The Undercut: Racing Manager · build 23338125 · published
0.2.6 just landed on the closed-test channel. This update was built largely around real tester feedback — and it's a big one.
Before the first GP, a full-screen opening sequence presents every team — worst to best, all the way up to the reigning champion. Driver line-ups, suppliers, sponsors, media predictions — all laid out like a real pre-season broadcast.
The post-race screen is completely new. Clean standings with helmets and flags, partner reactions with happiness bars, and three new panels:
Race Stats — overtakes, mistakes, DNFs, safety cars
Driver of the Day — auto-picked from positions gained and overtakes
TV Rating — 0 to 5 stars, from "Dull" to "Instant Classic"
Don't want to watch every session? New buttons let the AI run your strategy at 254× speed. Perfect for pure management mode.
The hardcoded track pool is gone. The calendar now draws from a GDP-weighted city database — larger economies host more rounds, each city generates a unique procedural circuit. No two seasons look alike.
A tester found that the AI had hidden advantages the player didn't: free engine replacements and weekend-reset parts. Both are gone. The AI now plays by the same rules as you. Engine thermal targets were also retuned — races now finish with a realistic number of classified cars instead of mass mechanical failures.
Two new career sliders let you tune the experience:
R&D Dev Rate — controls how fast parts improve (0.25× to 5.0×)
Perf→Fiab Cost — controls how much reliability you sacrifice for speed
AZERTY / QWERTZ keyboard support fixed
Safety Car no longer stays out forever in Simulate Race
Drivers, Sponsors, and Suppliers panels rebuilt with a consistent visual language
Market activity feeds: see every signing and deal across the grid
Race debug dumps for easier bug reporting
Dozens of crash fixes and UI polish from closed-test reports
A playable demo is coming in less than a month. If you haven't yet: Wishlist The Undercut on Steam