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Watch trailer on Steam ↗The Undercut: Racing Manager
Staz.Tech · Published by Staz.tech · Official site ↗
Positive — 85% positive (47 reviews)
Last updated 28 Sept 2026
Circuits come and go. Sponsors rise and fall. Every season reshuffles the deck. A retro motorsport management sim with physics-driven races, procedurally generated tracks, and a dynamic world that never plays the same way twice.
£12.10
£13.75Lowest price we've ever recorded
View on SteamPrices can lag the live Steam store — always confirm before buying.
Price history
Indie, Simulation, Strategy, Early Access · 2026 · More £5 - £15 games
About this game
Your team. Your calls.
A motorsport management sim set in the early 90s. Dense UI, deep systems, races you actually watch.
Run Your Team
Sign drivers — but scout them first. Stats are hidden until your scouting department reveals them. Drivers carry personality traits: tyre whisperers, late brakers, hot heads. A cheap signing with red traits is no bargain.
Grow your own talent through the Driver Academy. Loan juniors to feeder series for real seat time. Promote them when they're ready.
Build your car part by part. Every component has variable quality and can carry hidden traits — Overweight, Low Drag, Ground Effect. You discover them by running the car. Practice is detective work.
Negotiate sponsors and suppliers against the AI grid. Miss your sponsor's targets and they walk. Partners set expectations every race — your results decide whether they stay.
Watch It Play Out
Races run in real time on a physics-driven 2D engine. Dirty air. Drafting. Tyre temperature. Engine failures. Dynamic malfunctions mid-race.
Call the pit stops. Pick the compounds. Push a damaged engine or play it safe. Watch broadcast-style replays of key moments. Or simulate at max speed and manage through data.
A World That Moves
Every career is procedurally generated — 500+ drivers, fictional constructors, ~35 car manufacturers, 70+ circuits, 10+ simulated series across the world.
Circuits hold contracts with the series. A booming economy brings new races. A lost TV deal kills one. Sponsors sign and leave based on results. Engine suppliers enter the market, compete for teams, and follow global trends.
Two feeder series run underneath the main championship with shared drivers, shared brands, and real results. Seven more series — touring cars and GT — are simulated across the world with their own grids, seasons, and champions. The world doesn't wait for you.
Make It Yours
In-game Circuit Editor — draw tracks freehand or trace from an image. In-game Mod Editor — replace teams, drivers, sponsors, build full calendars, create scenarios.
The game ships with fictional series and content. The mod tools let the community build whatever they want on top of it.
Also
- Full localization: English, French, German, Spanish, Italian, Brazilian Portuguese
- Community language packs supported
- Steam Deck compatible
- Voiced tutorial
- Windows, Linux, macOS
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10/11 64-bit
- Processor: Intel Core i3-6100 / AMD Ryzen 3 1200
- Memory: 4 GB RAM
- Graphics: Intel HD 530 / NVIDIA GT 1030 / AMD RX 550 (OpenGL 3.3)
- Storage: 500 MB available space
- Sound Card: Any
- VR Support: no
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10/11 64-bit
- Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 1050 / AMD RX 560 (OpenGL 4.1)
- Storage: 700 MB available space
- Sound Card: Any
- VR Support: no
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Hotfix 0.5.4-2
Hotfix 0.5.4-2 Stability Fixed: the World Data screen could freeze and crash the game. Displays & Controls Fixed: mouse wheel scrolling jumped a whole block per notch on Windows and macOS. Fixed: clicking a scrollbar's arrows or thumb also triggered the button or row behind it. UI Scale and in-race HUD scale now go up to 300% and 400% for 4K/Retina displays. Audio Fixed: menu music, UI click sounds and tutorial voice stayed silent on some sound devices. Career Fixed: at the summer break, a condition where all engine / tyre / fuel suppliers could announce they were leaving at once. Fixed: the GP-10 free weekend gave 3 driver offers for the whole weekend instead of 3 per turn. You now get a fresh set each turn with the remaining count shown. Fixed: a driver under contract was labelled "Free Agent" in the Scouting → Missions list. Thanks for the reports. Keep them coming. DiscordRead full article on Community Announcements (Staz)Patch NotesOfficial
Hotfix 0.5.4-1
Hotfix 0.5.4-1 Displays & Performance Fixed: fullscreen at a resolution smaller than your monitor could draw the track as a black rectangle under the HUD. Fullscreen now always renders at your screen's native resolution. To render at another resolution, use windowed mode. The main menu background is now a static image instead of a live animated track — it was costing CPU on weaker machines. Race Weekend Fixed: a car rejoining from the pits could be counted as a collision with a car on the straight, often triggering a phantom safety car. Rebalanced puncture events — they were happening too often. Stints are now planned with a margin so punctures come from racing variance, not from the strategy itself. Career Fixed: infrastructure spending was deducted the instant you pressed +, and raising then lowering a level refunded only half. Nothing leaves your budget now until you end the turn — adjust freely, undo costs nothing. Thank you for the reports — keep them coming. DiscordRead full article on Community Announcements (Staz)AnnouncementsOfficial
The Undercut Is Out — Early Access Starts Now
