Store data
- UK price
- £9.89
- US price
- Awaiting regional check
- Positive reviews
- 100%
- Total reviews
- 0
- Release date
- 10 October 2026
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7 player-data days recorded in this window.
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| Month | Peak | Gain | % gain | Average | Avg % gain |
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| Last 30 days | 1 | 0 | 0.0% | 0 | +1469.0% |
| October 2026 | 1 | 0 | 0.0% | 0 | +281.2% |
| September 2026 | 1 | — | — | 0 | — |
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| United KingdomGBP · GB | — | — | Unavailable | — | — | No change recorded |
| United StatesUSD · US | — | — | Unavailable | — | — | No change recorded |
| Euro areaEUR · DE | EUR | 11,25€ | 11,25€ | 0% | 11,25€ | No change recorded |
| United Arab EmiratesAED · AE | AED | 35.99 AED | 35.99 AED | 0% | 35.99 AED | No change recorded |
| AustraliaAUD · AU | AUD | A$ 15.50 | A$ 15.50 | 0% | A$ 15.50 | No change recorded |
| BrazilBRL · BR | BRL | R$ 40,99 | R$ 40,99 | 0% | R$ 40,99 | No change recorded |
| CanadaCAD · CA | CAD | CDN$ 12.99 | CDN$ 12.99 | 0% | CDN$ 12.99 | No change recorded |
| SwitzerlandCHF · CH | CHF | CHF 9.75 | CHF 9.75 | 0% | CHF 9.75 | No change recorded |
| ChileCLP · CL | CLP | CLP$ 7.249 | CLP$ 7.249 | 0% | CLP$ 7.249 | No change recorded |
| ChinaCNY · CN | CNY | ¥ 46.00 | ¥ 46.00 | 0% | ¥ 46.00 | No change recorded |
| ColombiaCOP · CO | COP | COL$ 29.499 | COL$ 29.499 | 0% | COL$ 29.499 | No change recorded |
| Costa RicaCRC · CR | CRC | ₡5.650 | ₡5.650 | 0% | ₡5.650 | No change recorded |
| Hong KongHKD · HK | HKD | HK$ 66.00 | HK$ 66.00 | 0% | HK$ 66.00 | No change recorded |
| IndonesiaIDR · ID | IDR | Rp 104 999 | Rp 104 999 | 0% | Rp 104 999 | No change recorded |
| IsraelILS · IL | ILS | ₪39.99 | ₪39.99 | 0% | ₪39.99 | No change recorded |
| IndiaINR · IN | INR | ₹ 549 | ₹ 549 | 0% | ₹ 549 | No change recorded |
| JapanJPY · JP | JPY | ¥ 1,450 | ¥ 1,450 | 0% | ¥ 1,450 | No change recorded |
| South KoreaKRW · KR | KRW | ₩ 12,000 | ₩ 12,000 | 0% | ₩ 12,000 | No change recorded |
| KuwaitKWD · KW | KWD | 2.45 KD | 2.45 KD | 0% | 2.45 KD | No change recorded |
| KazakhstanKZT · KZ | KZT | 3 410₸ | 3 410₸ | 0% | 3 410₸ | No change recorded |
| MexicoMXN · MX | MXN | Mex$ 154.99 | Mex$ 154.99 | 0% | Mex$ 154.99 | No change recorded |
| MalaysiaMYR · MY | MYR | RM28.25 | RM28.25 | 0% | RM28.25 | No change recorded |
| NorwayNOK · NO | NOK | 130,00 kr | 130,00 kr | 0% | 130,00 kr | No change recorded |
| New ZealandNZD · NZ | NZD | NZ$ 17.49 | NZ$ 17.49 | 0% | NZ$ 17.49 | No change recorded |
| PeruPEN · PE | PEN | S/.27.25 | S/.27.25 | 0% | S/.27.25 | No change recorded |
| PhilippinesPHP · PH | PHP | P359.00 | P359.00 | 0% | P359.00 | No change recorded |
| PolandPLN · PL | PLN | 46,49 zł | 46,49 zł | 0% | 46,49 zł | No change recorded |
| QatarQAR · QA | QAR | 30.75 QR | 30.75 QR | 0% | 30.75 QR | No change recorded |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
You run the team. Develop the car, manage the people and call both drivers’ races from the pit wall.
