
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 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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 891 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Review Updated for 2.0.0.6.[/h1] I have the unique vantage point of working on this game pretty much since the company's inception, it's my voice in some of the game's trailers, I pre-orderered the deluxe edition with my own money on my personal Steam account, left the company on launch day, and now get to experience the "2.0" era and DLC releases purely as a customer. In the interest of fairness I can't recommend it due to a growing list of technical concerns, but there's a very good sim underneath which makes its' current state extremely frustrating. [h3]Online Disconnects[/h3] Online has not worked at all for me over the past 6-7 months, whether it be custom lobbies or Ranked Online. I am automatically disconnected upon trying to enter any session at all. In viewing various streamers' feeds, about 15-30% of the lobby is getting automatically dropped the moment the session loads. With patch 2.0.0.6 this is affecting more users than ever before and the handful of remaining personalities demoing the game must work around this issue constantly. There is no ETA for a fix and in reading patch notes/community updates, it does not appear to be prioritized the way tire compound changes and FFB tweaks are. This is frustrating because the Ranked format is basically iRacing without the cost and when working as intended, I could be racing for hours every evening doing nice little 20 minute sprint races and be perfectly happy with PMR. [h3]Artificial Intelligence[/h3] Shortly after the game was released, I don't recall which patch, but the AI was nerfed. If you're a competent sim racer with a decent setup, max difficulty is too easy regardless of the car/track combination which means offline races or career mode just aren't a challenge like they're designed tob be. My best guess is that it was done to appeal to inexperienced gamepad users and people trying the game during free weekends or Steam discounts, but they went too far in this direction. Have also seen issues with pit strategy where the AI pit too early and some Endurance Hall events can be won easily by opting for a one-stop strategy instead of two. I've personally never had a problem with how the AI actually race you door-to-door in any build. I'm worried that some people in the Steam reviews are unreliable narrators, especially when things like r/simracingstewards exist and you can see people making awful decisions in traffic. If this is how they're racing the AI, no wonder they're having a bad experience. [h3]Car Attributes[/h3] This IMO is one of the best-feeling driving sims on the market and many car classes are accurate down to 0.1 seconds compared to real life pole times using custom setups, which no other racing sim can boast. I often go in loops of booting the game to enjoy the car roster and the driving experience/building setups, then when it comes to running a race offline or online, I can't for the above reasons. [h1]Bottom Line[/h1] There are actually many things going in favor of PMR. - The car list is cool and mostly complete, save for Ferrari and McLaren - I personally think the game drives very well and feels fine regarding FFB. - The career mode is simple but it more or less works. - Ranked is basically iRacing, but free. In its' current state it's just... not working. [h1]Future Potential[/h1] Out of curiosity I sometimes go over to the Farming Sim forums. What's concerning to me is that a lot of PMR's tech issues also seem to exist in Farming Sim and haven't been fixed for a couple of full game releases now. It seems to be a known thing that framerate is all over the place, third party servers are needed if you want smooth online because the game's default servers can't handle it, and the experience is overall sub-par on consoles. Fans basically put up with it because FS is the only game of it's kind, but it doesn't leave a good outlook for the future of PMR that this stuff might not ever be fixed.
