Project CARS

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Project CARS
Project Cars boxart.jpg
Packaging artwork released for all territories.
Developer(s) Slightly Mad Studios
Publisher(s) Slightly Mad Studios
Distributor(s) Bandai Namco Games
Engine Madness[1]
Platform(s) Microsoft Windows, Steam OS, PlayStation 4, Wii U, Xbox One
Release date(s)
Microsoft Windows, Steam OS, PlayStation 4, Xbox One
November 2014
Wii U
Genre(s) Sim racing
Mode(s) Single-player, multiplayer

Project CARS (or Community Assisted Racing Simulator) is a game developed by Slightly Mad Studios. It is scheduled to be released for Microsoft Windows, SteamOS (Linux), PlayStation 4, and Xbox One in November 2014, Wii U version has been delayed to 2015. [2][3] Project CARS was originally also due for release on the PlayStation 3 and Xbox 360 but it was later announced that these versions had been cancelled.[4] Funding for the game was raised by the community and the developers themselves, without the financial aid of a traditional publisher. Through the purchase of Tool Packs players could contribute to development in roles including content creation, QA, and marketing media.[5] Members gain special perks, depending on their purchased tool pack. Members will receive a share of game sales profits generated within the first 2 years after launch as compensation for their efforts, to be paid quarterly.[6]



The finished product is intended to represent a realistic driving simulation. In order to differentiate the game from the established industry leaders, Gran Turismo and Forza Motorsport, Slightly Mad Studios' aim is a "sandbox" approach that allows the player to choose between a variety of different motorsports paths and grants immediate access to all included tracks and vehicles.[7] Project CARS will portray racing events spanning multiple days, progressing from shakedown and qualifying runs to the race itself, while changes in weather and lighting conditions are simulated dynamically.[8]

Physics Simulation[edit]

Early WIP screenshot from October 2011

The game adopts an improved version of the Madness engine, which was the basis for the Need for Speed: Shift titles. More processing power available in modern computers allows for the introduction of a dynamic tire model named "SETA", rather than the steady-state model based on lookup tables, as seen in previous generation simulations.[9] To accommodate differing skill levels, Slightly Mad Studios offers gamers (with or without a digital wheel) various driver aids and input filtering methods.

In addition to community feedback, Slightly Mad Studios have acquired the professional services of Ben Collins,[10] racing driver and Top Gear's former "Stig", Nicolas Hamilton,[11] Clio Cup and European Touring Car Cup racing driver and younger brother to Formula 1 star Lewis Hamilton, and Oli Webb, former Formula Renault 3.5L and current ELMS driver.


As of June 6th, 2014, there are over 67 drivable cars and over 52 race tracks (not including circuit layouts) confirmed to be included either in the first release or a following DLC. This number includes the "Test Track" used for testing alpha builds of the game but may be removed in the final release. For licensing reasons, some tracks are currently codenamed using their geographic location. In addition to real world racing circuits and fictional kart circuits, there are two fictional point-to-point roads inspired by Côte d'Azur and California Pacific Coast.

Virtual Reality[edit]

On 26 August 2012 support for the Oculus Rift virtual reality headset was announced on the official forums.[12] The announcement stated that at least one Oculus Rift Development Kit has been ordered. Members of the project are able to follow a link referenced in the forum post to read more details.

Sony's PlayStation 4 virtual reality headset Project Morpheus will also be supported.[13]

See also[edit]


External links[edit]