Updated Assetto Corsa EVO Roadmap Shows Drastic Changes

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With the release of 0.2 within Assetto Corsa EVO, the Road Map, which dictates the direction of the sim leading up to version 1.0, has been drastically updated, but it is not all good news...

Ever since Assetto Corsa EVO's initial release at the beginning of 2025, the sim racing community has jumped on each new update or patch like a Lion would a prey animal on the African plains. The latest release, v0.2, has been the most hotly anticipated update for Kunos Simulazioni's big-ticket simulator.

The roadmap has been the backbone of these updates and patches, remaining primarily unchanged until the release of v0.2. Many changes have now been implemented, the most important being that the v1.0 release has been stripped away from the 'Fall' tag it had in the previous version of the roadmap.

20D1931.JPG

The new and updated version of the Assetto Corsa EVO road map. Image: Kunos Simulazioni

The Eifel region free-roam​

This new road map details much of what will come, including the now-mysterious release date for v1.0 of Assetto Corsa EVO. The road map also details the unannounced content drops coming throughout 2025, including implementing the highly anticipated Eifel region free roam.

Speaking of free roam, a big summer release appears to be off the table. The mode first appeared in the hints of the 8th early access drop, the final one before the final release. It was initially targeted for the 4th drop and in time for the summer.

However, considering that two more early access content drops have been added to the roadmap for Assetto Corsa EVO, bringing the total to eight from the original six, there is still hope to see the Eifel region map appear sooner rather than later, but almost definitely not in the summer window that was initially planned.


Modding tools​

It is no secret that the vibrant modding community around the original Assetto Corsa title has kept the title relevant and up to date in 2025. It appears Kunos Simulazioni respects that and appreciates the effort that has gone into keeping their game alive, a large portion of which can be found right here on OverTake.gg, so the introduction of modding tools to Assetto Corsa EVO is officially on the roadmap now!

Expected in the sixth early access update, the modding tools are pretty thin on the ground regarding details, but an open-source style modding platform where people can make the most specific creations and liveries right up to entire fleets of cars is what is expected!

Initially touted to come in a post-early access release, the latest information proves otherwise. Undoubtedly, the modding tools provided will greatly need polishing over time. The best version will arrive after the release. Still, the apology video and this new release have shaken it up for modders looking to get into Assetto Corsa EVO sooner rather than later!


If you are a mod creator who has used our website for many years to showcase your mods, or if you are getting into the world of mods, check out our Assetto Corsa EVO category in our downloads section. While obviously empty at present, it is ready for all of your crazy creations to be shared with the world when the time comes!

What do you think of this new Assetto Corsa EVO road map? Will the changes benefit the sim, or will they only be detrimental? Let us know in the comments down below!
About author
Connor Minniss
Website Content Editor & Motorsport Photographer aiming to bring you the best of the best within the world of sim racing.

Comments

The picture you embedded in the article is unreadable.

And there actually should be a link to the source which is a journalism standard. And I don't see one.
 
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Sometimes I believe the team at Kunos sees our feedback as mere trolling. I understand that the work involved is complex and demanding. However, this is a critique of a flagship title in the world of Sim Racing... it is not just another game, it is Assetto Corsa.
Today is a significant setback for me. A more careful approach (and updates) will be awesome!
 
It looks to me like it will be awesome game. And the new content is epic. Wonderful cars in there. Graphically under standard lighting looks very good. 3D modeling of cars is superb.

In terms of physics. Ehhh. I can't speak much because I have not tried anything. But I can't see anything impressive. In this video you can see Miata tires going straight through kerbs. In rF2 for example you can see unsprung mass going up and down duuuuh lol, and if tire physics is well modeled you will also see not only tire tread vertical deformation, but also tire sidewall lateral oscillating deformations as tire goes on and off kerbs, or even when sliding sometimes, when tires bites statically, then goes fully sliding, then bites statically again... such wobble is very cool to see, especially when you understand the mechanism of tire grip and how it pulls cars towards the center of the curve.

