Project CARS is a motorsport racing simulation video game series developed by Slightly Mad Studios and published by Bandai Namco Entertainment.[1][2][3] Launched in 2015, the franchise emphasizes hyper-realistic vehicle physics, dynamic weather and day-night cycles, extensive car customization, and a diverse selection of over 200 licensed vehicles ranging from karts to hypercars across more than 120 global tracks.[4] The series comprises three main installments—Project CARS (May 6, 2015), Project CARS 2 (September 22, 2017), and Project CARS 3 (August 25, 2020)—before its cancellation by Electronic Arts in 2022 after acquiring Codemasters, which had previously bought Slightly Mad Studios.[1][2][3][5]The origins of Project CARS trace back to 2011, when Slightly Mad Studios initiated a unique crowdfunding model through its World of Mass Development (WMD) portal, bypassing traditional platforms like Kickstarter to directly involve a community of over 85,000 racing enthusiasts in the development process.[6] This community-driven approach raised more than $5 million, allowing backers early access to builds, profit-sharing, and input on features such as track selection and vehicle modeling, setting it apart from conventional gamefunding.[7] The first title faced multiple delays but delivered a deep career mode starting from karting and progressing through various motorsport disciplines, alongside online multiplayer and support for virtual reality on platforms like PlayStation 4, Xbox One, and PC.[6]Subsequent entries expanded on this foundation: Project CARS 2 introduced GT4 and rallycross disciplines, enhanced weather simulation, and broader VR compatibility, earning praise for its handling and content depth.[2]Project CARS 3 shifted slightly toward accessibility with upgraded car progression systems and daily challenges, while maintaining core simulation elements like scalable assists and realistic AI behavior.[4] Throughout its run, the series garnered critical acclaim for its authenticity—drawing comparisons to rivals like Forza Motorsport and Gran Turismo—but faced criticism for technical issues and a narrower appeal to hardcore sim racers over casual players.[6] Despite its innovative start, the franchise's abrupt end under EA ownership marked the conclusion of a pivotal era in community-influenced racing simulations, with all titles delisted by August 2025.[5][8]
Background
Origins and crowdfunding
The origins of Project CARS trace back to April 2011, when Ian Bell, founder of Slightly Mad Studios, proposed a community-driven racing simulation project on the NoGripRacing forum. Bell envisioned a highly realistic and moddable sim racing game developed in close collaboration with enthusiasts, emphasizing fan input on features to create an "ultimate driver journey." This concept emerged after Slightly Mad Studios parted ways with Electronic Arts following the development of Need for Speed: Shift, prompting Bell to seek innovative funding to reboot the studio independently.[9]In April 2011, Bell formally launched the Community Assisted Racing Sim (C.A.R.S.) initiative on the forum, which quickly evolved into Project CARS. By October 2011, this expanded into the World of Mass Development (WMD) portal, a proprietary crowdfunding platform hosted on SMS-Racing.com, allowing fans to invest directly in the project. Backers, numbering around 80,000 by late 2012, contributed over €2.3 million through tiered investment levels ranging from €10 for junior access to €25,000 for senior roles, with promises of profit shares and early access to development builds. Community members actively shaped the game by voting on elements such as car selections (e.g., prioritizing road and GT cars over rally vehicles) and track inclusions, fostering a sense of co-ownership.[9][10]Key milestones included the rollout of monthly test builds starting in 2012, escalating into intensive beta phases from 2013 to 2014, where over 85,000 participants provided detailed feedback on vehicle physics, handling realism, and graphical fidelity. These iterative tests, delivered weekly by late development, allowed the community to influence refinements, such as tire wear models and dynamic weather integration, ensuring the simulation met high standards of authenticity. In July 2014, Slightly Mad Studios secured a worldwide distribution deal with Bandai Namco Entertainment, enabling retail release across platforms while preserving the project's community roots. This partnership marked the transition to full-scale production under the studio's oversight.[9][10][11]
Studio history
