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Throttle Trace

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Throttle Trace screenshot 1
Gameplay Showcase trailerWatch trailer on Steam ↗

Throttle Trace

Unordered Games · Published by MicroProse Software

Last updated 5 Sept 2026

Slot cars meets simulation racing. Master grip, timing, and race strategy using only throttle and brake. Push to the limit, outsmart rivals, and fight for every corner in intense wheel-to-wheel competition.

Free to PlayComing SoonDJCTQ l1 DLC available ↗Full Controller Support

Free

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Indie, Simulation, Early Access, Casual, Sports, Racing · 2026 · More free games

About this game

A New Way to Race

Throttle Trace reimagines racing controls without sacrificing depth. There’s no steering - just throttle and brake. Every corner becomes a test of timing, precision, and nerve as you balance on the edge of grip.

Full Simulation, Focused Control

Beneath its minimalist inputs lies a serious racing simulation. Tire wear, heat, fuel load, dirty air, and car balance all shape your decisions. Push too hard and pay the price - hold the limit and gain the edge.

Drivers with Personality

Race against AI opponents with distinct personalities and behaviors. Aggressive rivals, consistent performers, and mistake-prone drivers all share the same physics as you - creating unpredictable, human-like racing.

A Career That Remembers

Build your legacy across seasons in a dynamic career mode. Earn your seat, manage your reputation, and navigate the consequences of every on-track decision in a world that evolves with you.

Easy to Start, Hard to Master

Jump into a race in seconds - but shaving tenths off your lap time takes skill, discipline, and smart strategy. Whether it’s a quick session or a long championship run, every race matters.

Features

  • Unique two-input control system: throttle & brake only

  • Full racing simulation: tire wear, heat, fuel, aero, and more

  • Dynamic, personality-driven AI with realistic behaviors

  • Deep career mode with reputation and persistent history

  • Strategic racing with real consequences for every decision

  • Quick sessions with long-term mastery and progression

  • Time Trial mode with online leaderboards

  • Lesson-based Driving School for onboarding

  • Steam Workshop support to create or find databases of Teams, Cars, and Drivers to race against in your career

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10/11
  • Processor: Ryzen 5 3300X / i3-1010SF or better
  • Memory: 8 GB RAM
  • Graphics: GTX 1650 Super / RX 5500 XT (or better)
  • Storage: 1 GB available space

Recommended

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 11
  • Processor: Ryzen 5 4500 / i3‑12100F or better
  • Memory: 8 GB RAM
  • Graphics: RTX 3050 (6GB) / RX 7600 (or better)
  • Storage: 1 GB available space

Supported Languages

English*
*languages with full audio support

Latest news

  • AnnouncementsOfficial

    Throttle Trace Launches September 15 - Watch the New Gameplay Showcase

    We have two big pieces of Throttle Trace news today: a release date and a brand-new Gameplay Showcase!Throttle Trace launches in Early Access on September 15, 2026.But before we get there, we wanted to give you the best look yet at what actually happens behind the wheel.Watch the Gameplay ShowcaseJoin the developer for a complete racing weekend, from practice and qualifying through to the race itself, as he plays and explains the mechanics, strategy, and decisions that make Throttle Trace tick.Learn the circuit. Find the limit. Chase the perfect qualifying lap. Battle through the field. Adapt when the race doesn't go according to plan.Because in Throttle Trace, Every Corner Is a Decision.September 15 - Save the Date!The starting lights go out on September 15.Until then, you can play the demo right now and put everything you've seen in the showcase into practice.If you like what you see, don't forget to wishlist Throttle Trace on Steam. It makes a huge difference, and we'll see you on the grid!
    Read full article on Community Announcements (patgarret77)
  • AnnouncementsOfficial

    v0.32.0 - Weather and smarter strategies

    The demo has been updated to 0.32.0, bringing an all new weather system to the game! This system adds essential depth to finding the optimal pit strategy that gives you an advantage over your competition.New Weather SystemEvery session will now have air and track temperatures, track wetness, and current/forecasted precipitation levels.Track wetness impacts grip. Just how much grip is lost depends on your tire selection (more on that later). Track wetness changes during the course of the race, depending on the amount of rain that's falling.Track and air temperatures directly impact tire temps (which in turn impact performance and degradation rates), and will eventually impact engine and brake temps once those are implemented.The weather is dynamic, meaning both the player and the AI will have to react to changing conditions throughout a race. The system generates all kinds of weather conditions, from near-flooding downpours to mixed wet and dry sessions. A race that starts sunny could end in a mighty tempest, and vice versa.The AI cars will make mistakes more frequently in low-grip conditionsNew Strategy SystemThe potential for interesting tire strategies means little if the AI doesn't execute them. This updates adds a strategy builder that will compute all the (reasonable) strategies for a race given the race distance, track-specific degradation rates, weather conditions etc. Each AI car will select from a weighted distribution of the top 3-4 strategies, ensuring that each race has a satisfying and dynamic mix of strategies on offer. For the player, this system is used to create your race engineer's recommended tire selections.The updated tire selection UI now displays useful information about each compound and the compound recommended by your race engineer.Of course, just like real life, best laid plans can go out the window in an instant. Changing weather, safety cars, incidents and damage, all of these events will trigger the system to reevaluate the chosen strat...
    Read full article on Community Announcements (positive_infinity)
  • AnnouncementsOfficial