I had very similar effect happening to me when I attempted to simulate this exact combination. You can see with certain condition of tire, probably on low pressure, it wobbles so strongly over micro bump

Real video from Goodwood. You can look at it at slower speed, because it happens very fast

Also that bit where GTA spins out due hitting bollard is strange too, would bollard cause so much of an impact to destabilize it. But perhaps it was already on the limit, and small impact from bollard was enough to set it off... Doesn't look so though.

Anyway. I don't think there are any simracers left who cares about such "minor" details. I am posting just because I am idiot.

 
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Sometimes I believe the team at Kunos sees our feedback as mere trolling. I understand that the work involved is complex and demanding. However, this is a critique of a flagship title in the world of Sim Racing... it is not just another game, it is Assetto Corsa.
Today is a significant setback for me. A more careful approach (and updates) will be awesome!
Well they've got shareholders pushing them to finish the game so in reality what the community wants or says really doesn't count as long as the big wigs want their money back
 
Premium
Attention to detail is simply undeniable ....imho
Only thing ever mattered to me is the upcoming free roam aspect.
 
Missing the target 1.0 date might be the most unsurprising sim racing news of 2025 so far. That being said, there's a lot to like in the barebones alpha and plenty of yet-to-be-fulfilled promise in Evo's future. The level of detail on the cars and interiors, the phenomenal lighting is the most believable I have encountered in VR. The driving has provided brief moments of driving brilliance and plenty of "I hope this improves" along with it.

v0.2 brought some much needed on-track stability on the performance front for me. Kunos have a history of taking very rough early access releases and polishing them into top-shelf sims. The glass is most definitely half-full as far as I'm concerned.
 
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I mean, this is like the coverage level of a royal family member dying. Alright maybe Prince Andrew wouldn’t get the same coverage but poor Charlie boy would for sure. The other problem when you guys do this is the other articles disappear out of sight and don’t get read. I nearly missed the earlier article of Project Motorsport Racing - this is outrageous! It’s not really…
 
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Sorry but not very happy and not excited, all i see is cars from Assetto Corsa, and worst part most of them Touring car not Racing cars. I hope they will give us TCR cars, Hypercars, Lmp, new GT3, GT4 and many more, until today, all content is on ACC and AC1. Another sad part is tracks, nothing new too, where is Sonoma? Monteblanco? Calder Park, Adelaide, Jacarepagua...and many more, we are tired of watching same content on different games, i Hope Kunos could change my hype, cause until today not very happy with Evo
 
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So we have a flip flop because they realised that more people wanted content that modders created for AC than yet another street car game...

Full grids of RACE cars to populate MP servers and offline races...

I'm yet to be convinced of this titles direction... I'll wait to see what features are implemented before making too many plans... I'll toy around with it for the fun of maths... But that's about it...
 
Premium
It looks to me like it will be awesome game. And the new content is epic. Wonderful cars in there. Graphically under standard lighting looks very good. 3D modeling of cars is superb.

In terms of physics. Ehhh. I can't speak much because I have not tried anything. But I can't see anything impressive. In this video you can see Miata tires going straight through kerbs. In rF2 for example you can see unsprung mass going up and down duuuuh lol, and if tire physics is well modeled you will also see not only tire tread vertical deformation, but also tire sidewall lateral oscillating deformations as tire goes on and off kerbs, or even when sliding sometimes, when tires bites statically, then goes fully sliding, then bites statically again... such wobble is very cool to see, especially when you understand the mechanism of tire grip and how it pulls cars towards the center of the curve.

I had very similar effect happening to me when I attempted to simulate this exact combination. You can see with certain condition of tire, probably on low pressure, it wobbles so strongly over micro bump

Real video from Goodwood. You can look at it at slower speed, because it happens very fast

Also that bit where GTA spins out due hitting bollard is strange too, would bollard cause so much of an impact to destabilize it. But perhaps it was already on the limit, and small impact from bollard was enough to set it off... Doesn't look so though.

Anyway. I don't think there are any simracers left who cares about such "minor" details. I am posting just because I am idiot.

Yeaup.

