
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.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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 | 1.2Kreviews | 46% | — | $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 902 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It has come a long way from the unplayable state many reported at launch - I had no technical problems apart from it crashing when I tried to close it, and performance was fine, as it should be on a rig like mine - but the game seems to have a mind of its own when it comes to judging track limits. I've watched AI cars blatantly cut the track and seemingly get nothing whatsoever, or decide to try and drive through my car and bounce off the track to no punishment, and yet at times I'm putting one wheel on a kerb and it decides I've cut the track and have to give two seconds back - which you may as well ignore because you don't get any extra penalty for doing so, and it seems to be very bad at judging how much you've backed off. Physics aren't terrible on a controller, at least for the GT3 and GT4 cars I've driven, and the degree of driver aid customisation rather than just "on" or "off" is very nice - but the cars feel like they arbitrarily fall off a cliff at the end of a race in terms of grip, even when the race is only 3 laps long and there's no particular wear multipliers on tyre deg. The UI is far too cluttered by default, and slapping the car radar right in the middle of the screen by default is extremely unhelpful - it's far too big to do that with, and although it is good that you have a large degree of customisation, it still shouldn't put up such a large barrier to entry out of the box. The menus also occasionally did not respond to controller inputs correctly, which is just basic.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2M | 8.7K | 97% | $9.99 | |
| $2M | 5K | 92% | $10.79 | |
| $2M | 6.1K | 94% | $13.99 | |
| $2M | 3.8K | 85% | $19.99 | |
| $2M | 3.5K | 93% | $24.99 | |
| $2M | 7.3K | 99% | $16.50 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $26.7M | 21.4K | 59% | $31.99 | |
| $12.2M | 48.4K | 93% | $9.99 | |
| — | 0 | — | — | |
| — | 14.4K | 79% | — | |
| $31.7M | 35.7K | 94% | $34.99 | |
| $24.4M | 44.2K | 92% | $19.99 |
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 |
| 800ratings |
| 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 904 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I like this game, but I'm saying not recommended because I think bare minimum 2.0 is how the game should've been at launch. Most of my issues with how the cars handle were fixed and that's very nice, we even have decent DLC coming out relatively soon but it's a long road to redemption. I actually refunded this game before it released and after the price change in Mexico on the pre-orders because of how disappointed everyone in the early access reviews sounded, then I tried the game on PS5 since my Father pre-ordered it too and it was hot garbage. My only real issues with this game right now are the performance and not having the option for more advanced graphics settings, I run the game on the Quality Setting and wish I could fine tune it more. I average around 90-110 fps while on track solo and with AI cars present (which I guess I shouldn't really complain about but other sims I play my framerate usually hits the full 180fps my 1440p monitor is capable of). edit after almost 20 hours: I got a proper wheel (Moza R5, I was previously using a DualShock 4 Controller) and the wheel compared to controller experience is a whole different world, I still don't recommend the game though especially after whatever is going on with the Japanese GT500 DLC. Did you seriously not get a proper license? why would you release it?
.
2-3 órát kínlódtam vele. A grafika borzalmasan optimalizálatlan. Bármit csináltam csak rosszabb lett. Az egyjátékos módban rosszabb a grafikai teljesítmény mint az online -ban. OMG. Lenne benne potenciál, látom, de ez nem lett jó vagy jobb. Amig játszottam azon tűnödtem ha a Rennsport és a PMR össze olvadna, és mind kettőböl a legjobbat vennék ki, akkor szerintem legenda lehetne. De nem így történt......:(
Lixo! tu acelera o carro e ele da marcha ré, genial
No
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Game has good potential force feedback good car selection but damage model is bad and should be harder to damage
that was the worst sim race game ever controls problem settings problem fps problem problem oglu problem
We’re finally starting to see some steps toward VR; the VR alpha version looks quite promising. There are still some sudden crashes, and work is needed on the view and tracking, but all in all, it’s starting to get exciting.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.