    v0.31.0 - New Sound Effects

    The demo has been updated to v0.31.0, bringing new SFX for engines, gear shifts, and contact. Engines now sound much more aggressive, and audible gear shifts are both satisfying and helpful in keeping track of downshifts. I personally calibrate my speed based on the gearing (I think of each corner by the target gear e.g. "high 3rd gear" or "low 5th gear", and then adjust from there based on other conditions), and this change has been very helpful for consistently hitting those marks.I'll continue to iterate on the SFX, such as battery whine for the power unit, a DRS activation sound, and more.Improved PerformanceI optimized the AI's lookahead algorithm that predicts their target speed for the upcoming corner, made several updates to the data structure from which the physical properties of any point along the track are retrieved, and other small performance changes. The end result is a 12% reduction in processing time for each physics step. That may seem small, but for some machines it will make a world of difference.Community-named TracksIn the discord, we organically decided that the first player to beat my benchmark Time Attack laps would get to name that circuit (with the exception of a mystery player who first set the mark on Snow Circuit but never joined the discord, so the naming honors were given to the most recent champ). Now each track has locked in their new name.Testing Circuit Jade Hill Testing CircuitSnow Circuit Helios Polar Crest CircuitForest Circuit Domas Greenwoods CircuitSea Circuit Melfice Seaside SpeedwayThanks so much to everyone who has been grinding time attack!What's next?I'll be away on vacation later this week. I plan to spend the time beforehand investigating issues with Intel Arc GPUs not being able to run the game, and when I get back the items at the top of my backlog areWeatherReliability modelTrack Editor
    Read full article on Community Announcements (positive_infinity)
  • Patch NotesOfficial

    v0.30.1 - WASD, spectate mode tweaks, and positioning tweaks

    The demo has been updated to v0.30.1. This brings a much-requested change to map throttle/brake inputs to the W/S keys for keyboard players, as well as improvements to the spectate mode UX. It also makes a number of changes to the positioning system and AI behavior, intended to create more natural field spreads (and less running 4 or even 5 wide into turn 1).ChangesKeyboard controls now support W/S inputs for throttle/brakeAdjust positioning system so that the attacking car requires sufficient overspeed to the car ahead to make a move alongside when within 50m of the apex. This prevents cars from making late, half-committed moves that have no chance and only ruin their momentum. It also helps prevent car from clustering as much into tight corners, creating more natural behavior in tight sections of the track.Adjust AI braking and cornering behavior to divebomb less and prioritize exit speed in more scenariosSelect 1x, 2x, or 4x playback speed during spectate modeUpdate spectate mode HUDAdd simulate session button to pause menu, only visible while in spectate modeIncrease affect of dirty air by 50%. This helps the field spread more naturally, and increases the value of track position as overtaking requires more of a raw pace delta to the car ahead.Decrease affect of slip stream by 10%
    Read full article on Community Announcements (positive_infinity)
  • AnnouncementsOfficial

    v0.30.0 - New Track Scenery System

    I'll be honest, up to this point the circuits have looked like run-down karting tracks. This can have its own charm, but doesn't fit with the fantasy that Throttle Trace is putting forward. You are a Vroomula 1 driver, one of the best in the world! The circuits on the calendar need to look the part.And so, my aim for the week was to make each track start to feel like it was designed to host the highest echelon of motorsport.New Track Scenery SystemManually placing barriers, fencing, grandstands, etc is tedious work, doubly so in a game where those elements are anchored to a winding, curved track. So I worked out a system to place items in the editor with just a few properties:Mesh what 3D model to placeProgress How many units along the track's total distance should the item startLength How long should the item follow the trackOffset How many units away from the track centerline should the item beSide left or right side of the trackThe system then computes the width of the mesh, and places as many instances of it within a MultiMeshInstance3D as required to fill the specified length, positioning and rotating to conform to the track's curve.This worked great, but I hit a snag when it came to runoff areas. I wanted runoffs to follow a similar API, except you specify the type of runoff (currently just "paved", I'll add gravel in the future) instead of a model. The issue is that runoffs are not usually a fixed offset away from the track centerline. They have their own unique shape, informed by the layout of the track entering and exiting to corner. So to make this look more natural, I added new Offset Curve and Offset Curve Amount properties that allow each scenery item to have its own distinct shape.There are now several track items using this system! Catch fencing, barriers, curbs, updated grandstands, updated pit garages, and runoff areas (which compose the catch fencing and curbs, in addition to rendering the runoff surface).This took most of the week get working, but...
    Read full article on Community Announcements (positive_infinity)

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