Ultimate Racing Simulator 1 is a motorsport management simulation with a persistent multi-season career. Begin with ten constructors and a sixteen-round calendar drawn from a catalogue of forty-one circuits.
Follow both cars through seven race channels: Live, Pit Wall, Strategy, Timing, Track, Race Control and Car Status.
Plan tyre compounds, stints and pit stops, then adjust your strategy as conditions change. Make pace calls, use overtaking boost and issue team orders. Decide when to push, conserve or bring a car in.
Weigh the time lost through damage against the cost of a repair stop and the laps remaining.
Tyres, fuel, car performance, damage, weather and traffic affect how the race unfolds. Racing lines and road position influence corner speed and lap time. Rain changes grip and shifts the preferred line away from the dry groove.
Safety cars regroup the field according to the active regulations, while slowing or damaged cars create new obstacles and decisions.
Rival cars carry wear and damage between weekend sessions, and their teams pay for component replacements.
Watch the race in 3D with an automatic director, or choose chase, onboard, helicopter and TV cameras. Follow the action on the 2D map while managing your race strategy.
Review recent recorded races, scrub through incident-marked timelines and consult the race-control log.
Manage budgets, facilities, staff, driver contracts and sponsors. Develop the current car and design next season’s challenger around changing regulations.
Track twenty-one components per car, monitor their condition and budget for replacements. Choose suppliers and adapt as engine formulas and manufacturer commitments change.
An optional first-weekend guide helps you learn the workflow, with contextual Help available throughout the game.
Car Status explains factors affecting pace and tyre wear, finance records explain cash movements, and post-race engineering debriefs help you decide what to consider next.
This update brings the in-game Help and player guide up to date with the features added since v1.0, with clearer explanations of team management, race weekends and the current controls. Expanded in-game Help People and contracts: personal opinions about management, the car and facilities; weekend morale and confidence; staff negotiation patience and review times; driver-contract replies and pre-contract arrivals or cancellations. Medical care and fitness: doctor and fitness-trainer roles, planned fitness sessions, staff absences, temporary cover, rehabilitation and crew medical management. Facilities: the different preparation and recovery benefits provided by the Driver Simulator and Medical Centre. Inbox and regulations: engineering reports, board requests, rival developments, voting consequences and when approved rules take effect. Getting started and racing: language selection, HQ...
Read full update on Steam ↗This update adds a new 14-day rehabilitation option and crew medical management, giving you more ways to manage absences and recovery across your team. Extended Medical Centre rehabilitation Choose a new 14-day rehabilitation course for eligible staff and crew absences with at least five recovery weeks remaining. Treatment advances seven scheduled days per career week, with progress saved between sessions. Completing the course removes two additional weeks from remaining recovery time. Normal weekly recovery continues during treatment. Crew medical management The new Crew medical view is available under Drivers > Staff > Medical & cover. Manage medical availability for three crew groups: pit crew, workshop mechanics and race operations. Track affected crew numbers, diagnoses, remaining recovery time and treatment progress. Crew absences now affect pit-crew performance, upgrade-work ef...
Read full update on Steam ↗This update gives the existing Driver Simulator and Medical Centre distinct benefits, helping your drivers prepare for race weekends and recover their physical condition between events. Driver Simulator: race-weekend preparation The Driver Simulator now improves drivers' starting race-weekend preparation by up to 20 percentage points at full facility level and condition. The benefit applies once when a new driver weekend begins. Continuing or reloading an existing weekend preserves its saved preparation without awarding the bonus again. Medical Centre: weekly physical recovery The Medical Centre now adds up to 2.5 physical condition points per driver each career week at full facility level and condition. This works alongside existing medical support, weekly recovery and planned fitness sessions. Driver condition remains capped at 100. Clearer facility benefits Both benefits scale with...
