Assetto Corsa Rally Revealed, Heads to Steam Early Access on November 13

  • Thread starter Thread starter Famine
  • 249 comments
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27-02-2026
We're aware of the shifter issues however we would really appreciate if you can help us identify the root cause by adding yourself to the bug report here: ⁠Shifters not working since 0.3…

Please can you use the template found in the bug report
Ben McConnell

27-02-2026, 12:10
Sorry for additional ping but if you can also add any other hardware that isn't working to the bug report please @Assetto Corsa Rally
Ben McConnell

27-02-2026, 17:44
@Assetto Corsa Rally

Thank you to everyone who has submitted information into the bug report regarding the hardware issues, as a result Supernova have identified the issue and are prepping a hotfix which we are targeting for release early next week.
 
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Got my arduino shifter to work through steam controller settings, handbrakes not quite right but I’ll try change some settings later on.

Does anyone know of a Marvin’s type app for this? The FFB is lacklustre at the moment with little to no adjustment
 
One thing I've noticed about AC Rally compared with....pretty much any racing game I can think of that has forested areas...is that the forests look thick and DARK in AC Rally. I'm not sure if this is an unreal engine trick / SSAO or something, but even in the comparison stills above you can see that in the distance basic textured "ground" between trees in the EA Rally games, but in ACR all you see is trees and darkness. It might be a minor thing to some, but for me it really amplifies the feeling of immersion to get that utter impenetrable forest feeling. These visual aspects combined with the near-perfect sound design and true to life environment design has this game in the running for most immersive racing sim ever made, IMO. I can't believe they've come up with this on their first try.
 
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One thing I've noticed about AC Rally compared with....pretty much any racing game I can think of that has forested areas...is that the forests look thick and DARK in AC Rally. I'm not sure if this is an unreal engine trick / SSAO or something, but even in the comparison stills above you can see that in the distance basic textured "ground" between trees in the EA Rally games, but in ACR all you see is trees and darkness. It might be a minor thing to some, but for me it really amplifies the feeling of immersion to get that utter impenetrable forest feeling. These visual aspects combined with the near-perfect sound design and true to life environment design has this game in the running for most immersive racing sim ever made, IMO. I can't believe they've come up with this on their first try.
I 100% agree.
 
I do happen to quite like this livery on the 306. But I hope their plan is to allow more liveries per car. Not necessarily customizable liveries, just a selection of default liveries, if you know what I mean.
 
Comprehensive changelog for 0.4, 1993 Subaru Impreza S3 Group A also confirmed as well as winter conditions for Alsace and Wales.

NEW CONTENT:
  • Added 2 new cars: Peugeot 306 Maxi Kit Car and Subaru Impreza S3 Gr.A 1993
  • Added snowy weather conditions in Rally Alsace and Rally Wales
  • Added 2 new Assetto Corsa Rally Events groups for the 2 new cars, for a total of 12 new events
  • Added 1 event each (3 total) in the FWD, RWD and 4WD Traction groups with mixed weather conditions
  • Added 3 new partners in the Rally Encyclopedia

CARS:
  • Fixed go-pro cameras in replays clipping with bodywork on ultra-wide resolutions in Hyundai i20
  • Fixed gameplay cameras clipping with damaged bodywork in Citroen Xsara WRC
  • Fixed exposure of “Between Heads” and Driver/Co-Driver go-pro cameras in replays for all cars
  • Reduced direction-based ambient occlusion on cars
  • Updated LCD on Lancia Delta
  • Updated license plates on Skoda Fabia
  • Added competition logos on all cars
  • Made the back face of window stickers less saturated (simulated the paper backing)
  • Many minor bug fixes across all cars

INPUT:
  • Implemented Fanatec FullForce and Logitech TrueForce, with new in-game FFB parameter to be tuned by users
  • Improved generic devices compatibility. This enables more devices to work as expected.

