
All the passion, beauty & intensity of pro motorsport merging the most iconic cars & circuits with a new benchmark in handling performance.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.14/day in the week to Aug 26 → 4/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Project Motor Racing ignites all the passion, beauty, and intensity of professional motorsport.

The Best, Nothing Less
Race across eras in 70 meticulously recreated cars across 13 iconic classes & 28 global layouts.
Cars: From today’s radical LMDh Hypercars to history’s most iconic legends, each vehicle is a licensed masterpiece
Circuits: Scanned for ultimate precision and authenticity

Racing For All
From sim racers to first-time racers, Project Motor Racing delivers:
Single Player Career
Online Racing Modes
In-Game Events
Packed 4-Class Race Experience

Simulation Refined
First Principle Physics: New physics engine delivers unmatched handling realism and high-fidelity FFB
Benchmark-Setting Physics Engine built on mod-friendly GIANTS Engine 10
Factory Driver Program: Every car’s handling painstakingly tested and approved by brand partners and hundreds of the world's top racing pros to assure authentic levels of handling precision
Immersive Sound Design: Motorsport’s ferocity captured like never before

Feel Every Second
“Living” cockpits with visible G-forces, heat-haze, etc.
True2Track
Dynamic Weather Conditions
Adaptive Racing & Drying Line
24-hour day/night cycle

Project Motor Racing: Year 1 Bundle
Get your copy of Project Motor Racing plus all Year 1 Season Pass content with the Year 1 Bundle. Complete your ultimate motor racing experience.