Read full update on Steam ↗This compatibility update fixes missing doctor and fitness-trainer candidates in very old careers, allowing affected teams to recruit these specialists without waiting for the next winter staff market. Medical recruitment in older saves Doctor and fitness-trainer candidates now appear immediately when you continue an affected older career. The fix also covers affected older careers that were already loaded and saved in v1.0.6. The repair is saved with your career, preventing repeated candidate additions when reloading or visiting staff screens. Normal winter staff-market recruitment continues as before. Your existing team stays intact Existing staff, contracts, salaries, payroll, finances and staff-market entries are preserved. Recruiting a doctor or fitness trainer remains an optional decision using normal paid staff contracts. Existing careers remain compatible. A new career is not...
Read full update on Steam ↗This update expands your team's medical support with dedicated specialists and lets you plan fitness sessions for individual drivers. Team doctors and fitness trainers Team Doctor - a doctor providing at least 60% effective support shortens newly diagnosed staff absences by one career week and new driver injuries by one round, with a minimum recovery time of one. Existing recovery timers continue as scheduled. Fitness Trainer - adds up to three condition points to normal weekly driver recovery, depending on the trainer's effectiveness and availability. Both roles use normal staff contracts, wages, availability and temporary cover. The medical roster shows your specialists and their current support. Existing careers keep their current staff and payroll. Hiring a specialist is an optional team-management decision. Plan individual driver fitness sessions Use the weekly planner to select...
Read full update on Steam ↗This update adds follow-up messages for next-season driver agreements, improves Help placement and fixes autosave timing during season transitions Pre-contract updates in your inbox Receive confirmation when a pre-contracted driver arrives for the new season. Get messages when a future agreement is replaced, cancelled or lapses, including the reason for the outcome. Messages retain the original agreed terms, intended seat and starting season. Cancellation notices sent when you leave a team remain available as historical correspondence. Arrival messages are dated to the start of the new season, making it easier to follow the outcome of your next-season plans. These messages report contract outcomes without changing the agreed terms or charging an additional payment. Help without covering the screen Replaced the floating ? HELP label with a compact ? button. Reserved clear space around...
Read full update on Steam ↗This update gives drivers and key staff their own remembered opinions about your team, and adds driver-contract correspondence to the team inbox. Personal opinions that develop over time Drivers, your reserve and named staff now keep separate opinions about: Management - their outlook on team leadership. The car - its competitiveness against their expectations. Facilities - team facilities and working conditions. The Team Mindset screen shows recorded percentages, the Concerned, Content and Positive assessments, and the season and week of the latest review. Opinions are saved with your career and reviewed each career week. They change gradually as circumstances change, giving your people a more consistent outlook over time. These personal opinions are informational and do not add extra performance or negotiation penalties. Driver-contract correspondence in your inbox Receive private r...
Read full update on Steam ↗URS1 v1.0.3 — Save Compatibility Improvements This update improves how URS1 records and checks save-format information, helping make compatibility checks more reliable for future updates. What’s changed New and re-saved careers now store explicit save-format markers. Added validation for incomplete, invalid or unsupported future save-format information. Existing backup recovery remains available when a primary save cannot be loaded. Older saves without the new markers remain supported. Testing and compatibility The update passed all 650 automated regression tests, followed by packaged migration and gameplay smoke tests across 24 separate game launches. These included older careers, v1.0.2 saves and repeated reloads with exact career-data comparisons. You do not need to start a new career. The career-data format remains unchanged. Thank you for your continued feedback and support!
Read full update on Steam ↗This update brings more insight into your team, driver confidence throughout the weekend, and new ways to manage staff contracts, absences and recovery. Choose your language after the intro Select from all eight supported languages before entering the main menu. Your choice is remembered and can still be changed in Settings. Understand your people The new Mindset view explains how drivers, your contracted reserve and key staff feel about management, the car and their working environment, with clear assessments and practical suggestions. Follow the weekend's ups and downs Driver morale, confidence, preparation and setup confidence now develop through practice, qualifying and racing. Overtakes, incidents and clean running affect composure, with temporary effects on consistency and the likelihood of errors. Manage negotiations, medical care and cover Staff motivation affects negotiation...
