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Watch trailer on Steam ↗Team Principal: A Racing Manager
Patrick H · Published by Patrick H
Very Positive — 94% positive (119 reviews)
Last updated 28 Sept 2026
A deep yet accessible motorsport management sandbox inspired by the 1990s games of this genre. Manage teams, drivers, finances, engines, and regulations in a fully customizable, ever-changing world where no two seasons play out the same.
£10.99
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Price history
Simulation, Early Access · 2026 · More £5 - £15 games
Take on the role of a team principal in Team Principal: A Racing Manager, crafting strategies for your drivers' success across a dynamic motorsport world. Customize every aspect from engines to finances while navigating the ever-changing rules and regulations inspired by classic 1990s racing games.
About this game
Welcome to Team Principal: A Racing Manager. Initially a passion project, this game has become much more for me. It is a completely customizable grand prix/motorsport manager game, with a simplistic top down 2d race view. Most of the game is in the in-depth management aspect. Some key features include:
- An ever-changing grid: Teams & engines can leave, go bankrupt, join, rebrand, get bought out, fluctuate season to season. No two seasons will ever be the same, with a virtually limitless grid size.
- Simulate ANY era in this sandbox with infinite possibilities and infinite replayability. This game can handle ANY era, or season of racing in a realistic manner, with over decades of seasons of content.
- In-depth race simulation complete with REAL physics, live speeds, hyper-intelligent AI, setups that impact your actual car speeds in corners/straights, customizable temperature, weather, dirty air, tire wear, fuel consumption, safety cars, mechanical wear, and realistic results, with both simulated and non-simulated options available.
- Easy to use in-game editor, and save editor, so you can have your career mode the way you want.
- In-Depth finance system with stock, ownership, and ability to purchase stakes in rivals.
- Completely in-depth academy pipe-line system with ability to pay to assign your rookie drivers in junior series teams, have them test for you, learn the ropes in rival junior teams you own, and eventually promote them to your team.
- In-depth regulatory system that can change the environment of the game season to season.
- In-depth negotiation system for tyres, parts, sponsorship, works engines, customer engines, and drivers/staff.
- Ability to build and sell your own engines through an engine plant, or partner with an existing engine supplier.
- AI who compete with you every week of the season, on and off the track, in engineering, developing, strategy, and signing talents.
- Fully fleshed out car attributes, driver attributes, staff attributes, headquarters, etc.
- In-depth chassis, aero, engine, ERS, driver aids, and tyre development.
This game aims to be a FULLY customizable racing management sandbox experience for racing in any era. Every aspect of the game able to be edited and changed. Team names, performance, dirty air, tire model, points model, anything one can think of can be edited to your liking.
This game is in active development & will receive extremely frequently updates. Please join the game's discord server, wherein I will share future plans, update timelines, provide bug support, as well as the track editor. This game is extremely mod friendly, and an open canvas for any situations one wishes to develop.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10 64-bit
- Processor: Intel Core i3-6100 or AMD Ryzen 3 1200 (or equivalent)
- Memory: 4 GB RAM
- Graphics: Integrated GPU
- Storage: 300 MB available space
- Sound Card: Any DirectX-compatible sound card
- VR Support: None
- Additional Notes: Designed for management-focused gameplay. Performance scales primarily with CPU rather than GPU.
Recommended
- OS: Windows 10 64-bit
- Processor: Intel Core i5-8400 or AMD Ryzen 5 2600 (or equivalent)
- Memory: 8 GB RAM
- Storage: 300 MB available space
- Sound Card: Any DirectX-compatible sound card
- VR Support: None
- Additional Notes: Designed for management-focused gameplay. Performance scales primarily with CPU rather than GPU.
Supported Languages
Latest news
Patch NotesOfficial
v0.991 Patch 3
v0.991 Patch 3 Hello! This is another patch primarily focused on major optimizations, light additions, and bug fixes. Can't WAIT to start getting through some of these ideas I have seen from you guys into the game, and to continue refinement of the oval series! Some super exciting ones I see in there. Thanks everyone! Additions Added clickable driver, staff, and team hyperlinks across most management screens, with full back-navigation support for convenient browsing. Added more realistic qualifying timing, drivers who cross the line with 0 seconds left will not be able to record a hot lap, including late-release risk, warnings, AI timing improvements, and driver radio reactions. Added relationship and nationality effects to driver negotiations, so drivers with higher team relationships will slightly bias to those teams. Added Cornering Speeds telemetry across sessions and data exports, in a similar format to speed traps. Now, you TPs can analyze every competitors average Apex speeds AND top speeds around a lap, both live and in data logs. Improved Move Over team orders so yielding drivers create a more realistic gap and do not immediately fight back. Improved tyre negotiation UI clarity when contracts are taken. FINALLY, WELL OVERDUE, i have eradicated the little pygame animal once and for all, and added TPs logo to the .exe. Goodbye you little creature. 🐛 Bug Fixes Fixed several tyre negotiation issues involving unavailable contracts, incorrect labels, hidden failure messages, contract selection, and button hitboxes. Fixed manufacturer buyouts and HQ investments incorrectly upgrading, downgrading, or missing facilities. Fixed Chassis History showing incorrect end-of-season cars and improved chassis save persistence. Fixed multiple year-old chassis and regulation weight issues, including incorrect fallback weights and regulation adjustments. Fixed Save Editor vehicle weight handling, including modded and historical regulations. Improved development feedback when cha...Read full article on Community Announcements (Cookie)Patch NotesOfficial
v0.99.1 Hotfix #1
Hello! Small hotfixes will be a plenty as this was a larger update. Apologies about any bugs encountered. - Fixed Email crashes when using action buttons at times - Fixed crash when loading game with bluetooth controller - Fixed cars pack racing in 60 minute qualifying sessions - Fixed default26/25 schedule Thanks! Build is now live.Read full article on Community Announcements (Cookie)Patch NotesOfficial
v0.99.1 "Definitive" is live now!
