Your mods live in your own user folder, not in the game’s install folder — a Steam install on Windows sits in Program Files, which you are not allowed to write to. The game creates the folder at launch:
| Your system | Folder |
|---|---|
| Windows | %APPDATA%\TheUndercut\mods\ — paste that in the address bar of Explorer |
| macOS | ~/Library/Application Support/TheUndercut/mods/ |
| Linux | ~/.local/share/TheUndercut/mods/ |
mods/
my_pack.db ← a content pack
circuits/
monaco_1994.circuit ← a hand-drawn track
lang/
pl.txt ← a language pack
.cache/ ← logos unpacked by the game (managed, safe to delete)
A mods/ folder next to the game executable is still read, so anything you installed before keeps working — and if the same file name exists in both, the one in your user folder wins. The two editors live next to the executable (mod-editor/index.html, lang-editor/index.html); the game opens them for you and tells you which folder to save into.
mods/.cache/ is written by the game itself: a pack carries its logos inside the .db, and they are unpacked there the first time the pack is used. You never edit it, and deleting it only costs one unpack.
The tools
Main menu → Modding Tools:
- Circuit Editor — draw a track, preview it with the real race renderer, analyse a lap, test-drive it, save it to
mods/circuits/. - Mod Editor — opens
mod-editor/index.htmlin your browser. Builds and edits content packs, entirely offline. - Language Editor — the same kind of offline browser app, for translations.
Both browser tools run from file://: no install, no server, no account. They are flagged as experimental when you open them — the warning is about the tools being young, not about your save being at risk.
Picking a pack
A content pack is chosen when you start a career, not in a global setting:
- Main menu → New Career
- In the series list, pick Custom Mods (last row)
- The list of every pack found in
mods/and in your Workshop subscriptions appears — type to filter, pick one - A New Series pack then runs the normal career setup; an Imposed pack opens a team-selection screen instead
Two consequences worth knowing:
- A pack only affects a career created with it. An existing save keeps the world it was generated with — installing, updating or deleting a pack changes nothing for a career already under way.
- Starting a career the normal way is always vanilla. A pack sitting in
mods/never applies to a career started from the standard series list; you have to go through Custom Mods.
Circuits and language packs behave differently: they are not “chosen” once, they simply appear as extra options — in the career setup’s circuit lists, and in the language selector.
Local files beat subscribed ones
mods/ is always scanned before your Workshop subscriptions, and the first file wins for a given name. That is how you test a change to an item you have already published: keep the edited copy in your own mods/ and the subscribed one stays out of the way until you remove it.
When something does not show up
The game can print exactly what it sees. From the game folder:
the_undercut --list-mods
It prints the resolved Workshop content folder, every item directory, and every pack, circuit and language pack each scan picked up. If your file is not in that list, the game never saw it — check the folder and the extension first.
Common causes:
| Symptom | Cause |
|---|---|
| The pack is not in the Custom Mods list | Wrong extension (it must be .db), or the file is not directly in mods/ |
| A subscribed item is missing | Steam has not finished downloading it — check the Downloads page |
| The circuit is missing from career setup | The file must end in .circuit and sit in mods/circuits/ (or, in a Workshop item, at the item root or in circuits/) |
| The language is missing | The file name must be the language code (pl.txt), and it cannot be one of the six built-in languages — a pack can never shadow those |
| Nothing at all, in the demo | The demo and Next Fest builds ship without mod support; it is compiled out, not switched off |
Where to go next
- Mod packs — what a content pack can change, section by section, and the file’s own structure.
- Mod Editor — the editor that writes them.
- Circuit modding — drawing a track and putting it in a season.
- Language packs — translating the game.
- Publishing on the Steam Workshop — turning any of the above into a subscribable item.