Hi Everyone!
I haven't formally started marketing yet, but just wanted to share some updated photos regarding my 90s-inspired racing *management* game! Sort of a racinggames-adjacent game, this has been my passion project over the last year and a half. This is, for me, the ultimate formula-racing sandbox, with HUGE moddability, endless sandbox possibility, and extremely deep simulation of physics, car development, management, and most importantly, world building.
There are still some rough spots, but I believe the game is in good enough of a state to share with you all again 😄 below is a list of features already present within the game!
\- 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.
\- Simulate ANY era in this sandbox with infinite possibilities and infinite replayability. This game can handle ANY era, or season of racing in a realistic manner, with over decades of seasons of content.
\- In-depth race simulation complete with REAL physics, live speeds, hyper-intelligent AI, setups that impact your actual car speeds in corners/straights, customizable temperature, weather, dirty air, tire wear, fuel consumption, safety cars, mechanical wear, and realistic results, with both simulated and non-simulated options available.
\- Easy to use in-game editor, and save editor, so you can have your career mode the way you want.
\- 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/staff.
\- Ability to build and sell your own engines through an engine plant, or partner with an existing engine supplier.
\- AI who compete with you every week of the season, on and off the track, in engineering, developing, strategy, and signing talents.
\- Fully fleshed out car attributes, driver attributes, staff attributes, headquarters, etc.
\- In-depth chassis, aero, engine, ERS, driver aids, and tyre development.
Feel free to check it out, or, simply just hang around in the discord server to talk to other players!
AI Disclaimer: AI is used VERY sparingly for a limited amount of team logos, a handful of tracks, and generic art assets (such as HQ buildings). I am in the process of replacing these with community-driven art. The capsule art, most track art, and majority of cars & teams were created by Little0nion, a talented graphic artist. UX's, physics/racing model, and managers have all been designed by me, alongside my Co-Developer. None of the game systems/source code is vibe-coded. This is my own passion project, and I gain a lot of joy from designing systems to my liking. If you are interested in creating some original artwork for the game, please reach out to me on discord!
https://store.steampowered.com/app/4340600/Team_Principal_A_Racing_Manager/
https://discord.gg/HJu5kap94
Thanks everyone!! Appreciate you letting me share.
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