Slightly Mad Studios was established on January 12, 2009, by Ian Bell, who acquired the business and assets of Blimey! Games from its bankrupt parent company, 10tacle Studios, to create an independentdeveloper focused on racing simulations.[12] The studio operated independently in its early years, building on Bell's prior experience with titles like GTR and Need for Speed: Shift, while emphasizing innovative vehicle physics and community-driven development.[13] In 2014, Slightly Mad Studios entered a publishing partnership with Bandai Namco Entertainment, which handled distribution for the inaugural Project CARS and provided essential funding for subsequent sequels.[14]Key personnel at the studio included Ian Bell, serving as CEO and creative director, and Andy Tudor, who joined the studio in 2007 and served as creative director from around 2011, contributing to the core design vision for the Project CARS series until his departure in June 2021.[15] The partnership with Bandai Namco enabled expansion but introduced challenges, including a perceived shift toward more accessible, arcade-style elements in later titles like Project CARS 3 to broaden market appeal, diverging from the studio's simulation roots amid publisher expectations for commercial viability.[16] In November 2019, Codemasters acquired Slightly Mad Studios for $30 million, integrating the team and intellectual property to strengthen its racing portfolio.[17]Following Codemasters' own acquisition by Electronic Arts in 2021, Ian Bell announced his departure from Slightly Mad Studios in October 2021, citing the studio's secured future under new ownership as a fitting time to step aside after over a decade at the helm.[18] The studio faced ongoing pressures, including the cancellation of the Project CARS franchise by EA in November 2022 due to a lack of fit with the company's live-service racing priorities, leading to the delisting of titles and shutdown of online services.[19] In the aftermath, Bell founded Straight4 Studios in 2023, assembling key alumni to pursue new simulation racing projects, including the upcoming Project Motor Racing.[20]
Main games
Project CARS (2015)
Project CARS, the inaugural entry in the racing simulation series developed by Slightly Mad Studios and published by Bandai Namco Entertainment, originated from a crowdfunding campaign launched in early 2012 through the studio's World of Mass Development platform.[21][22] This initiative raised over €2.3 million by late 2012, enabling community-driven input on features like vehicle selection and track choices while funding development.[23] The project faced multiple delays, shifting from an initial 2014 target to March 2015 and finally to May, as the team refined the MADNESS Engine for enhanced realism in physics and visuals.[24] The game launched on May 6, 2015, for Microsoft Windows, PlayStation 4, and Xbox One, with a planned Wii U port delayed and ultimately cancelled in July 2015 due to hardware limitations.[25][26]At launch, Project CARS offered 65 vehicles spanning categories from karts to supercars and prototypes, including models like the Ariel Atom and McLaren 650S, across 24 locations with over 110 track configurations such as Monza, Spa-Francorchamps, and the Nürburgring Nordschleife.[27][28] Core features emphasized simulation depth, with a fully dynamic weather system that transitioned from clear skies to rain or fog, affecting tire grip and visibility, alongside a 24-hour day-night cycle that altered track conditions in real-time.[29] The single-player career mode began with entry-level karts and progressed through tiers like GT and endurance racing, allowing players to build a driver profile via customizable contracts and discipline paths.[30] Multiplayer supported online races for up to 16 players, with session customization options for weather, time of day, and vehicle restrictions to foster competitive leagues.[31]Post-launch support included three major DLC packs released between 2015 and 2016: the Porsche Expansion in June 2015, adding six Porsche models and the Yas Marina Circuit; the Ferrari Legends Pack in August 2015, featuring classics like the 1962 Ferrari 250 GTO and the Imola circuit; and the Historic Pack in November 2015, introducing vintage racers such as the 1967 Ford GT40 Mk IV alongside tracks like Brands Hatch's full GP layout. These expansions enhanced content variety, focusing on iconic manufacturers and circuits to extend replayability. By October 2016, the game had sold over 2 million units worldwide, reflecting strong initial commercial success driven by its simulation fidelity.[32][33]
Project CARS 2 (2017)
Project CARS 2 was announced by Slightly Mad Studios on June 22, 2015, shortly after the release of the original game, with development funding opened through the World of Mass Development platform the following day.[34] The sequel was built upon extensive community feedback from the first title, incorporating fan-requested features such as improved multiplayer modes and expanded content variety to enhance the simulation experience.[35] It launched worldwide on September 22, 2017, for Microsoft Windows, PlayStation 4, and Xbox One, developed by Slightly Mad Studios and published by Bandai Namco Entertainment.[36]The game significantly expanded the roster to include 180 vehicles across nine motorsport disciplines and 29 series, alongside 60 tracks offering over 180 layout variations, including new support for off-road racing and rallycross events.[37][38] Full virtual reality integration was a major addition, providing native support for the Oculus Rift and HTC Vive headsets to deliver immersive first-person racing perspectives.