I have added some other small UI improvements not noted in patch notes. Below are some misc. notes about tonights patch. You may need to mess with your graphics settings upon launch. BUG REPORTS This has been a massive push from my end. I have thoroughly tested this build across multiple seasons, but bugs always...find a way. So please, as always, report any 🐛bug-report or 🐛oval-bug-report you encounter, preferably within the discord server. I WILL address game-breaking ones/crashes within 48 hours, and others as soon as I am able to. MODS As a reminder, mods ARE now out-dated. Please be patient as modders update. I have added the recent version for those who wish to continue saves. NOTES I was unfortunately not able to get to the oval save editor in time, but I have completed the oval roster editor. This series is very much in beta still, so please remember that prior to expecting a full experience. I will be putting an emphasis on oval in future iterations. Random, but I have also reduced Polish pricing. Additionally, I have more closely implemented steam safeguards into this build as I have recently taken down two pirated websites. You must be logged into your steam account to load the game up. It is still playable offline. If this gives anyone issues launching or playing the game, please let me know privately. What's Next? I will be pushing out a DLC in the next few days, called the Team Principal - Supporter Pack. This will be a $4.99 Pack which you may purchase to support continued development of Team Principal. This will help me cover artwork commision, sound licensing, and collaboration with other programmers if I get stumped. There is NO content behind this. However, purchasing this will give you the opportunity to add any driver, sponsor, team or whatever else you wish, to all default rosters, so you may feature yourself, or others, in the base game. I have decided to NOT increase pricing on the game until I fully release when I feel the game ready, in w...Read full article on Community Announcements (Cookie)Patch NotesOfficial
v0.99.1 "Definitive" Patch Notes. (Large Content, UI, and Optimization Update)
Hello all! Wanted to drop my patch notes a little early this time. I anticipate this update will be live on steam either tomorrow, or Friday evening! I am working at pace to get everything wrapped up and ready to ship. This game has seen some very strong growth recently, so apologies if I am not keeping up with everything as well as I usually am! I thank you guys for the continued support, and please, as always, do not hesitate to provide suggestions or ask questions. As some of the longer term players know, I am willing and open to almost ANY idea (just takes time to actually implement). This is meant to be one hell of a sandbox, and it wouldnt be complete without all of your ideas! v0.99.1 "Definitive" Patch NotesAdditionsPersonnel and negotiationsReplaced the old Personnel Negotiation Points system with a centralized, dynamic negotiation ledger for Formula and Oval, complete with stages of negotiations: approach, talks opening, offer submission, contested decisions between you and AI teams, acceptance, failure, cancellation, and cooldown.Added the seasons a driver is signed for in the email header for clarity when reviewing AI signings. Added more detailed AI contract-debug emails showing personnel type, role, contract start, length, salary, bonuses, total value, and interest score.In addition, to simulate the dynamics of a real life driver market, drivers can at times approach you with contract proposals with persisted, pre-agreed offers and accept, decline, and market-review options.Added realistic veteran-contract term weighting for AI offers, applying only from the configured retirement-escalation age onward. This means AI teams tend to sign older drivers for shorter terms to limit their risk.Regenerated personnelAdded nationality-weighted regeneration for drivers and staff, and added nationality-appropriate first-name and surname pools for all supported nationalities.Added persistent IDs to regenerated drivers and staff (this will help with rare cases of tea...Read full article on Community Announcements (Cookie)Patch NotesOfficial
Patch v0.99c #3 (Minor Update)
Hello! Yet another small-ish patch of items I wanted to clear, and some highly requested features from players! New Features: - Session Log Exports: For those who wish to analyze laptimes, sectors, wear, etc., I have added an "export" button to results screens that allow you to download CSV files of laptimes, track states, and events for all competitive sessions. - Pre-Qualifying: Pre-qualifying historically was a session teams went through when there were a large amount of cars showing up to races, back in the 80s and 90s. This session will trigger if the grid has over 30 cars, and certain teams will have to fight their way through pre-qualifying to make it to qualifying. These sessions are only active on grids of over 30! Drivers who do not make it through pre-qualifying will show as "DNPQ" on standings screens. Improvements: - Improved blue flag behavior in races, racing behavior, and fixed the annoying occurrence of an entire row being blocked behind drivers who stall. Drivers will swerve out of the way of stalled cars. - Improved AI pitting under safety cars to prevent AI from destroying their races by pitting on the last lap of a safety car. - Improved AI decision making around participating in pre-season testing. - Very small misc. UI updates to Parts Market, Tyre Market, and Performance screen. Bug Fixes: - My tyre logos were not showing in any of the UI's. This has been fixed! You will see them in the tyre allocation emails and in competitive sessions. Thanks! You may continue using older saves, they should be safe I believe. Have a great week everyone.Read full article on Community Announcements (Cookie)






