
Assetto Corsa Rally is a high-fidelity rally sim built for precision and challenge. With 3D laser-scanned stages and cars, professional co-driver support, and dynamic conditions, it delivers a demanding, immersive experience where every second behind the wheel counts.
Most likely between $4.1M and $11.7M. How we estimate →
Checked against 8 developer-reported games
Cheapest copy: ≈ $14.78 on Steam · Ukraine (−51%). Compare 15 prices in 15 markets →
Reviews
Themes across 1299 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Please support generic arduino handbrake, dirt 2, even ea wrc supports it. I've been waiting for that months. Haven't been really able to play this game without working handbrake. Multiple steam discussion, forums been requesting this support. Negative review seems the way to go to be heard. Will update to positive once it supported.
Fix your hardbrake recognition please
7 months into this games development and they still refuse to add support for Arduino handbrakes. I want to leave a positive review. I really do love the physics, cars, maps, but the dev team doesn't listen to the players begging for a fix since launch.
BY FAR the best Rally game I've ever played !!!
Jeu très décevant, je pensait enfin avoir un bon remplaçant de dirt rally 2.0 mais pas du tout. Même après m'être battu avec les réglages il y a une très mauvaise impression de vitesse, le retour de force est quasi inexistant et mets juste des coups par moment. Je ne prend vraiment aucun plaisir a jouer a ce jeu.
really good and fun game. the physics are close to that of RBR in my opinion B) update 0.5 is great would absolutely love if they added a co-driver mode like the one in WRC 10 where two players can tackle a stage (or entire rally) where one player drives, and the other navigates my only complaint really is there is a lack of content. but the game is still in early access and each update adds more and more, so I don't really see that being an issue at the 1.0 release. also mod support would be awesome. would be great to see this game have a modding community akin to that of the original assetto corsa.
Gram teoretycznie w tą grę od jej wydania we wczesnym dostępie i po przegranych prawie 240 godzinach stwierdzam, że produkcja idzie w bardzo dobrym kierunku i zmierza na szczęście w stronę symulatora a nie arcade, inaczej szybko stałaby się kolejnym EA WRC. Fizyka jest niesamowita - względem 0.4 to 0.5 wypada świetnie pod tym aspektem; we wcześniejszych wersjach rajd na szutrze wydawał mi się bardzo śliski, natomiast po przebudowaniu modelu jazdy oraz opon jazda jest o wiele przyjemniejsza. Optymalizacja - jak na silnik Unreal Engine 5 - jest nawet okej, choć zdarzają się spadki ale należy wziąć pod uwagę to, że sam UE5 jest potężny i wymagający sprzętowo oraz wiele może się zmienić przez następne miesiące rozwoju produkcji. Grafika sama w sobie jest piękna i zbliżona do fotorealizmu co potrafi przełożyć się na immersję na wiele godzin. Rajdówki są odwzorowane na najwyższym poziomie - świetne detale, które można dostrzec gołym okiem i jednocześnie oko cieszą. Odcinki specjalne - nie rozpisywałbym się na ten temat, gdyż zdania są tu podzielone. Podsumowując, gra ma duży potencjał i szansę stać się spadkobiercą legendarnej gry jaką jest RBR - ale to kwestia czasu i tego jak twórcy ten potencjał wykorzystają.
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Very promising rally-sim with the baggage of the ubiquitous unreal-engine optimisation-problem as of v0.6 (==quite heavy on GPU-budget!) Disclaimer: only driven this running it on Linux (Tuxedo OS (Ubuntu 24.04-derivative), Xanmod Kernel 7.2, Proton-GE 11.6) It barely runs with usable frametimes on my midrange 7800xt rdna3-card. That said: I am using 1440p-21:9 on 68° h-fov. So fsr3-"quality" or "balanced" upscaling is being used out of necessity (transposed driver-side to fsr4.1.1 - which might further degrade performance a bit). I started with v0.5 which offered very low rolling-grip on gravel (you needed to dig down into the lower surface-layers to get traction - so especially light fwd cars were gravely disadvantaged). this has been remedied with 0.6. Overall though, to me it seems a noticeably more-believable handling-implementation compared to other recent popular rally sim-ish titles. FFB seems head-and-shoulders above DR2.0, which makes it more natural to drive and thus the jump in physics-realism is imho less of an intimidating wall than more casual gamers might associate with that. It is fun to drive, now -- as long as the screenplay stays near or above 60fps - and here lies the problem. Thing is I have no way of knowing whether or not this game's rendering component is already wrapped up and in it's final state or not. I am seriously hoping it is not yet "production"-quality so I can hope for this to still improve A LOT come the final release. How much difference there is observable when running this on Windows, I will leave to another day - right now I am focused on figuring out how well I can live without booting into the Redmond-Plague. When it comes to visuals though, I think I like it. It is very pleasing even on "low" graphics - thank god! - since that is where I have to bide my time for the foreseeable future. For vehicle-setups: prepare for a semi-decent culture-shock! Two items: differential configurations and brakes alone will have you die inside until you nurtured your inner master-mechanic and vehicle-engineer. Maybe the new-fangled slop-machines will help you understand this faster than I do - still learning new stuff. Also: take a look at vehicle-setups even if you do not want to change any mechanical things: there is a hidden ffb-gain modifier placed in the setup-system. This helps you fine-tune the game's ffb-output strength per vehicle and surface-type without messing up the "global" ffb-gain. Very useful atm!
На данный момент это просто красиво выглядит