[39] These enhancements built on the physics evolution from the predecessor, emphasizing realistic vehicle handling across diverse terrains.[40]A standout feature was the upgraded weather system, powered by LiveTrack 3.0 technology, which simulated dynamic track evolution including puddling, water flow, and varying grip levels based on rainfall intensity and track saturation.[41] This allowed for strategic tire management, with dedicated wet tire compounds that affected performance as conditions changed during races, adding depth to endurance and variable-weather events.[42]Post-launch support included a Season Pass offering four DLC packs released between late 2017 and 2018: the Motorsport Cars Pack, Fun Pack, Porsche Legends Pack featuring classic Porsche models, and the Spirit of Le Mans Pack with Ferrari vehicles and additional tracks like the 1955 Le Mans circuit.[43] These expansions introduced over 50 new cars and several tracks, extending the game's content lifecycle.Multiplayer received dedicated enhancements with reworked online systems optimized for leagues and esports, including customizable championships, rating mechanics, and integration for competitive events like the Logitech G Challenge.[44][45] This facilitated organized racing communities and professional tournaments, with features such as private rooms and anti-cheat measures to support fair play.Commercially, Project CARS 2 debuted strongly, reaching number 2 on the UK physical sales charts in its launch week and selling an estimated 113,000 units at retail across Europe and North America during that period.[46] On Steam alone, it surpassed 700,000 units sold by 2023, contributing to Bandai Namco's overall digital segment growth of 14% in game sales for the fiscal year ending March 2018.[47][48]
Project CARS 3 (2020)
Project CARS 3 was developed by Slightly Mad Studios and published by Bandai Namco Entertainment following their long-standing partnership on the series.[49] The game marked a deliberate shift toward greater accessibility, incorporating more forgiving handling mechanics and an arcade-influenced driving model to appeal to a broader audience beyond hardcore simulation enthusiasts.[50] It launched on August 28, 2020, for Microsoft Windows, PlayStation 4, and Xbox One, with virtual reality support available exclusively on the PC version.[51][52]The title features a roster exceeding 200 vehicles, spanning road cars, GT racers, and prototypes, enabling diverse racing experiences across 60 tracks and layouts.[53] Central to the gameplay is a tiered career progression system divided into 10 classes—split between road and race categories—that guides players from novice "weekend warriors" through structured events, branches, and championships to elite competition.[54] Extensive customization options allow for performance tuning, visual modifications like liveries, and class-based upgrades or downgrades, letting players adapt vehicles to various challenges while maintaining an emphasis on fun over strict realism.[55] Multiplayer modes support up to 16 players online in races and custom events, including structured championships, though cross-platform play is not supported.[56]Post-launch support included free updates with gameplay fixes, balance tweaks, and additional content such as the Zandvoort circuit with multiple layouts.[57][58] Paid DLC packs expanded the garage and tracks, comprising the Legends Pack (October 2020) with classic rally cars and routes like the Acropolis Rally; the Power Pack (March 2021) featuring high-performance hypercars and an oval track variant; the Style Pack (December 2020) adding luxury supercars including the Ferrari FXX-K Evo; and the Electric Pack (May 2021) introducing electric vehicles alongside the free Zandvoort addition.[59][60]In August 2025, Bandai Namco announced the delisting of Project CARS 3 from all digital storefronts on August 24, 2025, attributing the decision to expired licensing agreements for cars and tracks.[8] Physical copies continue to be available through retailers, and online multiplayer services will remain operational until February 24, 2026, after which they will shut down.[8]
Spin-offs
Project CARS GO (2021)
Project CARS GO is a mobile-exclusive spin-off developed jointly by Slightly Mad Studios and GAMEVIL, announced in May 2018 as a free-to-play racing title optimized for touch devices.[61] The game entered open beta testing in select European countries in January 2021 before launching globally on March 23, 2021, for iOS and Android platforms.[62] It adopted a simplified approach to the series' simulation roots, incorporating touch-optimized controls such as one-tap gear shifting and braking with automatic acceleration and steering to suit mobile playstyles.[63]The title featured over 50 officially licensed real-world cars, ranging from classic hot rods to futuristic concepts and race vehicles, alongside 12 track locations drawn from real circuits and highways, supporting both circuit and drag racing modes.[64] Players could progress through a campaign-style World Tour career mode, collecting and upgrading vehicles while competing in multiplayer races against others online.