Media

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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 |
| 793ratings |
| 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 893 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Why Can’t I Recommend This Game? First of all, I would like to ask the developers to open their eyes a little more and try to see the game from the perspective of a new player. What does a beginner actually see when they first enter the game? 1. Ranked Racing – License Test At the moment, there is a test that requires the player to achieve a 1:59 lap time or faster while racing against an AI opponent. This raises an important question: what does a beginner actually learn from this? They learn that they have to achieve the required time by any means necessary, rather than learning how to actually race properly. In my opinion, that is exactly what the whole game should be about. My suggestion: Why not design the very beginning of the game in a way that does not immediately discourage new players? There could first be an interactive tutorial system that teaches players: how to properly set up their car; how to take corners correctly; what the ideal racing line is; what counts as a legal overtake; how to defend their position properly; how to avoid unnecessary contact and collisions. The key would be to make this system fun, but also educational. After that, there could be a time trial similar to the current one, but without an AI opponent. Finally, there could be a test race against real players. The purpose of this test should not simply be to determine who can complete the track the fastest, but whether the player can complete an entire race: with as few track limits violations as possible; without causing unnecessary yellow flags; without illegal overtaking; without unnecessary collisions or accidents; while racing cleanly and respectfully. That would actually teach beginners how to race. 2. Ranked Racing When I first started playing this online game in the GT4 category, I really enjoyed it. However, as I played more and more of the other categories, I started to see the bigger picture. I am not saying this with any bad intentions, but in its current state, the overall gameplay is starting to feel a lot like Forza Motorsport. And I am already putting that mildly. My suggestion: first of all, introduce real penalties. I understand that the developers probably have many other problems to deal with, but if collisions have no real consequences, then it is not surprising if the player base does not grow but instead starts to decline. If someone deliberately takes another player out, trolls, or ruins someone else's race, there should be consequences. I would suggest splitting the current championship system into two parts and introducing a proper ranked racing system. For example, there could be a ranking system from Division 5 up to Gold 1, which could also be used to determine the severity of penalties. This would finally give players a reason to behave properly. Players could even lose ranking points or rank positions for unsportsmanlike behaviour, deliberate contact, or repeated trolling. Problems with the Current System In my opinion, the current user interface is not clean or intuitive enough. It is rather complicated and difficult to understand. The races also become repetitive after a while, and perhaps the biggest problem is that there are no real consequences for bad behaviour. This means that a player who spends an entire race trolling others can simply leave the race satisfied, knowing that there are little or no consequences for taking another player out. Having two championships per lap in two different categories does not solve the problem by itself. Especially because there is no real, transparent ranked racing system behind it. And then there is another issue: if I understand the system correctly, you can climb the ranking ladder by winning or finishing in the top three positions in the given championship. Penalties and Racing Incidents Unfortunately, in its current state, the game sometimes feels like something that was put together in a rush, while still asking players for quite a lot of money. But honestly, that would be the least of my concerns. What I consider much more important is that there need to be real consequences for incidents and violations on track. For example: serious violations could result in a DNF or DQ; during a yellow flag, there could be a speed limit, for example 60 km/h, until the accident or obstruction on the track has been cleared; once the green flag is shown, racing could continue normally; in more serious situations, there could even be a red flag system. For example, if a major accident happens and the players completely block the track, there could be a formation or safety lap, with the restrictions remaining in place until the danger has been cleared. If implementing a proper Safety Car is technically difficult, at least a system like this could be used to handle these situations. Final Thoughts Overall, I believe this game has a lot of potential, but right now it is missing a well-designed system that genuinely encourages clean, fair, and enjoyable racing. My intention is not to attack the game or its developers. Quite the opposite: I am writing this because I want the game to become better, and I would like to see a community develop around it where racing is genuinely enjoyable. A good racing game should not only reward the fastest driver. It should also reward clean racing, consistency, respect for other players, and proper racecraft. That is what I believe this game is currently missing.
im the bigger idiot for giving ian bell my money This game doesn't even feel like its out of beta yet, the cars all feel the same, they sound they same, they handle the same and for a game that demands such high requirements for graphics cards and cpus, it looks as realistic as minecraft Has anyone in the development team ever driven a car? its as if the philosophy behind these cars is that if its not unstable and an absolute pig to drive, its not fast. When driving any car in this game, I make up time on my laps by drifting, how is that realistic? When traction control is off, its really a gamble whether or not you get wheelspin, sometimes i get it on a straight in the middle of a gear, other times I put my foot flat down in a corner and get none When ABS is off, any steering input and more than 60% brake pressure and you've locked all 4 tyres and are now sideways Its really a shame, this game had a lot of potential, but its in Ian Bells nature to promote his games, then pull the plug, happened with project cars 1, 2 and 3. The most arrogant, scamming prick of his generation, then he cuts half of the development team and blames the community for his disaster of a game. Tip for Ian Bell, if you want to understand how to race, start with Go Karts, because even they drive better than any car in this game.
absolutely TERRIBLE release with bugs, terrible physics, terrible performance, and generally was really bad. But it's actually impressive how much they have improved the game, the AI is better, the modern cars now have much much better physics, I had hope for the game since the start and it seems it's working out.