The Undercut Is Out — Early Access Starts Now It is 09:00 CEST on Wednesday, September 3. The Undercut is out. Early Access starts now, on Steam, at $14.99 with –12% for the first seven days. Early Access opens on build 0.5.4 — a bugix update addressing reports from the last week of testing. Thank you ! Most of 0.5.4 came from bug reports. Demo players, alpha players, testers running early builds on hardware and setups I do not have. Thank you. That work happens on the Discord — bug reports, save files, balance discussion, modding. ⭐ 0.5.4 — What Shipped With Launch Displays & PerformanceHigh-refresh and high-resolution screens supported properly. Resolution picker patched. Fixed: crash on exit on Windows. Race WeekendFixed: cars weaved through corners on hand-traced circuits. Fixed: team logos in the timing tower showed scattered fragments. Fixed: lap counter vanished behind pit-wall buttons at raised HUD scale. Fixed: qualifying run plan didn't scroll with triggers. Fixed: simulated practice reported incidents against the wrong driver. Fixed: minimap position numbers drawn upside down in Quick Race. Career & WorldDriver market rebalanced. Car performance reads the way it reads. The weakest factory no longer displays as zero, and development room follows the factory instead of contradicting it. Sponsors shared across disciplines — a brand can back a single-seater, a touring car and a GT at once, from a catalogue roughly 40% larger. Fixed: a sponsor secured at 100% could still be taken by an AI team. Scouting produces three times the work units per level. Prize money up 20%. AI teams can no longer rebuild or shed facilities between two races. They invest at the rollover, like you. Circuit pool is a choice: hand-curated layouts or the legacy procedural generator, for new careers. Controller (Steam Deck)Selection ring takes any stick or D-pad. It listened to the right stick alone — nothing could be selected on the Deck's default template. Tabs step in drawn order, bum...Read full article on Community Announcements (Staz)AnnouncementsOfficial
v0.5.3 — Build ready for Early Access. September 3, 09:00 UTC+2.
v0.5.3 — September 3, 09:00 UTC+2. Early Access opens in two days. Here's what's new. 11 Series. One World. Eight new championships join the simulation: CTC, CUP, CTM, SCTC, HGC, AGS, CGT, and LRC — touring cars, GT, and open-wheel across four continents. Each one drafts drivers from its own region, runs a full season, crowns champions, and feeds the news. One shared driver market across all of them. The world has 500+ drivers, 70+ circuits, 11 series, and a permanent results archive that keeps every race classification and championship table for the life of your career. Hand-Curated Circuits 70 hand-curated track layouts replace the procedural pool (The feature will still be available to enable as an option, procedurally generated tracks will be increasingly added to the pool in future updates) — each venue races a unique circuit. The Circuit Editor gets corner Radius/Angle sliders, a trace-fidelity slider, a full-sim lap Analyse report, and a working Test drive mode. Injuries Crashes now have consequences beyond car damage. Drivers can sustain injuries — concussion to broken leg — and miss 1 to 5 GPs. If your race driver is out, the reserve steps in. Doctor mails, red "Injured" chip on the driver panel, DNS unless you have cover. Audio New engine sound. The radio is rebuilt — a feedback button with driver acks on a tower-themed widget. Audio sliders apply live from the pause menu. Race Planning New race run plan screen — strategy chart drawn to scale with tyre life, lap time, pit laps, projected time, and a fuel bar with fixed "+N kg" refuel labels Custom race strategy — build your own plan: stop count, tyre per stint, exact stop laps. The AI respects it. Quick Sim honours it. Strategy plans are sized from YOUR measured practice wear and fuel — not theoretical numbers Live timing tower is clickable — select any car from the tower Practice run plan rebuilt — roomier cards, all pace options as toggles, icon pickers for Focus/Dev targets Trait investigations grouped ...Read full article on Community Announcements (Staz)Patch NotesOfficial
v0.5.2 — The Development Ladder, Weekend Loadout, and Pre-Season Testing
v0.5.2 — The Development Series, Weekend Loadout, and Pre-Season Testing 0.5.1 gave the calendar a world to live in. 0.5.2 gives the championship a ladder — and it lands eleven days before Early Access on September 3. ⭐ The PFS Development Series Two feeder series now run underneath the Prime Formula Series. They are not playable yet, but they are genuinely racing. PF2 "Prime Formula Challenge" — the step below the championship. International, 18 and over, 12 teams of two drivers plus a reserve, 16 races, a spec V6. PF3 "Formula Development Series" — where careers start. 16 to 18 years old, 10 teams, 12 races, a spec I4, no pit stops, every part frozen to one specification. Each has its own qualifying format, tyre rules and points scale. They run alongside your season: results, standings, poles, retirements, tagged news. Champions are crowned at the rollover, seasons are written into driver palmarès, and every seat is refilled. The world is shared, not parallel. A brand backing a feeder team is unavailable to PFS teams that season. Drivers carry ambitions by tier — a modest driver targets a feeder seat, so a PFS offer above his sights closes more easily. Academy loans. A feeder team will occasionally ask to field one of your academy prospects for a season. Accepting seats him in the series, pays your academy a contribution every GP, and buys him real seat time — worth 5% faster development than anything the academy can simulate. 🧳 Weekend Loadout The weekend now starts before the weekend. A new screen opens ahead of practice: choose how many cars travel — two, or three with the mule — and which spares make the truck. Fitted parts travel with their cars; spares only if you take them. The choice genuinely locks the weekend: no purchases, no sales until the race is done. A broken front wing is now a pit stop, not a retirement — provided you packed a spare. 🔬 Pre-Season Testing The moment your cars are built and fitted, the team heads to a testing day on a circuit drawn...Read full article on Community Announcements (Staz)






