
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
Tried this game for the free play weekend. It didn't make it past the first few hours. I have played LMU, AC & ACC, and AMS2 as well as iRacing. I am not anything more than a decent driver, so take it for what it's worth. I decided to run a track I am greatly familiar with: Daytona, in the Porche GT3. - AI are... odd. Blown away in practice and qualifying, but they seemed to drop 50HP on raceday. At times they are easy to bully, and others they ignore you completely. Highly inconsistent. - The car feel. Spent a fair bit of time dialing in my G29. And the car STILL felt numb, no real feedback into what the tires or brakes were doing. Made driving difficult to say the least. - Graphics. Not bad, certainly not great, but WHY is there microstutters periodically *ON A 4090*??? Lighting at night is odd and mildly distracting. During the day, cars look entirely too washed out, like a bad reflection mapping in NR2003 (IYKYK). The UI and overall interface is not great either. I wanted this game to be significantly more enjoyable. But if I can't even enjoy a single race at a track I use to relax, there's problems. With all the other platforms available currently, I would pass on this one, and go check out the others that are out there.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
É complicado, pois nesse seguimento de mercado, um nicho específico de simuladores, a exigência é muito alta em termos de experiência de física e FFB, e no caso do PMR isso ainda está muito longe de ser considerado aceitável. Gostaria muito que o estúdio desse a volta por cima e conseguisse reverter a situação inicial, que, devo dizer, agora na 2.1 pode estar melhor, mas é muito pouco. Sinto que esse projeto sofrerá como o Automobilista 2 sofre até hoje com uma abordagem física complexa mas pouquíssimo convincente. Os gráficos são medíocres, alguns modelos de veículos bem ruins, e nem perto de terem sido escaneados a laser, desempenho baixo pro que entrega. O som é okay no máximo, alguns carros soam melhor que outros, o som dos pneus é tão ruim quando no Project Cars. Espero que o estúdio consiga sobreviver pra reiniciar as coisas com uma outra versão do jogo no futuro.
I have not played for long time since purchase. I started playing again and I really love the game since Update 2.1. The addition of triple-screen support has made such a huge difference. The graphics and force feedback feel so much better now, making the overall experience incredibly immersive. Love it!
Please dont buy this game even with 2.0! I pre ordered on ps5 just before launch and Ian Bell took my money and ran, managed to get a refund and now playing for 15 mins on pc with the free weekend and its exactly the same failed game as it was at launch. The cars have no feeling at all ffb wise and all handle like they're on rails, every car feels the same (LMP900, GT, NGT) the ffb is the worst i've ever felt... nothing comes through its just turning the wheel with a little bit of damping, no curb effects, cant feel any bumps on the track (I tested Sebring lmao). The audio... why is everything deepfried loud but my engine is like driving a Prius. cant hear the engine over the wind noise. (tested with Steelseries Artics 9x) please avoid this abysmal ♥♥♥♥♥♥♥! If you're looking for classic racing you need to try AMS2!!!! Yes the price is scary but just wait for a sale!
Don't you dare do anything in the settings or the game will crash to desktop. "UwU GIANTS Engine 10.0.0.0 ish nOwOt respOwOnding" GIANT pile of ♥♥♥♥♥♥♥♥ more like it. The fact that this game looks as bad as it does (literally worse than Forza Motorsport 3 on the Xbox 360) and still run as poorly as it does it honestly mind-blowing. Even though DualSense is supported, there's no gyro steering nor rumble, so you gotta use Steam Input, which is a pain in the ass. The lighting is absolutely horrendous. Like it's not outdated, it's straight up ugly. Reflections run at 30FPS even on Ultra settings, which is very jarring when you use either the roof or the hood view. The car sounds are tragic, it's like we're back to Hot Pursuit 2 where the devs sort of had an idea of what engine the cars have and just assigned low quality generic sounds to each car. And half the game is locked behind paid DLC. The "FULL" game is 90€!!!!!! You're better off withdrawing that in 18 separate 5€ banknotes and using them as toilet paper, believe me, it's better value. Thanks for the free period, Ian Bell, this is truly one of the games ever made.
Game won't launch with simucube 3 pro being plugged in. Don't want to move the usb around because my tree is finally working right. Unplug Simucube 3, the game starts. Then, plug back in and no ffb. Everything registers, but no ffb. I bought this game on preorder so my money isn't waste so much because of the early preorder deal. That said, there's still a lot to get this game working consistently. I trust with the new CEO, they can do this, but I imagine it's not going to be a quick process. I'm hoping it's sooner than later.
So far, inputting my name confuses it and trying to quit crashes it. 10/10 no notes.
PMR est désormais recommandable et je prends du plaisir à piloter mais il n'est pas encore au niveau des meilleurs. Encore du travail en perspective pour arriver au niveau des promesses.
Notice - I played during the March 2026 Free Weekend. It really should tell you everything you need to know about this game that despite "2.0" and apparently many AI improvements, I can load into an MX5 race (or the Porsche Cup 1990) set to 100% AI, no setup, no practice ON CONTROLLER and lap seconds quicker than them. I won't comment too much on the physics as after using a controller I realised the wheel wasn't worth plugging in, but the 90s Porsche Cup was clearly extremely wrong given it didn't want to spin no matter how much I tried to induce rotation. More to the point, I shouldn't be revbanging on the starting grid to then not even have a single bit of wheelspin. And yes, I checked, authentic TC (and even then it was clearly just ridiculous tyre grip, not TC grip). When your game has so little free content, you need to make sure that what's there is engaging and fun to drive. If the MX5 and Porsche (both cars I enjoy driving in other sims) aren't fun, it's an even harder sell to get me trying much else. It's crazy that Assetto Corsa, a 2014 game, has been modded to be more approachable and better looking game to the point it leaves a 2025 release in the dirt. Ian Bell as usual tries to oversell and underdeliver and I really hoped that this "2.0" free weekend was the devs showing that they've pulled a No Man's Sky and really worked on the game to improve it, but what is here is overpriced even at 50% off. Buy Project Cars 2 if you want a career mode with semi-realistic physics, or hell, go play GRID. Hopefully if this game is still supported in a year's time, I can return and change this review to a positive because we desperately need a new simracing title what with AC Evo's continued failures to impress, but for now it's a very clear "No".
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
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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