Read full update on Steam ↗URS1 v1.0.1 — Languages and race-weekend improvements Seven new interface languages French, German, Spanish, Italian, Polish, Swedish and Russian are available in **Settings > Language**. The choice applies immediately and is remembered on this PC. Menus, management screens, race controls, help and reports use the selected language. Team and driver names, save records and custom mod identities keep their original spelling. Getting started and race weekends Improved the first-weekend guide and practice/qualifying flow, including clearer return behaviour, opt-out controls and sound/settings guidance. Rivalry reports now distinguish career head-to-head race classifications from the current season's championship points gap. Pit strategy compares stopping now, one lap later or two laps later using the available pit-loss, rejoin, tyre and fuel information. Missing or unreliable readings are...
Read full update on Steam ↗Ultimate Racing Simulator 1 v1.0 is now live, and the game has officially left Early Access. Take charge of a racing team, build its future and make the calls that decide its weekends. This full PC release brings together URS1’s career, management and race-weekend systems. Build your team. Shape your championship. Run a persistent multi-season career: recruit drivers and staff, develop your car, invest in facilities and manage contracts, suppliers, sponsors and finances. Work through practice, qualifying and races. Follow live sessions in 2D or 3D, or simulate sessions and the remaining weekend. Manage both cars from the pit wall, making decisions about pace, tyres, pit strategy, fuel where applicable, damage repairs and changing weather. Navigate changing regulations and engine-manufacturer commitments, conversions and withdrawals as your career develops. Follow timing, sectors, car...
Read full update on Steam ↗URS1 is updated to v1.0, with final improvements to weekly planning advice and clearer reporting of PR benefits. Mechanical reliability concerns now point players toward component checks, repairs, replacements and reliability development. Rest Drivers remains the recommendation for tired drivers. When driver fatigue and car reliability both need attention, the advice explains each separately. PR descriptions and completion messages now accurately identify available improvements to sponsor satisfaction, trust and campaign confidence. When the seasonal PR improvement limit is reached, or all applicable benefits are already at their maximum, the game clearly explains that PR earns cash only. Weekly commercial advice no longer recommends PR to increase campaign confidence when that benefit is unavailable. The game version and main-menu branding now identify URS1 as v1.0. PR payments, bene...
Read full update on Steam ↗URS1 v0.9.9b update v0.9.9b adds guidance for your first weekend and clearer explanations of pace, tyre wear, race results and cash changes. It also makes weekend maintenance fairer and fixes pit-entry stalls and incorrect race awards. This list covers the changes since public v0.9.9a. Added An optional first-weekend guide New careers receive a guide offer on their first race-weekend preparation screen. The guide covers checking both cars, reviewing setup, choosing a practice programme, sending cars out, qualifying, race preparation, live orders and reviewing the result. Guidance follows the sessions you actually complete, including a mixture of live and simulated sessions. You retain control over setup, spending, strategy and session choices. Close the guide for now, skip it or resume through Help while the first weekend remains available. Its progress and your choice are saved with...
Read full update on Steam ↗v0.9.9a expands the championship and its changing regulations, adds deeper damage and gearbox management, and improves car presentation, controls and career reliability as development moves toward the full release. This update includes the changes made since v0.9.8a. Added Championship entries and career outcomes Support for championships of up to 13 teams and 26 cars. WMRC entry-limit ballots can expand the field as the career develops. A persistent applicant pool with investor, manufacturer and privateer backing, financial eligibility, entry fees and independent team identities. New teams can fill genuine vacancies, including eligible early-season late entries; entry fees are shared among existing teams. Whole-season team exclusions. A second race ban in a season can trigger a WMRC hearing with votes for no further sanction, a one-season exclusion or a two-season exclusion. The accu...
Read full update on Steam ↗Due to lack of feedback (which is fine!) I've had to do a lot of testing in my own time, plus, keep developing parts of the game that needed extra work. Running through many seasons and having to check logs at the same time, re-test, check logs etc. Once that's been achieved, my focus will be on the editing tools and mod option allowing a player to modifying whatever they want in the game. The modding community to such a game will be crucial. In addition, there has been nearly 200,000 changes to the code recently, below is just an example of what has had to be resolved. The objective here is to stabilize the game so players can go through an entire career. More to come...navigation cancels old confirmations.** UI 2.0 mouse navigation, the Classic rail, keyboard cycling and page shortcuts share the transition that clears pending R&D, Contracts, Facilities, WMRC and Suppliers actions. L...
