
A racing team manager that throws micromanagement out of the window. Lead your team to victory in various championships while adapting to new challenges over the seasons. Also, bots don't cheat.
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About
Take control of your own team and go from championship to championship.
Catch the eye of a supplier and become a factory team.
Grow your team by developing your headquarters, hiring talented drivers and designers and getting better sponsor deals.
Hire the best designers right away or try to develop their skills over the seasons.
Make your own parts or get them from a supplier.
Tradeoffs will see you succeed or fail over the course of a season.
Launch long-term projects to achieve a leap in performance.
Start working on the next generation race pod in advance.
Make sure the deal you make with a supplier will not bite you in the back upon a new regulation change a few seasons later.
Let new drivers gain experience in lower championships and then promote them.
Develop your headquarters for better R&D, performance and weather forecasting.
This game is more about developping your team than managing races. You will have the opportunity to adjust some strategy elements before a race but you will not micromanage it.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Portuguese - Brazil, Simplified Chinese, Russian, Japanese, Spanish - Spain, Italian, Polish, Dutch, Korean
Reviews
Edit: I think its fair to say the game is still in development. However, the dev is very frequently updating the game, so I'm still hopeful that a very good game will be delivered. The only reason I recommend is the low price point. There is a fair amount of addiction to be found, I guess your investment will be fairly reimbursed, but there is a lot of areas for improvement, which I will rant about below. Driver academy: It seems you can either partner with another academy or open your own academy - which is in my eyes the "cooler" option. This will supply you with fresh drivers. However, there is very limited information about your academy - it is hard to see how many drivers are in it, as the only time you see them is when negotiating for a new driver, and the list will (arbitrarily?) include drivers from other teams. I just wish there was more interaction with the academy, such as improving recruitment rate and improving the drivers themselves. As far as I can tell, the drivers only improve by participating in racing, which makes the premise of an academy rather disappointing. I imagine this could be easily integrated in the HQ screen, where you can invest in the academy, but I am no developer and will not tell you how to do your job. Drivers in general: Given that some championships offer equal cars making drivers and pit stops the only difference between teams, one would expect more "control" on improving their lineup. The academy actually doing something would help in this regard. As another comment in the community hub said, contracts require slightly more control. So, my driver is negotiating with another team? Let me offer you a sweet 5 million to stay. Oh, you have no interest in joining my team? Did I tell you were offering 10 million for the job? You get the picture. You also need to be able to negotiate with your own drivers, allowing you to adjust the length of their contract. Drivers should have their "physical condition" stat decline with time to represent aging (not sure if this is already a thing). Game-play in Race: We want our stats! You are marketing towards motorsport enthusiasts, yet at the end of a race, all we see is the "relative driver performance to weather". Well okay, that lets me know he handled the weather well I guess, but it doesn't mean he was fast. The opposite may also apply, a driver may "do poorly" given the weather but still be very fast, due to being inherently quick. There needs to be something more. I get it is a minimalistic design, but still makes it hard to judge where things went wrong. Bottom line, there needs to be some relative performance to other drivers beyond the finishing positions. Same thing goes for pit stops. Okay, we have the worst pit stops, but how bad is bad? Only way to know is to slow down the game and actually see your guy waiting for double the time as the others. My impression is that you do not want to bog down the game with timings - no lap times are give (although fastest laps happen), no interval time at the end, no time spent in pit stop... That is fine I guess, but a simple bar graph would do very nicely here, which at least shows the performance of your pit wall vs the others. Yes we know the pit wall sucks, but by how much? Some more stats would also allow assessing the effect of the pre-race option - where we choose to focus on quali speed, racing speed or pit stops... I am unsure as to how impactful this option is, as I had races where I chose to focus on pit stops, yet they still sucked, and where I chose race speed and the pit stops were better? Some more stats would allow more informed decisions. Gameplay - sponsors: I will rant a bit about sponsors now. Sponsors give you an amount of money per race and per season - all well and good. But: Difference between secondary sponsor offers is often minimal... one offers 100,000/season and 10,000/race, the other offers 100,000/season and 9,000/race ... Very similar numbers in a game where the hundreds of thousands matter, not the thousands. Even so, there needs to be some more. This can be simply the form of a bonus, example a sponsor offering little race and season compensation, but a large sum for winning a race throughout the season. Sponsors give you expectations... What exactly is the point of the expectations if they still will give you the agreed upon sum? As far as I can tell, the only difference finishing position makes is the generosity of sponsors from the next season. I might be wrong here though as I don't understand how this works exactly. General improvements: It is spelled "negotiate" not "negociate". Small gripe I know, but misspelled words make a game look unprofessional. When starting a career, championship C comes before B. I believe this is an error, as they appear in order when selecting a new championship mid career. I know this game supports mods, which could elevate the game. However imo a game must be at least decent to merit someone's time to make mods. That said, I'm not a modder my self, so I won't go on further. TLDR: buy the game if you want to waste some time and you're a fan of management games. Expect missing pieces. Overall, I give this game a 6.5/10? Please improve the game, you can make something great here.
Cool premise. Not everyday we have an anti-gravity racing management game. Tho the menus could be cleaned up a bit and a few quality-of-life additions could be implemented, I think, given it's price tag, it's a welcomed addition to the genre!
This game should label as Early Access but it has very creative idea of racing manager sim. looks very promising.
Top tier motorsports management game. Delivers the feeling of setting up championship runs and building up and establishing a framework to take low-stat rookies into unaffordable champions. It's simplistic and shallow in some areas. But not in a way to disservice the intent of the game. For example, you can't run multiple series and thus filter drivers up into a higher series, lower series lengths are too short imo and the repair costs are far higher than the sponsers allow for. All this in mind, it still took me 53 seasons to hit a game over screen after I over extended into the B series and got hit by the scaling needed to survive the higher levels. This isn't an unrealistic line of detail, but it could use with some qol smoothing. But that doesn't take away from the tight loop that this game harnesses when you approach it properly. It's a little bit like crack in that regard. It's hard to explain without turning them review into a rambling mess, but the dynamics that come out from the simple inclusion of records, logs and win records drivers have with your team and others, it allows for a form of competitiveness to be had against literally ai generated opponents. But dude idk I spent all 53 seasons trying to outperform 2 specific teams that would not die, i would get my equipment, funding and drivers to click and get 2-3 seasons to run at the championship, just to fall off for 2-3 seasons while they had their run. It was a cycle until I broke it somehow with a string of good chassis' and the sense of accomplishment had, after defeating my long-standing rival, which amounts just 3 words on a white text background at a specific point in this 1-man-made niche SPACE-motorsports-management game, just blew me away with frankly how engaging these types of games are when done right. You don't need brand licensing or even 1:1 historical names, and in many cases you don't even need graphics to deliver rewarding experiences with games like this, but there seems to be a case in this genre for games that are amazing, but suffer time-creep and get outdated kinda fast. MM17 is the example of this. I think this game sidesteps that issue in a couple of stunning ways. First of all it's sci-fi based but not in an over-bearing and frankly unappealing way that would get tiresome. It's just a couple of cool slides of sleek speeders all to represent different liveries. But it does so much heavy lifting to immerse a nice story alongside the compelling competitive arcs. I love this game, I hope it gets its audience and the leaderboards get some activity. It's a hidden gem for a time management game, a outward shining example of a lightweight motorsports management game and has some extensive open source capabilities, that so far seem to be completely untapped. hiding-in-plain-sight gem of a game. Highly recommended.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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