Driving vehicles means they should behave realisitically, and knowing what a car looks like at and around the limit is the most critical thing.

There has been WAY too much marketing scam in the past decade shouting things are realistic, that are far from it. Show a sim in slow mo bounding over curbs and it becomes clear as fine crystal. no obscene ufo/uap spinning tops flying to the moon nonsense and massive uncontrollable slides forever.

Lying Tell The Truth GIF by MASTERPIECE | PBS

From almost 20 years ago:


 
Yeaup.

Driving vehicles means they should behave realisitically, and knowing what a car looks like at and around the limit is the most critical thing.

There has been WAY too much marketing scam in the past decade shouting things are realistic, that are far from it. Show a sim in slow mo bounding over curbs and it becomes clear as fine crystal. no obscene ufo/uap spinning tops flying to the moon nonsense and massive uncontrollable slides forever.

Lying Tell The Truth GIF by MASTERPIECE | PBS

From almost 20 years ago:

Yup, and to continue that:

I also noticed a lot of static, bland, "dead", "flat", simplistic movement in many ACE videos including the very first trailer I ever saw of it. I particularly remember a part where, I believe, a Ferrari was reaching the crest of what looked like Eau Rouge at Spa and then going over the curbs and the entire car - chassis, tyres, suspension, body, etc. - almost seemed like it wasn't actually a car but just a single-piece board "disguised" as a car.

I then personally asked a sim racing developer why the movements (and, in some ways, the physics, driving characteristics, etc. themselves) in some older games - especially Netkar Pro and Live For Speed - are often so much more natural & realistic...He basically said the suspension model of those older games (not going to mention which one) is much more primitive compared to newer games like AC.

That kind of seemed like a deflection to me as it A. didn't really address my question, B. seems like is insinuating that "Game A's physics having more lines of code, more complexity, automatically means it's physics are better than Game B" which we all know is obviously not how things work.

If something is more primitive, less complex, less "advanced" on paper but the end-result results in something better & more realistically behaving, more natural, better driving, well, that's all that matters. You can have 10 billion lines of code to make some insanely complex and "theoretically advanced" physics engine & tyre model but if the final result drives worse, looks worse, behaves less realistically, then all those "billions" of lines of codes don't mean anything.
 
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Looks like Kunos is making what sells primarily - content. They take an example of other "sims", with fans wetting their panties at each new content announcement. It does not matter to them that all 100+ cars drive like dogshit copied over and over again. There are not enough nerds who appreciate good physics and natural feel of driving.
 
Yup, and to continue that:

I also noticed a lot of static, bland, "dead", "flat", simplistic movement in many ACE videos including the very first trailer I ever saw of it. I particularly remember a part where, I believe, a Ferrari was reaching the crest of what looked like Eau Rouge at Spa and then going over the curbs and the entire car - chassis, tyres, suspension, body, etc. - almost seemed like it wasn't actually a car but just a single-piece board "disguised" as a car.

I then personally asked a sim racing developer why the movements (and, in some ways, the physics, driving characteristics, etc. themselves) in some older games - especially Netkar Pro and Live For Speed - are often so much more natural & realistic...He basically said the suspension model of those older games (not going to mention which one) is much more primitive compared to newer games like AC.

That kind of seemed like a deflection to me as it A. didn't really address my question, B. seems like is insinuating that "Game A's physics having more lines of code, more complexity, automatically means it's physics are better than Game B" which we all know is obviously not how things work.

If something is more primitive, less complex, less "advanced" on paper but the end-result results in something better & more realistically behaving, more natural, better driving, well, that's all that matters. You can have 10 billion lines of code to make some insanely complex and "theoretically advanced" physics engine & tyre model but if the final result drives worse, looks worse, behaves less realistically, then all those "billions" of lines of codes don't mean anything.
FWIW I've ran into compliance issues with suspensions using more simple modeling. You do indeed need more complex modeling to produce more realistic, smoother behavior.

From what I can tell though, there's nothing fancy going on with ACE. It's just AC with a few more features over AC and ACC*, but mostly even less features than CSP.
 
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