
Circuits come and go. Sponsors rise and fall. Every season reshuffles the deck. A retro motorsport management sim with physics-driven races, procedurally generated tracks, and a dynamic world that never plays the same way twice.
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Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
very excited to learn this, seems super in depth and what the racing management sim scene has been missing
Game with great potential. With mods should be amazing, looking forward for mods and addon. Dev is working hard with update and bugfix. Keep going!
Great game! A dive into the past, into the golden years of F1. I hope for the workshop inclusion!
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Languages: English*, French, German, Portuguese - Brazil, Italian, Spanish - Spain*languages with full audio support
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
MàJ un peu plus détaillée (et en français, plus simple) : Le jeu a du potentiel, mais il reste encore pas mal de points à revoir/améliorer. En vrac, ce que j'ai noté : 1) Interface : manque de liens cliquables pour naviguer rapidement d’un menu à l’autre selon les informations qu’on consulte (ex : rapport de pilote terminé => fiche du pilote => fiche de son écurie ou du championnat => fiche des écuries ; etc) 2) Manque de lisibilité sur certaines actions : parfois on veut simplement voir ce que tel effet / clic produit et on ne peut pas revenir en arrière si on change d’avis (ex : amélioration des pièces) ou alors avec pénalité (ex : infrastructures). => Le jeu étant structuré sous forme de tours, les choix sélectionnés devraient simplement être préparés et ne devenir effectif qu’au moment du changement de tour (rester modifiables sans condition jusque là 3) Pas assez d’informations sur les adversaires (infrastructures des écuries, budgets, qualité de voitures, etc) même de manière sommaire sans avoir le détail (notes générales, appréciations type « Très bon », « Bon », etc) => cela rend l’évaluation de sa propre situation compliquée (est-ce que mes performances sur la saison sont condamnées à être médiocres car je suis très en ♥♥♥♥♥♥, ou bien est-ce que je fais des mauvais choix ?) 4) Le flux d’actualité est inutile. Je comprends l’intention, mais en l’état je ne vais jamais dans l’onglet car c’est juste du slop qui ne m’apprend rien. Je voudrais y voir des informations sur ce que font concrètement les autres écuries (développement de pièce, rumeurs en interne, etc) 5) Marketing : le jeu nous dit (normalement) quand un rival se positionne sur un sponsor / fournisseur. Parfois on n’a aucune indication, on se croit donc tranquille et un tour avant la fin on se fait voler toute la progression par surprise ! C’est très frustrant. La mécanique doit être lisible, si un concurrent est dessus on doit le savoir pour planifier en conséquence (la mécanique de tours étant assez punitive) 6) Les courses sont beaucoup trop longues et me découragent d’y participer : une saison c’est déjà 20 courses, l’intérêt de ces jeux est sur la durée, je ne veux pas passer 30h de gameplay par saison. Le menu est trop fouillis également, je ne comprends pas comment donner les consigner. Idem, les simulations prennent des plombes : si je simule c’est que je ne veux pas voir le détail et aller vite… ça devrait se faire en tâche de fond, de manière transparente => s’inspirer de ce que fait Motorsport Manager pour les weekends de course, c’est pour moi l’équilibre parfait : rapide, clair, fun et quand même stratégique. 7) Les essais et qualifications me laissent incrédule : durant 100% de la saison, malgré mes améliorations de voiture, j’ai fait P12 et P13. Sans exception (heureusement derrière les stratégies de course permettent de faire la différence ; quid de la simulation lorsqu’il y aura les évènements météo… ?) C’est statistiquement improbable et rend cette partie encore plus barbante. Quelque chose ne fonctionne pas à ce niveau.