June '26; This still needs some serious improvement - 1) I've only driven the Porsche and MX5 in career mode, and they are just 'ok' but definitely could be improved, they both feel a bit too floaty to drive. The connection with the road & driving responsiveness is still missing somewhere. Devs need to try R3E, AMS, rF for themselves, and re-work their physics feel. (BTW I'm using an Asetek Forte wheelbase - a default profile would be appreciated, but I don't think the problem comes from there, it is the basic handling/physics code that is lacking somehow). 2) the career difficulty seems to be completely broken. Whether on authentic (100%) or the changeable difficulty career setting, you will always be last in your first practice session, no matter how you set the difficulty (well, I didn't try it as low as 40% but as someone who plays most other sims at 90 to 100% I shouldn't have to go that low). Last in practice, last in qualifying, then claw your way up through the race. Quite good fun if you want to play that way, but not at all credible. Might as well miss out practice and qualifying altogether. The AI are obviously geared to watch what the player is doing and adapt their speed accordingly - I have no objection to that, it's a game after all, (whether or not it is trying to be an outright sim), but this is just not at all subtle, and is not taking any notice of the actual difficulty setting. Also, the AI seem to do a couple of laps at a slower, or 'normal' pace, then suddenly start going MUCH faster, maybe that is something to do with warming their tyres, but if so, it is not very believable, and meanwhile my grip stays pretty much the same from the start of a session to the end. I've only touched on the problem here - it's not up to me to diagnose it, I'm supposed to be able to play and enjoy it. 3) unable to save career after practice or qualifying. Come on, this is basic. I should not have to do all three sessions in one sitting. There are other smaller issues, but I am disappointed and don't feel I will play this much unless the above handling and difficulty issues are re-worked. No complaints about the graphics, but I am not here for that, I just want a competent career racing mode. Maybe I'll try other cars before giving up, but for now, I cannot recommend this game. It needs work on the fundamentals, not more content.
[h1]The single biggest sim racing disappointment in my entire life[/h1] Disclaimer: I was really optimistic and looking forward to PMR ever since it was announced. I was also a backer on the original Project CARS. However, as the release for PMR grew close I thought that something felt "off" in the way it was being advertised, how in-game footage looked, etc. Suffice to say, the release was universally recognized as a trainwreck, so my growing cautious was actually justified. I only got to 'play' this game (I dare not even call it sim, as that would imply a serious effort on part of the developer which is nowhere to be seen) during its free period accompanying its "2.0" release - which, quite frankly, wouldn't even qualify as a public 1.0 release back in the day. Either way, this means I can't even imagine how much worse it must've been in earlier versions. It's bad enough as is. And no, unlike others I am not saying that because I have a bone to pick with Ian Bell or Straight4 Studios or anything like that - quite on the contrary; I've always thought they were being treated too harsh by the simracing community as a whole. However, I quickly found out that there is hardly any redeeming quality in this piece of software right now. My goodness, where do I even begin? Here's a short - but incomplete - list of things I found so far... [list] [*]Changing any other graphics setting requires a restart. Yeah it's the same for all Madness Engine games, but this one runs on a different engine so I'd expect at least some improvement there. [*]The GT Faceplate mounted to my G25 wheel is not recognized. That is, it shows up in game, but none of the 4 buttons can be assigned for some strange reason. Even my (somewhat obscure) SHH Thorn Shifter works fine, which makes this even weirder. [*]Neither Symprojects Simdash (NOT Simhub or SIM Dashboard) nor Crew Chief support this game. This is odd to say the least, but it speaks volumes about how little regard there is for PMR from the simracing community. [*]TrackIR is not supported by PMR (despite showing up as "Farming Simulator 2009" in the TIR software). Holy crap, how this is even possible for a supposedly serious racing sim in this day and age? It works fine in GTR 1/2, rFactor, etc. and similarly old titles. While I am tired of the VR boys crying their mantra "no VR no