[65] These elements aimed to deliver accessible racing experiences, with brief ties to the main series' physics derived from the MADNESS Engine for vehicle handling authenticity.[66]Monetization relied on in-app purchases, including premium currencies like Mad Bucks for loot crates containing random cars and upgrades, as well as Diamonds for direct vehicle acquisitions.[63] This system drew significant criticism for its pay-to-win mechanics, where spending real money accelerated progression and competitive advantages in multiplayer, alienating fans expecting a more balanced sim-like experience.[62]Post-launch support included minor updates addressing bugs and balance, but the game received limited ongoing development amid shifting priorities at the involved studios. Servers remained active for about eight months before shutting down on November 30, 2021, with in-app purchases disabled and refunds issued for unused currency, marking an abrupt end shortly after the franchise's broader challenges began surfacing.[67]Reception was generally negative, with critics and players highlighting the oversimplification of controls, technical bugs, and aggressive microtransactions as major detractors from the Project CARS legacy.[68] On Metacritic, it holds a 0/100 score based on limited professional reviews, reflecting disappointment in its mobile adaptations.[69] User ratings on Google Play averaged around 3.5 out of 5, often citing pay-to-win frustrations and lack of depth compared to console entries, though some praised the graphics and sound design for a casual audience.[70]
Development and technology
Community involvement
The Project CARS series was developed as a "Community Assisted Racing Simulator," with over 85,000 community members contributing to its creation through the World of Mass Development (WMD) portal, providing feedback on builds and features from the project's inception in 2011.[10] Early beta testing, spanning 2013 to 2015, involved these members in iterative playtesting via dedicated forums, where they reported bugs, suggested improvements to handling and physics, and voted on track and car selections, shaping the final product before its 2015 launch.[71]Backers who funded the series through the WMD crowdfunding model, raising over $5 million for the first game, received exclusive perks such as early access to beta builds, custom liveries, and priority input on content prioritization, including the selection of specific vehicles like Ferrari and Porsche models.[10] This direct involvement extended to Project CARS 2's 2015 crowdfunding campaign, where backers again tested prototypes and influenced expansions, ensuring community-driven refinements to weather systems and multiplayer features.[72]The PC versions of Project CARS and its sequels included built-in modding support, allowing users to create and share custom cars and tracks via community tools and asset editors, fostering a vibrant modding scene that added hundreds of vehicles not found in official releases.[73] Community-generated ideas from these mods often inspired official DLC packs, such as additional rally cars in Project CARS 2, blending fan creativity with developer updates to expand the game's library.[74]Fan-organized esports events emerged shortly after the 2015 debut, with leagues like the AOR Sim Racing series hosting weekly races and championships that drew thousands of participants, emphasizing clean racing etiquette and skill-based matchmaking.[75] These efforts peaked with official integration in Project CARS 2, including endorsed affiliate leagues and the SMS-R Driver Network Championship, which featured professional sim racers competing in endurance events and grand prix series, supported by Slightly Mad Studios through prize pools and streaming partnerships.[76][77]Following the cancellation of the Project CARS series in 2022 and the delisting of Project CARS titles—culminating in Project CARS 3's removal from digital stores on August 24, 2025—the community has focused on preservation.[78] The game's online features shut down on February 24, 2026, but it remains playable offline on PC.[79]
MADNESS Engine and vehicle simulation
The MADNESS Engine is a proprietary game engine developed in-house by Slightly Mad Studios, initially powering the 2015 release of Project CARS as a cross-platform framework optimized for racing simulations. Designed from the ground up for high-fidelity graphics and realistic physics, it incorporates advanced rendering techniques to support dynamic weather systems, including real-time transitions from clear skies to rain, fog, and seasonal variations that affect visibility, track conditions, and vehicle handling. The engine's architecture also enables seamless day-night cycles and volumetric lighting, contributing to immersive environments without compromising performance on consoles and PCs.