-Türkçe- Gerçekten anlaması oldukça zor bir oyun. Çıkan tüm F1 menajerlik oyunlarını oynamış birisi olarak, bu kadar karmaşık bir arayüze daha önce rastlamadım. Oyun çok detaylı bir telemetri verisi sunuyor mu veya sunmuyor mu, bunu henüz anlayamadım. Ama kesinlikle sunuyor gibi bir görüntü veriyor, ama bu durum makyajdan da ibaret olabilir, oynanış sürem arttıkça editlerim yorumu. Arayüz basit gözükse bile çok karmaşık olduğu kesin. Bu konuda iyileştirmeler yapılması gerekiyor. Arayüz gerçekten karınca duası gibi görünüyor. UI büyütme ayarları var ancak UI büyütünce yazılar buglanıyor, yarış motorunda zaman listesine tıklayarak pilot değiştirme olayı bozuluyor. Ayrıca telemetri verilerinde ve yarış motorunda bence font değişikliğine gidilmeli ve daha okunabilir fontlar kullanılmalı. Çünkü mevcut fontu ben okuyamıyorum. Henüz erken erişimde olduğu için bunlar hoş görülebilir, oynanışın temeli sağlam ve aşırı detaylı bir F1 menajerlik oyunu. Modlamak da çok kolay. Kesinlikle geliştirilmeli ve buglardan arındırılmalı. Güncelleme: Oyun sürem biraz arttı. Bu oyun kesinlikle harika, arayüze alıştım. Telemetri verileri gerçekten var ve işe yarıyorlar. Gerçek bir yarış mühendisi veya takım patronuymuş gibi hissediyorsunuz. Bu oyun öyle "takım emri vereyim pite çağırayım" falan ile sınırlı değil. Bunları da yapabiliyorsunuz ama esas olay araç geliştirmekte. Antrenman seanslarında sıralama turlarına, yarış temposuna veya parça test etmeye odaklanabiliyorsunuz. Her bir parçanın kendine özel traitleri var, örneğin aracınızın tabanı ağır olabiliyor ve bunu test etmeden öğrenemiyorsunuz doğal olarak. Dolayısıyla her antrenman seansı sizin için değerli oluyor, elinize veri geçiyor. Tespit ettiğiniz problemleri çözmek için mühendislerinizi çalıştırıyorsunuz ve aracın performansı artıyor. Kısacası gerçek Formula 1 takımları nasıl araç geliştiriyorsa, siz de öyle araç geliştiriyorsunuz. Rakip takımlar da parça geliştiriyorlar ve bunu resmi olarak duyurdukları için kimin hangi parçayı geliştirdiğini de somut şekilde görebiliyorsunuz. Ayrıca rakiplerinizin parçalarının durumlarını ve telemetri verilerini tabii ki göremiyorsunuz, diğer oyunların çoğunda lastiklerinin durumunu bile görebiliyorsunuz ki bu saçmalık. Bu oyun şimdiden piyasadaki en iyi F1 menajerlik oyunu oldu bile. -English- It is a game that is genuinely quite difficult to grasp. Having played every F1 management game released to date, I have never encountered an interface this complex. I haven't yet figured out whether the game actually provides detailed telemetry data or not; it certainly *looks* like it does, but that might just be window dressing—I’ll update my review as I spend more time playing. Even though the interface looks simple, it is undeniably complex. Improvements are definitely needed here. The UI elements look incredibly tiny—almost microscopic. There are settings to scale up the UI, but doing so causes text glitches and breaks the feature that allows you to switch drivers by clicking the timing list in the race engine. Furthermore, I think the fonts used in the telemetry data and the race engine should be changed to something more readable, as I personally struggle to read the current font. These issues are forgivable given that the game is still in Early Access; the core gameplay is solid, and it is an incredibly detailed F1 management title. It is also very easy to mod. It definitely needs further development and bug fixing, though. Update: I’ve put a bit more time into the game. It is absolutely fantastic, and I’ve gotten used to the interface. The telemetry data is real and actually functional; you feel like a genuine race engineer or team principal. The game isn't limited to just issuing team orders or calling drivers into the pits—though you can do those things—because the core of the experience lies in car development. During practice sessions, you can focus on qualifying runs, race pace, or testing specific parts. Each part has unique traits; for instance, your car's floor might be heavy—something you naturally wouldn't discover without testing it. Consequently, every practice session becomes valuable as you gather data. You task your engineers with resolving the issues you've identified, thereby boosting the car's performance. In short, you develop the car just as real Formula 1 teams do. Rival teams also develop parts, and since they officially announce these upgrades, you can clearly see exactly which parts they are working on. Of course, you can't see the status or telemetry data of your rivals' parts—unlike in most other games where you can even see their tire condition, which is absurd. This game has already established itself as the best F1 management game on the market.
If you like racing managers, you'll like this.
What a great revival of F1 management games we have. Team Principal is highly recommended but The Undercut as well! The Undercut brings some great (and needed) innovations to the genre. The way you unlock hidden traits and need to test to find out what they really are is really cool. You really have to balance fixing concerting traits and chasing extra performance. Hunting for sponsors and drivers is a fun mini game by itself. The fact that the whole beginning of the season is done step by step really helps as well. It's still early access so it needs some tweaks to make it great, but the foundations are all there. Having modding tools to create new tracks is really cool as well. Once modding sharing gets going this could be a superb game.
Fun game, some interfaces are a bit rough but still early access. Fonts can be a bit hard to read sometimes. Gameplay wise, seems like a simple loop with some challenges (signing sponsors, managing racers, ...). Scouting can be made a bit more challenging, I can easily find good players good traits in 10-15 mins. The racing management loop itself has some cool interface, although I have not explored them all due to TMI (pretty new to racing in general) and there might be rough edges. Overall, I liked the game. Hope to see future development work.
Nice
Um dos managers mais completos de corrida! futuro muito promissor!
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Where this game's players are, estimated from review languages.
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