buy" while crying themselves to sleep, it's similar for me when it comes to headtracking. This is absolutely unacceptable. [*]Force Feedback on my G25 is atrocious out of the box (with standard simracing settings inside the Logitech Profiler software); this persists even after fiddling with the in-game settings (which are rather well hidden). [*]Navigating the menus and changing options is ten times more complicated and annoying than it should be. Many things don't even have hotkeys (i.e. toggling the HUD), and some hotkeys do not seem to work (FFB+/-). [*]The track selection is a joke. For this price I'd expect at least two to three times the amount of tracks, including some locations like Brands Hatch. [*]Performance is choppy and frame rate generally not very stable. Even when hitting around 60 FPS, the game feels oddly choppy. Which is especially weird, since the game doesn't even look all that good in the first place. [*]Bugs, lots of them. Running the game for the first time, I got a tiny black window and some music and sound playing. Apparently that was the intro? But I didn't see ♥♥♥♥♥♥♥♥♥. Turns out the game starts at a quarter of my screen's native resolution, in window mode. After changing it to borderless window at native, the intro would play (by the way, changing the resolution requires a restart). Another bug happened when I reduced the "atmospheric" setting from medium to low - the sky suddenly turned completely black, even though it was daytime. Restarting the session didn't fix it either, only changing the setting to medium again did. [*]Speaking of visual options, some options are ridiculously limited. There are seriously options that only offer two states: Low and Ultra. I kid you not! This is mind-boggling. [*]There is no solo practice option (i.e. "Test Day". In order to achieve this you have to select Race Weekend, disable all sessions other than practice and reduce AI opponents to 0, as well as setting a long enough session duration (unless you suddenly want your test day to end after a few minutes.) Why is there no easier way to achieve this? [/list] After bothering with all of these things (and more!) there's honestly very little good to be found here. The one thing I can think of is some of the cars; some manufacturers (i.e. Ford, Acura, Toyota) can be a little hard to find across sims - looking at you, Automobilista 2! - but overall this is not nearly enough to overcome all the cons; especially if the mediocre car handling can be described as "spongy" at best. [h2]Conclusion[/h2] If you value your time and money, stay away from this piece of software. Unless the devs somehow pull a 180 degree turn further down the road - version 3.0? 4.0? 10.0?! - I don't see this changing anytime soon.
Don't waste your money, annoying penalties that can't be switched off. I'll stick with Project Cars 2, it has a thing called "OPTIONS", superior wet road and rain effects, a hell of a lot less pop in on scenery and a much better selection of tracks, plus it feels better on my wheel too. The more people can customize a game to suit their personal preference, the bigger the fan base, simple logic, developers nowadays seem to lack a thing called common sense, and this is currently limited to a small market and not worth the average gamers time.
Project cars brought back from the dead and revamped. Just got the game today and was hesitant because I’m a bit picky about racing sims. Firstly everyone is entitled to their own opinions. This is mine. CAREER MODE BABY!!!!! why the ♥♥♥♥ do all these racing sims lack a basic career mode? AMS2 and LMU are my favorite racing sims and yet they lack a damn career mode. Some might say “it’s all about multiplayer” yeah sure that’s fine for you. But I like single player and a career mode with something to race for. A progression to unlock stuff, win in game currency etc. PMR is bringing that back. AMS2 will have a career mode as it seems but WHEN? I’ve owned that sim since day 1 and nothing has happened. Also, yesterday I purchased Assetto corsa eco and after 2 hours and 3 minutes I refunded it and got PMR. Glad I did. ACE does have potential but also broken promises and is a mofo to run on vr.
Three cheers for the VR team... 120 fps in vr on a 3080! This really blows evo away for me. Really love the constant updates..Having a lot of fun. Please have a hot hatch dlc down the line.
Not the best sim, but every update is a better game. I enjoy so much with classic cars. Although bad reviews, due to the horrible early access, it is a good game. Give it a chance. And now Aris is on board! ;-)
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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