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The Undercut: Racing ManagerNewsHow Every Track is Born
Community

How Every Track is Born

The Undercut: Racing Manager · published 18 Mar 2026, 11:58 UTC

All newsPlayers around this dateRead on Steam

How Every Track is Born — Procedural Circuit Generation


The Undercut generates a new circuit for every race. No two tracks are the same. Here's how a blank canvas becomes a fully playable circuit in under a second.

From random points to a real circuit


Every track starts as anchor points on a ring — like numbers on a clock face. Each point sits at a random distance from the center, giving the shape an organic feel.A gap between two points naturally becomes the main straight — the fastest section where the pit lane and start/finish line live.

The game reads corners like a driver would


Once the path exists, the game measures curvature at every point. High curvature = slow corner. Near zero = fast section.From curvature alone, a realistic speed profile emerges:

  • A forward pass computes max speed at each point

  • A backward pass caps speeds based on braking zones

  • Each section gets classified: Accelerating, Braking, or Cornering


These zones drive everything — tire wear, overtaking opportunities, dirty air effects, and mistake probabilities.

Automatic racing line


The game computes an outside-apex-outside racing line for every generated circuit. No manual tuning — pure geometry.

Scenery from physics data


Nothing is hand-placed:

  • Kerbs on the inside of corners

  • Tire walls on the outside — height scales with danger

  • Sand traps in front of barriers — depth follows curvature

  • Grandstands along the fastest straights

  • Pit lane parallel to the main straight with smooth entry/exit

Four circuit personalities


Same algorithm, different parameters:

  • High-Speed — 10-12 corners, 5.5-8 km. Flowing arcs, long straights

  • Technical — 16-20 corners, 3-4.5 km. Tight hairpins, constant direction changes

  • Street — 13-16 corners, 3.5-5 km. Mix of fast straights and chicanes

  • Balanced — 12-16 corners, 4-6 km. A bit of everything

The result


In under a second: a smooth circuit with realistic proportions, a full speed profile, a natural racing line, kerbs, tire walls, sand traps, grandstands — all from geometry and physics.Every race on a new track. Every track with its own personality.Full devlog with technical details on our website: https://www.the-undercut.com/blog/devlog-001/Join our Discord for development updates and to share your feedback.

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Major update14 Sep 2026Update 0.5.4-5 — Tyres, Fuel, and an AI balances and fixesUpdate 0.5.4-5 Two weeks of your bug reports, save files and Discord screenshots turned into the biggest balance pass since launch. The headline: your tyres were running permanently overheated, and your fuel load barely mattered. Both are fixed, and the field should spread out properly from here. There is also an Easy difficulty preset now — several of you told me the first season was a wall. I…Game update11 Sep 2026Hotfix 0.5.4-4 — Steam Workshop and Various FixesHotfix 0.5.4-4 — Steam Workshop Is Live Steam Workshop — Now Live · Subscribe to a Workshop item and the game reads it straight away — mod packs, hand-drawn circuits and language packs. Nothing to copy, nothing to move. · A file in your own mods/ folder still wins over a subscribed item of the same name, so you can test changes locally. Modding Tools · New: Language Editor ships with the game —…Major update8 Sep 2026Launch Discount Ends Tomorrow — and 0.5.5 Is the Next Big UpdateLaunch Discount Ends Tomorrow — and 0.5.5 Is the Next Big Update The –12% launch discount ends tomorrow. After that, the price goes back to $14.99 / €14.99 / £13.75. If you've been on the fence, this is the time. Buy The Undercut: Racing Manager Thank You The first week has been intense. The Discord community has quadrupled in less than a week. Hundreds of bug reports, save files, balance sugge…