This page is the map. The Undercut is moddable on three fronts — content packs, circuits and languages — and every guide is linked below, in reading order. If you are sending one link to someone, send this one.
Everything is authored with tools that ship inside the game: main menu → Modding Tools. No install, no account, no SDK.
The two answers everyone needs first
Where your mods live. In your own user folder, not in the game’s install folder. The game creates it at launch:
| Your system | Folder |
|---|---|
| Windows | %APPDATA%\TheUndercut\mods\ — paste it in the address bar of Explorer |
| macOS | ~/Library/Application Support/TheUndercut/mods/ |
| Linux | ~/.local/share/TheUndercut/mods/ |
Drop a file in there and the game finds it at launch. Nothing is installed, nothing is patched, and deleting the file puts everything back.
The demo has no modding. The demo and Next Fest builds ship without mod support at all — it is compiled out, not switched off. You need the full game.
The guides
| Guide | Read it when |
|---|---|
| Modding — Overview | You want the whole picture: the three channels, where files go, how the game scans them, and what to check when something does not show up |
| Mod packs | You want to know what a content pack can change — teams, drivers, sponsors, suppliers, the calendar — and the exact format of the file |
| Mod Editor | You are actually building a pack: the forms, the live previews, the Audit tab that catches the mistakes the game accepts silently |
| Circuit modding | You want to draw a track and race it — and to choose whether it joins one season or the whole world |
| Language packs | You want the game in a language it does not ship with |
| Publishing on the Steam Workshop | You have made something and want other people to subscribe to it |
Pick your path
”I want to play a real-world season”
A content pack replaces the grid with your own teams, drivers, sponsors and suppliers, and can carry its own calendar.
- Read mod packs for what a pack can and cannot change.
- Build it in the Mod Editor — and read its Audit tab before saving.
- Start it: New Career → Custom Mods. A pack only applies to a career created with it.
”I want to draw a circuit”
The Circuit Editor takes a centre line you draw with the mouse and derives everything else — sectors, corner numbering, pit lane, kerbs, grandstands — with the same code the procedural generator uses.
Read circuit modding. It also covers the part people miss: the three different ways a track reaches a career, and which of them keep it racing season after season.
”I want the game in my language”
One text file, no code. The English sentence in the game is the translation key, and anything you have not translated falls back to English — so a half-finished pack is perfectly playable.
Read language packs.
”I want to share what I made”
Any of the three can be sent as a plain file, or published as a subscribable Workshop item. Publishing goes through SteamCMD — ten minutes the first time, two minutes afterwards.
Read publishing on the Steam Workshop.
Worth knowing before you start
- A pack applies at career creation only. Editing a pack never changes a career already under way — start a new one to see the change.
- Your own files beat your subscriptions. A file in your
mods/folder wins over a subscribed item of the same name, which is how you test an edit without unsubscribing. - Proper names stay generated. A language pack translates the interface, not the drivers, teams, sponsors and circuits the world generated.
- Chinese, Japanese and Korean are not supported yet — they need a font the game does not ship. Latin, Latin Extended and Cyrillic all work.
- When something does not show up, run the game with
--list-modsfrom its folder: it prints every file each scan actually picked up. The overview has the table of common causes.
Getting help
Bring your file to the Discord — the modding channel is where packs, tracks and translations get looked at, and where the tools’ own rough edges get reported.