Read full update on Steam ↗URS1 0.9.8a: a much faster 3D race view A small update with one big change. The 3D race view no longer draws the race twice. Behind the race screens, the game was also drawing the whole race a second time, full-screen, where it could never be seen. Only the race you see is drawn now. What it means for you: a higher and steadier frame rate during sessions with the 3D feed. On our test laptop (RTX 3080 Laptop GPU) a wet 20-car session went from about 40 fps to about 60, and the graphics card now does less than half the work. The gain is largest at high screen resolutions and on modest graphics cards. Nothing looks different. If you have any trouble with the 3D view after this update, the Steam launch option -URS1ViewportWorldRender brings back the previous behaviour. Please tell us if you need it. Your careers load and continue.
Read full update on Steam ↗URS1 0.9.8: live engine sound, cars that look planted on the road, and Steam Cloud saves Every car on track has its own live engine. You can hear it go up through the gears, brake and change down, and pass you. The cars look planted on the road. The wheels turn properly at speed, and the steering shows through the corners. Smoother racing: the new race car from 0.9.7 now costs the same to draw as the old one. Steam Cloud: your careers now follow you between PCs. Your existing careers load and continue. Live engine sound Every car on track has its own engine sound, made live from its speed and gear: you hear it rev up through the gears, with a short cut on each upshift; it blips as it changes down into a braking zone; it launches off the grid and sits on the limiter in the pit lane. You hear the cars around you: the car you are watching and the nearest five others. Each one gets louder...
Read full update on Steam ↗URS1 0.9.7: a new race car, scenery at every circuit, deeper telemetry, a mod editor and the Commission's agenda This is the biggest update of Early Access so far. Every car on track is now built from your team's own design, and all 41 circuits have full trackside scenery. The pit wall gains eight new telemetry views, including a review of every pit stop. A Mod editor lets you change the drivers and teams before you start a career. The WMRC Commission now runs its own agenda: formulas, points, the fastest-lap rule and the calendar. A full review of every screen means any action that cannot be undone now asks first. Your existing careers load and continue. A new race car, built from your design Every car in the race, the showroom and the R&D Architecture preview is now built from the team's fitted design. The nose, sidepods, engine cover, wings and the other areas follow the design cho...
Read full update on Steam ↗URS1 0.9.6 — UI 2.0, driver nationalities and a wider grid This update gives the whole game its new look, UI 2.0. Drivers now have a nationality, which affects contracts, home races and sponsors. Race starts are reworked, and teams have new ways to recover when a car programme runs late. The WMRC gets a set of fixes, and the rulebook now matches what the game enforces. Your existing careers load and continue. UI 2.0 is the new look UI 2.0 "Telemetry Neon" is now the default interface across the live race, the race weekend, all of Team HQ and the front end. If you chose the Classic interface before, you keep it. Settings > Interface Style switches between the two at any time. The setting now reads "UI 2.0" rather than "UI 2.0 PREVIEW". Drivers have a nationality Every driver in the database now has a country. Generated and academy drivers take their team's country. The country code app...
Read full update on Steam ↗This update brings a consistent new look to team management and live sessions, with clearer decisions, a larger weather workspace and direct comparisons between your two drivers. Underneath the presentation, setup choices, driver feedback and the consequences of running a damaged car receive substantial improvements. A new arrival in the paddock Refreshed the start screen with a larger game identity, clearer career actions and one real autosave summary. Reworked team selection around full constructor names, driver line-ups, starting resources and a concise board objective. Rebuilt the Designs tab as a season-by-season chassis archive, with a single specification summary and readable architecture choices. Missing historical architecture is shown as unrecorded. Updated the game version to 0.9.5. Your team, your season Redesigned Team HQ around the next event, your drivers, your car and...
Read full update on Steam ↗This update is mostly about the race weekend behaving the way a race weekend should. Every team now runs a finite allocation of tyres through practice, qualifying and the race, and has to decide when to use new rubber and when to save it. Qualifying no longer decides itself in Q1, positions are fought for from segment to segment, and you can go back to any session's results at any point in the weekend. AI engineers now read the track before sending a car out, and react when the weather changes. Team HQ has a new supplier record, the Drivers and Car sections now open inside the main screen, and you can go back to the start of any of your last five race weekends. Your existing careers load and continue. Tyres: a real allocation for every team Every team, yours and every rival's, now runs its weekend tyre allocation in every session. Before, every run out of the garage and every pit stop...