[80]At the core of the MADNESS Engine's vehicle simulation is the Seta Tire Model (STM), a sophisticated physics system that simulates tire behavior through coupled finite element and finite difference methods, modeling the carcass, tread, and heat transfer layers independently. This approach accounts for numerous interacting factors such as temperature gradients across tire layers, wear patterns, grip variations due to surface wetness or roughness, sidewall flexing, and gyroscopic effects, all derived from real-world engineering data provided by partners like Pirelli. Suspension dynamics and aerodynamics are integrated via real telemetry, simulating load transfers, camberthrust, and downforce changes based on speed and configuration, ensuring forces feel authentic during cornering or braking.[81][82]The engine evolved significantly in Project CARS 2 (2017), with enhancements to support virtual reality (VR) through optimized rendering pipelines that maintain high frame rates in headsets like Oculus Rift and HTC Vive, alongside expanded off-road capabilities via deformable terrain and revised surface interactions for dirt and gravel. These updates built on the original framework to handle rally-style sliding and environmental deformation, as confirmed by studio creative director Andy Tudor, who noted the extensive rewrite required for non-asphalt surfaces. In contrast, Project CARS 3 (2020) streamlined the simulation for broader accessibility, fixing the tire bulk layer at optimal conditions to eliminate wear and fuel management, thereby removing pit stops and emphasizing continuous racing action over granular strategy, according to lead developer Nick Pope. This shift prioritized approachable handling while retaining core STM elements like layered heat dissipation.[15][83]Track authenticity in the series relies on laser-scanning technology, with numerous real-world circuits digitized using high-resolution lidar for precise elevation, kerbing, and surface details; for instance, Project CARS 2 featured 20 fully scanned locations out of 60 total venues, enabling accurate replication of gradients and textures that influence vehicle dynamics. Overall, the MADNESS Engine's design emphasized data-driven realism, drawing from professional input and telemetry to model over 170 vehicles across titles. However, official support for advanced modifications, such as custom vehicle models, was restricted in later entries due to licensing agreements with manufacturers, limiting community extensions to prevent IP conflicts.[84]
Reception
Critical response
The Project CARS series received generally positive critical reception for its initial entries, with Metacritic scores ranging from 79/100 to 84/100 for Project CARS (2015) across platforms.[1]Project CARS 2 (2017) maintained a similar acclaim, with Metacritic scores ranging from 82/100 to 84/100 across platforms, praised for refining the simulation aspects of its predecessor.[2] In contrast, Project CARS 3 (2020) saw a decline to 70/100 on Metacritic, reflecting dissatisfaction with its directional changes.[3] The mobile spin-off Project CARS GO (2021) garnered limited critic coverage but mixed user scores around 60/100 on Metacritic, highlighting execution issues in a free-to-play format.Critics lauded the first two games for their realism, particularly the handling models that emphasized tire wear, track evolution, and vehicle physics, providing an immersive motorsport experience.[85] The dynamic weather system in Project CARS 2, featuring LiveTrack 3.0 technology that simulated evolving track conditions based on time, temperature, and precipitation, was a standout feature, enhancing strategic depth in races.[86] Car variety also drew praise, with over 180 licensed vehicles spanning historical and modern motorsports, allowing for diverse career progression and custom events.[87]Project CARS (2015) won the "Best Simulation" award at Gamescom 2015, recognizing its innovative community-driven development and authentic simulation.[88]However, early releases faced criticisms for technical bugs, inconsistent AI behavior, and suboptimal controller support, which disrupted immersion despite post-launch patches.[89]Project CARS 3 alienated simulation enthusiasts by shifting toward arcade-style gameplay, with simplified physics, reduced emphasis on fuel and tire management, and a career mode prioritizing progression over realism, often compared to Need for Speed: Shift.[16][90] Project CARS GO drew backlash for its heavy reliance on microtransactions in a free-to-play model, limiting accessibility for non-paying players and undermining the series' simulation heritage.[91]The series' reception evolved from initial acclaim for groundbreaking innovation in crowd-sourced sim racing to later fatigue, attributed to publisher interference that prioritized broader appeal over core simulation fidelity, particularly evident in the third mainline entry's compromises.[5][92]
Commercial performance