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 2.5Kreviews | 43% | — | $2M |
| $49.99 | 3Kratings | 53% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 898 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The thematic presentation is actually quite marvelous! The tightly curated selection of track-going driving machines is indeed rich enough to provide a sense of variety, yet concise enough as to maintain a focused feel as opposed to the "hey, drive whatever you want" smorgasbord that perhaps leads many good car games to sorta just bleed into each other. So, then, what's the big problem here? The so-called "Giants" engine is, frankly, [i]horrendously inept[/i] for the pace of the game that Project Motor Racing attempts to be. It literally was built for a [i]farming simulator[/i] of all things! When the fastest thing going around was a tractor, it was fine because the engine didn't need to crunch numbers any faster than the leisurely same-said tractor had time to go. But when multi-facet cars with so many mechanics such as tire wear or seat belt tightness are into account, it lugs really badly. Seriously. Other games, such as the long-since delisted Project CARS, can easily boast full grids of 20 or even 30 or more cars with modest hardware [i]and[/i] hardly feel the effects on the CPU, but daring to include even just a middling [i]half-dozen[/i] cars on the track at once for PMR strains one's hardware even on the most bleeding edge of consoles -- they even have the number of opponents deliberately capped to a significantly lower amount for precisely this reason! And for what? Are the AI drivers a tad too [i]smart[/i]? Nah, they have Forza Drivatar Syndrome, they wouldn't even attempt to dodge an obvious IED on the road if they can help it. At least Forza limits the impact of inattentive battering rams by daring to have a physics engine that works even under pressure, but PMR, dear heaven -- what part of it actually [i]works[/i]? Applying just a [i]little[/i] too much gas while steering results in the entire car losing all grip and spinning around like a top, having an opponent's car scrape against yours results in the entire car losing all grip and spinning around like a top, and -- believe it or not -- driving over a curb, more often than not, results in one's car losing all grip and spinning around like a top because heaven forbid the slightest nuance between complete control and utter chaos is ever applied in a premier "sim" racer. Time will tell how much more of the tremendously overwrought Giants engine will have to be tuned and upgraded in order to make it the slightest bit competent for the game it was haphazardly grafted into, [i]if that happens at all[/i].
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Czech, Danish, Dutch, Finnish, Hungarian, Japanese, Korean +11 more
| $49.99 |
| 797ratings |
| 60% |
| — |
| not modelled |
| $39.99 | — | 68% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 900 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'm newbie to Sim Racing. I tried play this game and I find this game quiet interesting. Just got my online racing license for the ranked multiplayer race and I find the penalties system sometimes hit and miss. Updated: As I wrote my review, the game crashed more and more on my PC recently with Mid to High Setting.
From what I've read, the game had a rough start, which explains why a lot of the reviews from that era look the way they do. I was a big fan of Project Car games (1, 2), and after putting several hours into this one, I have to say it runs great, the interface is also really good, especially compared to some other games in the genre. My biggest surprise was how well it plays on a controller. There's no noticeable delay or awkward jankiness on turns like I remember from PC or even in Automobilista games. If you're looking for a motorsport/GT/LM racing game that feels good on a controller, this one definitely hits the spot. I can see why the game is popular on Consoles and why so many people recommend it to console players. Thoe the game pushes things a bit more towards the sim side of racing compared to Gran Turismo and Forza Motorsport, while still remaining accessible. Good selection of tracks, nice sound, car feeling. Thoe a lot of the cars are behind paywall which would be my biggest gripe.
Positives Guter erster Eindruck mit erkennbarem Potenzial. Lizenzsystem vor dem Online-Einstieg sorgt für einen strukturierten Einstieg. Force Feedback liefert grundsätzlich einige Details. Grafik ist auf einem guten Niveau und für einen Simracing-Titel aktuell ausreichend. Solide Basis, auf der langfristig aufgebaut werden kann. Einzelspieler bietet bereits erste Karriere-Ansätze. Negatives Fahrphysik & Reifenmodell Kaum spürbarer Gripverlust beim Bremsen und Beschleunigen. Nicht bei Jeden fahrzeug, ein paar die ich gefahren bin waren gut. .Reifen besitzen praktisch keinen spürbaren Grenzbereich. Dein Porsche gt3 z.b Unrealistische Fahrsituationen möglich (z. B. starkes Einlenken bei voller Bremskraft ohne größere Konsequenzen). Auch Porsche gt3 Fahrzeuge wirken insgesamt zu wenig dynamisch. Auch hier Porsche gt3 Force Feedback (FFB) Zu wenig Rückmeldung über Reifenhaftung und Fahrzeugzustand. Lag ebenfalls am Auto Grenzbereich des Fahrzeugs kaum fühlbar. Wenig Feedback über Bremsverhalten. Straßenunebenheiten werden kaum vermittelt. All das ist Auto spezifisch Sound Fehlende Geräusche bei überlasteten Reifen. Zu wenig akustisches Feedback beim Bremsen. Sound unterstützt das Fahrzeuggefühl nur eingeschränkt. Ebenfalls Auto spezifisch Online-Modus Nach der Lizenz fehlen sichtbare Fortschrittssysteme. Keine echte Online-Karriere. Daily Races vermitteln kaum Langzeitmotivation. Fehlendes Belohnungs- und Fortschrittsgefühl. Kein dynamisches System, das sich an die Leistung des Spielers anpasst. Simulation Fehlendes Gefühl für Fahrzeugdynamik und Fahrzeuggrenzen. Betrifft einzelne Autos Keine spürbare Bremsdynamik. Auch bei einzelne Autos Keine Laserscan-Strecken (für viele zwar akzeptabel, reduziert aber den Simulationsanspruch zusätzlich). Verbesserungsvorschläge Fahrphysik verbessern Deutlich spürbaren Grenzbereich der Reifen einbauen. Realistischere Traktions- und Bremsverluste simulieren. Fahrzeuge beim Überfahren des Limits schwerer kontrollierbar machen. Mehr Fahrzeugbewegung und Gewichtsverlagerung integrieren. Betrifft die Problem Autos Bremsen akustisch stärker kommunizieren. Online-Karriere einführen Langfristiges Karrieresystem mit Aufstiegen durch Fahrzeugklassen. Sichtbare Fahrerwertung und Fortschrittsanzeigen. Belohnungen für gute Leistungen statt bloßer Spielzeit. Klare Ziele und Karrierepfade schaffen. KI-System verbessern Schwierigkeitsregler hinzufügen. Adaptive KI entwickeln, die sich an den Spieler anpasst. KI-Zeiten beispielsweise 1–2 Sekunden über der persönlichen Bestzeit ansetzen. Realistische Obergrenze anhand echter Referenzzeiten definieren. Karriere-Modus ausbauen Trainingssessions zum anfang der Karriere vorm ersten Rennwochenenden integrieren. Fahrtechniken und Strecken schrittweise erklären. Aufstieg von langsameren zu schnelleren Fahrzeugklassen ermöglichen. Kontinuierliches Fortschrittsgefühl schaffen. Gesamtfazit Aktueller Zustand: Gute Basis mit viel Potenzial, aber noch deutliche Defizite bei Fahrphysik, Simulationstiefe, und Langzeitmotivation. Wichtigste Prioritäten: Fahrphysik und Reifenmodell auf ein Niveau bringen Force Feedback aussagekräftiger gestalten. Online-Karriere mit echtem Fortschrittssystem einführen. KI anpassbar und dynamisch machen. Mehr Fahrzeug- und Streckenfeedback über Sound und FFB liefern Stand heute : nur für den Singleplayer zu emphelen, und auch nur ein Teil der Autos
suite a la mise a jour 2.1 , le jeu est plaisant ! le FFB est bon , il faut passer par chaque voiture pour la configurer la tenue du volant, des fiches explicatives peuvent trouver sur le discord de pmr France , la qualité graphique est tres bonne en restant en TAA (ultra) , je ne trouve pas le FSR satisfaisant a mes yeux !! . le jeu demande a ce que les joueurs travaillent leurs voitures , cela prend du temps mais c'est gratifiant !! Peu de personne en multi et c'est dommage !! il faudrait que l'éditeur repasse une free week du produit car je pense que les gens se sont arrêtes à leur premières impressions a la sortie du jeu et ce n'est plus même !
あんまり挙動とかグラフィック興味ないのでわからんけど、渋いラインナップでキャリアモードが遊べるのは間違いなく価値だと思う。 ただゲームが重すぎて60FPSしか出ない😿
I was a bit dubious about buying this game with all the negative feedback and that I use a controller but thought I would hut it and try it and if it was no good I would refund before 2 hours are up. I've played for 2 hours now and I am keeping it. With controller I tried it at default and it wasn't that bad but tweaked it slightly to the settings of https://simracingsetup.com/project-motor-racing/project-motor-racing-controller-settings/ I am now loving it
Sadly the performance is still horrible even with the "2.0" update. I barely get 80 FPS with DLSS Quality on 2k in Monza. Sometimes you can get random 1s stutters that throws off the experience. Not acceptable in this condition.
Game is getting better with every update. Still needs work on force feedback. rubber banding when following a car. but things are looking up
Wheres the vr ??
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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