Read full update on Steam ↗URS1 — 0.9.3 Bringing The Game Closer to Racing Until this build, a car in the 3D view slid along the racing line with its wheels turning. It was in the right place at the right speed, but it never actually steered. Every car on the model now drives: it turns the wheel, leans on its outside tyres, dips under braking and follows the road over a crest. The same update solves the racing line itself properly — as the fastest way round rather than the shortest — and that turned out to change how the whole race runs, from where pole comes from to how much fuel a race needs. Your existing careers load and continue. The cars drive the road Every car steers. The nose turns in before the car moves across, an overtake is an arc with the front wheels visibly angled, and cars turn in for the corner ahead instead of sliding sideways onto the racing line. The body leans outward through corners, dips...
Read full update on Steam ↗URS1 — every race is its own race now The biggest update since Early Access opened, and it starts with a confession. Until this build, the simulation ran every session off the same random stream — so qualifying handed you the same times session after session, and the same unlucky driver kept picking up the same damage race after race. That is fixed. Alongside it: a safety car that actually bunches the field, a race you can watch back afterwards, a full race control log, and a pit wall that finally speaks up when a car is too broken to be worth running. Your existing careers load and continue. Every session is genuinely different Qualifying, practice and races now run on their own random stream each time. If you have been playing and thought the lap times looked familiar, they were — every session in every career was drawing from one identical sequence. The same fault made one driver l...
Read full update on Steam ↗A small update that answers the first review the game received. Two of its complaints were real bugs and both are fixed; the third was that the game does not explain itself, so now it does. Your existing careers load and continue. You can turn the sound off Settings now has an audio section with separate Master, Music and Effects volume. Set music to zero and it stays there — the levels are saved and restored when you next launch. Free practice no longer appears to lock up The keyboard no longer goes dead after using the on-screen help button. Opening help by clicking the chip moved keyboard control onto the chip itself and left it there, so pause, speed, team orders and skip all stopped answering while the mouse carried on working. That was the lock-up. Releasing a car from the garage can be cancelled. Press LEAVE PITS once to start the countdown, press it again to hold the car — pre...
Read full update on Steam ↗URS1 update — the living championship This update is the largest since Early Access launch: 67 changes across the race, the career and the world, each one measured before it shipped. Your existing careers load and continue. The race Overtakes complete. An attacker who commits no longer gets pinned off-line for the whole move, and a pass only counts when the order really changes. Defenders commit to the inside from the braking zone, and cars release out of corners on the dry line the way the circuit's geometry demands. The tow and DRS reach their targets. Spins end at the pit entry instead of carrying into the lane. A retiring car is visible to the whole field and is towed out along real roads, using recovery zones authored for every circuit. Practice and qualifying traffic behaves: out-laps and cooldown laps yield, flying laps pass, and an impeded lap costs real time. One pit-loss num...
Read full update on Steam ↗This update brings the in-game Help and player guide up to date with the features added since v1.0, with clearer explanations of team management, race weekends and the current controls. Expanded in-game Help People an…
This update adds a new 14-day rehabilitation option and crew medical management, giving you more ways to manage absences and recovery across your team. Extended Medical Centre rehabilitation Choose a new 14-day rehabi…
This update gives the existing Driver Simulator and Medical Centre distinct benefits, helping your drivers prepare for race weekends and recover their physical condition between events. Driver Simulator: race-weekend…
This compatibility update fixes missing doctor and fitness-trainer candidates in very old careers, allowing affected teams to recruit these specialists without waiting for the next winter staff market. Medical recruit…
This update expands your team's medical support with dedicated specialists and lets you plan fitness sessions for individual drivers. Team doctors and fitness trainers Team Doctor - a doctor providing at least 60% eff…
This update adds follow-up messages for next-season driver agreements, improves Help placement and fixes autosave timing during season transitions Pre-contract updates in your inbox Receive confirmation when a pre-con…