
A deep yet accessible motorsport management sandbox inspired by the 1990s games of this genre. Manage teams, drivers, finances, engines, and regulations in a fully customizable, ever-changing world where no two seasons play out the same.
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About
Welcome to Team Principal: A Racing Manager. Initially a passion project, this game has become much more for me. It is a completely customizable grand prix/motorsport manager game, with a simplistic top down 2d race view. Most of the game is in the in-depth management aspect. Some key features include:
- An ever-changing grid: Teams & engines can leave, go bankrupt, join, rebrand, get bought out, fluctuate season to season. No two seasons will ever be the same, with a virtually limitless grid size.
- Simplistic, yet in-depth race simulation complete with customizable temperature, weather, dirty air, tire wear, fuel consumption, safety cars, mechanical wear, and realistic results, with both simulated and non-simulated options available.
- In-Depth finance system with stock, ownership, and ability to purchase stakes in rivals.
- Completely in-depth academy pipe-line system with ability to pay to assign your rookie drivers in junior series teams, have them test for you, learn the ropes in rival junior teams you own, and eventually promote them to your team.
- In-depth regulatory system that can change the environment of the game season to season.
- In-depth negotiation system for tyres, parts, sponsorship, works engines, customer engines, and drivers.
- Ability to build and sell your own engines through an engine plant, or partner with an existing engine supplier.
- Extremely intelligent AI who are truly difficult to beat.
- Fully fleshed out car attributes, driver attributes, staff attributes, headquarters, etc.
- In-depth chassis, aero, engine, and tyre development.
This game aims to be a simplistic, yet fully customizable racing management sandbox experience for racing in every era, with almost every aspect of the game able to be edited and changed. Team names, performance, dirty air, tire model, points model, anything one can think of can be edited to your liking.
This game is in active development & will receive extremely frequently updates. Please join the game's discord server, wherein I will share future plans, update timelines, provide bug support, as well as the track editor. This game is extremely mod friendly, and an open canvas for any situations one wishes to develop.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
The most in-depth F1 management game since Grand Prix World. Motorsport Manager and the officially licensed F1 Manager clearly fall short in terms of gameplay depth and moddability. Here are a few features that I like more or less than in the two management games mentioned above. + Car development + Sponsor negotiations + Engine negotiations + Supplier negotiations + Moddability like Paradox games + Developing young talent + Driver skills + Relationships between teams/drivers/suppliers/sponsors + New teams/engine manufacturers can join + Teams/engine manufacturers can leave the sport + Drivers can get injured or even die during a race - Open-wheel only (the devs have announced a GT category) - UI is a bit outdated - No 3D races
I genuinely wish there was a neutral rating. But here's what I've surmised after trying out the game I agree with others that there probably is a deep game in there. There are certainly lots of features included. But here's the thing: I bought a game not a text editor. I have no issues learning the mechanics of a game, as long is there is sufficient documentation. For example: I wanted to start a custom team so I went into the editor. It looks perfectly fine except for the small details such as the range of a stat. They weren't on a slider so the ranges were not obvious. My biggest complaint is basically I don't feel like I'm playing a game. What I have instead are a bunch of gameplay components that are loosely tied together, and then being expected to be guess the rules. Imagine being given a pack of cards, some dice and a board that represents a map or something. Those are gameplay components but not a game without instructions. In all honesty, I think the game needs more documentation, than endless features. (I said something similar in discord until someone not developer started gatekeeping.)
I have played a number of F1 manager games, including the recent F1 mangers, but this one is the most in-depth F1 management game since GPW. Here are some of the Reasons why this game is so good! - Modding (creates different start points, so 1999( best mod), 2015 etc etc) - Car development - Negotiations for sponsors and all parts - Title sponsor changes change the team names! - Great Young driver structure - Basic Relationship dashboard, which show rivalries between drivers - Each Season is fresh as new teams, drivers, engines, tyres etc can arrive or depart the game All in all a great game in early accees. The only real downside is the lack of visuals, but polish is coming with every update
the best racing manager game on the market. there are still things that either need fleshing out or ironing out but it's still great as it is right now.
Totally willing to change the review after more works been put into the game but the UI is just so unintuitive it literally makes my eyes hurt after a half an hour, theres definitly a deep managment sim under the hood but it's hard enough to learn without the poor UI and no guides whatsoever.
This is the racing manager game I've hoped and waited 30 years for. I used to love Grand Prix World back in the day, and get frustrated because it had a game breaking bug that always appeared after a couple of seasons. This game is clearly a "love letter" to that game, as it takes the best qualities from the GOAT of racing managers, and brings it all to the modern era.
this really addicting racing management game. its a little rough on the ui, but its the deepest game in this niche i have played and the community is active all the time. just wanted to share
It has potential. But it's lacking alot of QoL imporvements. During quali it wasn't clear why I could no longer send out my drivers after having done 2 quali laps already. Was it because I didn't have any soft tyres left? Did I leave it too late to send out my drivers? Who knows! Also practice is very very underwhelming. I personally enjoyed the mini games where you sent a driver out, got their feedback and tweaked the set up from there. There was none of that in this game. Just a suggested marker to hit for oversteer vs understeer and speed vs cornering then that was it.
Delightful to play and surprisingly deep for a one-person dev team. A project worth supporting.
I wish management games with 3D car models had the depth of this game
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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