
Thirteen days out from Early Access on September 3. Two things you've been asking for in one post: what it costs, and what happens after.
The Undercut goes into Early Access at $14.99 / €14.99 / £13.75. For the first 7 days, there's a –12% launch discount:
🇺🇸 USD: $14.99 → $13.19
🇪🇺 EUR: €14.99 → €13.19
🇬🇧 GBP: £13.75 → £12.10
🇨🇦 CAD: CA$17.99 → CA$15.83
🇦🇺 AUD: A$20.95 → A$18.44
🇧🇷 BRL: R$53.49 → R$47.07
🇯🇵 JPY: ¥1,900 → ¥1,672
🇵🇱 PLN: 62.99 zł → 55.43 zł
Regional pricing for LATAM, MENA, CIS and South Asia sits at ~$8.55 (~$7.52 during launch week). Steam shows the exact rounded figure for your store.
At 1.0, the price is expected to be around $20. That's not a trick to rush you. It's the honest consequence of the roadmap below: weather, a tech tree, two extra playable series and multiplayer are a lot of game to add, and the finished thing will be worth more than the thing you can play on September 3. The part that matters: you pay once. Buy at $13.19 during launch week and every update on this page — all five of them, plus everything unannounced — arrives at no extra cost. The Early Access price is the lowest this game will ever be.
Five headline updates. Each one scoped at 30 to 45 days of work — with patches, fixes and smaller features landing between them.
Dynamic weather, including rain, and a new setup system to answer it. This is first for a reason: rain is the single biggest source of chaos in racing, and right now the game doesn't have it. A drying line, a call to pit for slicks two laps too early, a driver whose wet-weather head is better than his dry-weather pace — none of that exists until the sky does. The setup rework lands alongside it because a car you can't rebalance for changing grip is a car that just loses.
Research that actually buys you an edge, and a tech tree that unlocks eras — from the early '90s through to the modern day, and past it. Your R&D department stops being a parts factory and starts being a bet on where the sport is going. Chase a technology early and you carry the cost while your rivals bank the money; get it right and you carry an advantage nobody can copy for two seasons.
Tin-tops. Different cars, different budgets, different politics — a full playable series rather than a skin over the existing one.
Same idea, different discipline and a manager's job that looks nothing like a single-seater season.
The one that gets asked for most. Managing against a person instead of a simulation. It's last on the list because it's the feature that most punishes being built early — every system above changes what a multiplayer season even means, and shipping it before they land would mean shipping it twice.
The five updates above are the headlines, not the whole schedule. Between them: continuous improvement, bug fixes, quality-of-life work, and features that come straight from player feedback. That last one isn't a platitude. The demo has already rewritten parts of this game — the practice system, the driver market flow, and a long list of smaller things exist in their current form because someone said so on Discord. Early Access turns that dial up. More surprises along the way, too. Not everything on the plan is on this page.
September 3, 2026 — Early Access launch, $14.99
September 3–10 — launch discount, –12% (≈ $13.19)
At 1.0 — expected around $20
Wishlist The Undercut on Steam — wishlists are what decide how visible the game is on day one, and they cost nothing. Play the Free Demo · Join Discord