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.

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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

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 pleanty 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.
Following your message, I’ll give EVO another try in VR — last time I tested it (quite a while ago), I ended up with a terrible headache.
I’ve got a 3080Ti with 32GB of RAM, how about you?
Good races to all of you guys!
 
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.

No no, there are more of us :) I am completely into such physics details, that is the point. And yeah I also feel foolish when it seems that 90proc of people think its too much..
 
I haven´t touched ACE for some month now. Was busy enough with AC,rF2, RBR and co.
But now i am curious again about the new content and the career mode, so i am looking forward to "test" the update on Weekend :)
 
People still not understanding that AC1 in Early Access only had 1 car and 1 track for its entirety. When the final game dropped it had all the features. Do Ou guys not know what Early Access is and seriously think that it’s a full game with less content? You first need to polish the backend of the game, then you can add content. The physics files might still be changing and the more content we will have in EA, the more time any tire updates and suspension updates will take. Just let them do their thing, else you’ll steer ACE to its doom
 
Offline mode and open mode are very welcome indeed. Career mode only for me one of the reasons to get my money back.

I hope Kunos will put effort into the physics, more tracks and race cars (the latest mx5 cup please) and good AI. I really don't care about rims, fancy paint, the color of stitching in the interior and all that skin crap. I just want to race.

Adding modding tools was a very wise decision, that will keep ACE relevant for many years like AC.
 
Premium
What is open mode? Because free roam is not coming until later..

EDIT: Im an idiot... I click back and see this...https://www.overtake.gg/news/assetto-corsa-evo-open-mode-vs-career-mode-explained.3170/
 
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OverTake
Premium
What is open mode? Because free roam is not coming until later..

EDIT: Im an idiot... I click back and see this...https://www.overtake.gg/news/assetto-corsa-evo-open-mode-vs-career-mode-explained.3170/
Don't be so harsh, it happens - especially if a day has a lot of news on a certain topic :D
 
Following your message, I’ll give EVO another try in VR — last time I tested it (quite a while ago), I ended up with a terrible headache.
I’ve got a 3080Ti with 32GB of RAM, how about you?
Good races to all of you guys!
I threw a 4090 in my rig after upgrading HMDs because the 3080 just didn't have the stomach for those resolutions, before the prices went off the deep end.

Why I wanted to be clear on the "on my end" portion of that. They've at least done a decent job of putting descriptions in the graphics options menu to allow easier dialing/tweaking. Much more stable performance and crisp fidelity than the v0.1 mess. I couldn't keep anywhere near 90 FPS previously, regardless of settings and resolutions. In v0.2 I've got reasonably aggressive graphics settings and high per-eye resolution, keeping steady 90-120 FPS for the most part with the occasional slide lower if I've got the track crowded with AI.
 
for VR you have to wait for 2030 at least, AC EVO is the future, you need hardware from the future ;), be patient, We can now run the most famous game Crysis at its full potential, 18 years later ;)
 
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Premium
A big thank you for everybody who is taking the time to try AC EVO early acces, so we all can read how things are going, to avoid me wasting time on something that doesn't make me happy yet.
 
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People still not understanding that AC1 in Early Access only had 1 car and 1 track for its entirety. When the final game dropped it had all the features. Do Ou guys not know what Early Access is and seriously think that it’s a full game with less content? You first need to polish the backend of the game, then you can add content. The physics files might still be changing and the more content we will have in EA, the more time any tire updates and suspension updates will take. Just let them do their thing, else you’ll steer ACE to its doom
You're thinking about the AC tech preview. The early access version of AC had a lot more content and features.
 
Some proper nasty, toxic people about these days.

I just played 0.2. Sure, the game needs work but there are some fundamentals in place I am excited by:

The graphics look great. Already. The look of the paint is actually perfect as is the windscreen and reflections. Little factors too- like at the Circuit of Americas- watching the replay of the glorious Porsche 964, I could hear the American crowd talking.

Not totally convinced by the sounds yet, BUT if they engage the modding community properly then the sky is the limit.

Handling: This still needs some work but for the stage it is at, it shows promise.

The negative for me still is the sense of purpose- it doesn't make me want to jump back in to hot lap yet. But, it will over time I'm sure.

Overall- keep going Kunos. I was there in 2014 and I remember what the original was like then. The thing that kept me believing in it then was the feel of the cars- the physics. I'm not feeling it quite as mentioned earlier and I hope Stefan can add his magic here soon.
 