The Project CARS series experienced varying levels of commercial success across its mainline titles, with the initial entry driving the bulk of unit sales. The first Project CARS, released in 2015, sold over 2 million copies worldwide by October 2016, surpassing the 1 million unit milestone within its first month on sale.[93][32]Project CARS 2, launched in 2017, generated an estimated $26.5 million in gross revenue on Steam alone, with approximately 706,000 units sold on that platform. Its first-week retail sales reached 113,000 units globally, performing strongest in Europe at 75% of that total. Project CARS 3, released in 2020, saw more modest figures, earning about $4.6 million in gross revenue and 106,000 units on Steam.[47][46][94]The spin-off Project CARS GO, a free-to-play mobile title launched in 2021, faced challenges in a saturated market dominated by established racing games like Forza and Gran Turismo, resulting in low monetization despite its accessibility. Additional revenue came from downloadable content packs for the main titles and esports initiatives, including a 2016 partnership with Ginetta for an open global eSports Cup.[95]Post-2021, declining support impacted long-term viability, with Project CARS and Project CARS 2 delisted from digital storefronts in late 2022 due to expired licenses, limiting new purchases and affecting resale dynamics for digital copies. Project CARS 3 followed suit, with all sales ending on August 24, 2025, and online servers scheduled to shut down on February 24, 2026, further constraining access and secondary market value.[96][78]
Legacy and future
Studio closure and delisting
Slightly Mad Studios, the developer behind the Project CARS series, effectively ceased operations as an independent entity following its acquisition by Codemasters in 2019 and subsequent integration into Electronic Arts (EA) after the 2021 buyout of Codemasters. In November 2022, EA announced it would discontinue further development and investment in the Project CARS franchise, reassigning staff from Slightly Mad Studios to other projects within the company, marking the end of the studio's dedicated work on racing simulations. This decision came amid EA's strategic pivot toward live-service racing titles like F1 and GRID, which offered greater long-term revenue potential compared to the single-player focused Project CARS series.The delistings of Project CARS titles from digital storefronts were driven primarily by the expiration of licensing agreements for real-world cars and tracks, a common challenge in the racing genre. Project CARS 2 was removed from sale on September 21, 2022, followed by the original Project CARS on October 3, 2022, preventing new purchases but allowing existing owners to continue accessing offline content. Project CARS 3 was delisted on August 24, 2025, across platforms including Steam, PlayStation Store, and Xbox, with its online servers scheduled to shut down on February 24, 2026, thereby eliminating multiplayer features for all owners.These developments elicited significant backlash from the sim racing community, with former Slightly Mad Studios CEO Ian Bell publicly criticizing EA for mishandling the franchise and prioritizing profits over innovation. Preservation efforts have emerged in response, including community-driven initiatives to archive game files and utilize offline modes or emulation tools to maintain access post-delisting, though online leaderboards and matchmaking remain permanently lost. Legally, EA retains ownership of the Project CARS intellectual property through its acquisition chain, with no commitments for new content or revivals announced.The closure of Slightly Mad Studios and the progressive delistings underscore a broader shift in the sim racing industry, where high licensing costs and publisher preferences for ongoing monetization models have led to the decline of ambitious, community-oriented series like Project CARS in favor of evergreen franchises.
Project Motor Racing as successor
In July 2024, Straight4 Studios, founded by former Project CARS director Ian Bell, announced Project Motor Racing as a new sim racing title developed in partnership with publisher GIANTS Software.[97][98] The game targets a release on November 25, 2025, for PC, PlayStation 5, and Xbox Series X/S, emphasizing authentic motorsport simulation without arcade-style elements.[99][100]Project Motor Racing features the GIANTS Engine 10 for visuals paired with the new Hadron physics engine, distinct from the MADNESS Engine used in the Project CARS series.[101][102] It includes over 70 iconic cars across 10 racing classes and 28 track layouts, with dynamic weather systems, adaptive drying lines, and advanced AI designed to replicate professional racing challenges.[103][104] The title supports modding from day one across all platforms via user-generated content integration and is fully compatible with racing wheels for immersive simulation.[100][105]Positioned as a spiritual successor to Project CARS, the game maintains a strong communityfocus through features like a single-player career mode and ranked online multiplayer, while operating as an independent intellectual property.[106][107]Ian Bell has drawn lessons from past experiences with publisher oversight in the Project CARS series to prioritize creative control under the GIANTS Software partnership.[108][97]Development incorporates community input via pre-orders, a Factory Driver Program for PC testers, and ongoing previews, without any direct ties to former Project CARS publisher Bandai Namco.[98][109] Recent updates have added vehicles like the Porsche 962C and tracks such as Sebring.[110]