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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.
I think you're misunderstanding and taking out of context what I said. For example, Project Cars' & PC2's physics engine and tyre model is apparently quite complex and intricate, does that mean it's driving, it's vehicle behaviour physics - the end-result - are automatically better than another game with a different engine that has less lines of code? Of course not.

Plus, your statement is a major "blanket statement". More complex than what? More realistic and smoother than what? You can't compare apples to oranges (ie. two completely different physics engines, ie. two different humongous sets of code).
 
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I think you're misunderstanding and taking out of context what I said. For example, Project Cars' & PC2's physics engine and tyre model is apparently quite complex and intricate, does that mean it's driving, it's vehicle behaviour physics - the end-result - are automatically better than another game with a different engine that has less lines of code? Of course not.

Plus, your statement is a major "blanket statement". More complex than what? More realistic and smoother than what? You can't compare apples to oranges (ie. two completely different physics engines, ie. two different humongous sets of code).
A nonlinear curve instead of a linear one is more complex. Having a curve at all instead of a constant value is more complex. You need more complex behaviors for sufficient compliance in some scenarios.
 
A nonlinear curve instead of a linear one is more complex. Having a curve at all instead of a constant value is more complex. You need more complex behaviors for sufficient compliance in some scenarios.
Yes, but that doesn't automatically mean a better end-result. I can have 2 completely different, scratch-made physics engines with the more complex one behaving like crap and the more simple one behaving/driving much more naturally like a car.
 
Yes, but that doesn't automatically mean a better end-result. I can have 2 completely different, scratch-made physics engines with the more complex one behaving like crap and the more simple one behaving/driving much more naturally like a car.
That sounds like a you problem. GIGO as they say.
 
That sounds like a you problem. GIGO as they say.
Of course it's GIGO. Every single core physics engine and core tyre model behaves completely different from each other. Just because, say, game A's physics engine has x number of lines of code and Game B's has x minus 500 lines of code, that doesn't mean, at all, that Game A's physics engine will automatically result in better, more realistic & natural physics, lol.

They're 2 completely different engines, 2 completely different (humongous) sets of code. There are soooo many variables and differences. To simply say, "well, this one is coded with more lines so it's end-result has to automatically be better" is preposterous.

Now, if we're comparing 2 copies of the exact same engine - the exact, identical same piece of software and sets of code to each other - but in one of them you A. add in more coding to make it more complex AND B. make sure the added complexity only improves things without introducing issues, knock-on-effect issues, bugs, incompatibilities or inconsistencies with other parts of the coding or end-result, etc. then, of course, adding more complexity would only be of benefit in such an ideal & absolutely 100% perfect scenario.
 
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Of course it's GIGO. Every single core physics engine and core tyre model behaves completely different from each other. Just because, say, game A's physics engine has x number of lines of code and Game B's has x minus 500 lines of code, that doesn't mean, at all, that Game A's physics engine will automatically result in better, more realistic & natural physics, lol.

They're 2 completely different engines, 2 completely different (humongous) sets of code. There are soooo many variables and differences. To simply say, "well, this one is coded with more lines so it's end-result has to automatically be better" is preposterous.

Now, if we're comparing 2 copies of the exact same engine - the exact, identical same piece of software and sets of code to each other - but in one of them you A. add in more coding to make it more complex AND B. make sure the added complexity only improves things without introducing issues, knock-on-effect issues, bugs, incompatibilities or inconsistencies with other parts of the coding or end-result, etc. then, of course, adding more complexity would only be of benefit in such an ideal & absolutely 100% perfect scenario.
You're overcomplicating it. Having a suspension kinematics solver with accurate forces will behave worse than a precomputed system, if the parameters in the solver are too simple, and in some cases if it's not running fast enough.

If you want cars to behave properly, you absolutely need comprehensive kinematics, elastokinematics and kinetics. Anything less is increasingly problematic, especially if you use a realtime solver.
 
Premium
but mostly even less features than CSP.

The fact any sim needs such a convoluted bugged pay ware manager to be playable speaks volumes.

There are not enough nerds who appreciate good physics and natural feel of driving.

Well you miss what I want ACE for and that's online free roam.
imho ISI is still the best driving engine ( warts and all )
Tell me what are all those driving AC doing online, playing tiddly winks ?
Superior handling compared to ACE ? I don't think so.

P.S.
I don't even understand why people want race cars in this.
I thought the main object was to make best free roam / track day sim ever.

To drive from your house to race whatever you like where ever you like is what I want. :)

MCO II :x3:
 
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