PHYSICS:
  • Added angular damping to small movable objects to prevent unrealistic spinning
  • Added Peugeot 306 Maxi Kit Car and Subaru Impreza S3 Group A
  • With the Peugeot 306, it was made available for the first time the adjustment of brake bias through a pressure limiter valve (similarly to tandem master cylinders cars) instead of a balance bar. This, despite the car having a dual master cylinder setup. This allows the driver to reduce rear brake pressure without increasing the front one.
  • Further tires tuning for all surfaces, in particular:
o The way wet conditions and snow affect tire forces has been modified; they no longer reduce cornering stiffness, and the S-shaped curve is effectively cut off when grip is saturated.
o In the case of snow, an additional experimental deformation component has been added to the slip angle, which increases the more suitable a tire is for snow. This simulates the tire actually gripping the underlying surface.
o These changes make the transition between grip and no grip more immediate and noticeable on both wet and snowy surfaces, improving the car’s responsiveness in the wet and its controllability on snow.
o The parameters related to the tire’s dynamic masses and damping have been fine-tuned for more consistent force delivery.
o The ability to grip on snow has been added to gravel tires, making them suitable for driving on snowy gravel roads.
o The parameters of the tire’s S-shaped curve have been adjusted based on test data.
o The load sensitivity parameters of some tires have been refined based on results from field tests.
  • Revised aerodynamic tuning for both drag and lift forces
  • Revised some vehicles setups and presets to improve handling or to make it more adequate to latest tires changes.

AUDIO:
  • Impreza Engine/Exhaust implemented. The sound will improve further in the future – our audio designer is an Impreza owner and wants to make it perfect!
  • 306 Maxi Engine/Exhaust implemented.
  • Skoda exhaust after-fire implemented.
  • Rally2 turbo added to Skoda
  • Improved gravel skid feedback.
  • Improved 3rd person spatialization for replays especially approaching from a distance.
  • Improved 3rd person spatialization for forced induction.
  • Improved 3rd person spatialization for rear engine vehicles.
  • Fix for turbo BOV sounds cutting off too early based on the drop in turbo pressure.
  • Fix for too much “hill” reverberation coming through the cabin view.
  • Fix for various sounds cutting out randomly.
  • The usual “variety of tiny tweaks all over the place” statement ;)


GAMEPLAY AND UI:
  • Updated pacenotes for Monte Carlo Bollene
  • Updated pacenotes for Monte Carlo Sisteron
  • Fixed incorrect pacenote call on Wales Hafren North 3/6
  • Fixed stop marshals at Monte-Carlo Bollene 7/8 and Monte-Carlo Sisteron 6/6 not guiding player to stop point
  • Fixed some incorrect respawn collisions around crowd on Monte-Carlo Bollene walls
  • Fix an issue resulting in the automatic tire allocation on rally weekends to give an odd number of total tires and single compounds.
  • Fix an issue preventing the automatic tire allocation to give the correct number of multiple compounds tires. This allows for more tire choices during rally weekends, even while using the automatic selection.
  • Added Apply button in Video options
  • Fixed minor text and translations issues

ONLINE:
  • Player session now correctly sets the client version
  • Added the Partners functionality
  • Leaderboards: added a dedicated endpoint for fetching leaderboards as Partner
  • Leaderboards: store client version with the Leaderboard entries
  • Leaderboards: FetchLeaderboard procedure now checks for the minimum allowed client version
  • Leaderboards: removed the results collection from the Store operation, which was causing tons of false errors, ending up in a Time Upload Failure dialog

VFX, LIGHTING AND ART DIRECTION
  • Added snow support for Alsace and Wales
  • Added support for the snow on the offroad track materials
  • Improved road and trajectory readability in snowy conditions on all tracks
  • Improved the transition between clear and fully snowy ground
  • Improved the transition between dry and melting snow
  • Improved the consistency of the snow effect between different surfaces
  • Improved the snow on asphalt particle effects
  • Improved vehicles ambient occlusion
  • Adjusted the red box at stage start and end of all stages for better visibility in daylight conditions


ENVIRONMENTS
  • Improvements to rally/event dressing at Monte Carlo Sisteron
  • Improvements to rally/event dressing at Alsace Munster
  • Improvements to rally/event dressing at Alsace Saverne
  • Improvements to rally/event dressing at Wales Hafren South
  • Improvements to rally/event dressing at Wales Hafren North
  • Added new parked vehicles
  • Improved parked vehicles visuals by adding shadows under the chassis
  • Fixed floating vegetation bugs across all stages
  • Fixed minor bugs across all stages

Jon Armstrong of M-Sport WRT, currently competing at the top level of the WRC is officially collaborating with Supernova for development of ACR.
 
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I do happen to quite like this livery on the 306. But I hope their plan is to allow more liveries per car. Not necessarily customizable liveries, just a selection of default liveries, if you know what I mean.
See here, this livery actually is even racing.

 
Got my arduino shifter to work through steam controller settings, handbrakes not quite right but I’ll try change some settings later on.

Does anyone know of a Marvin’s type app for this? The FFB is lacklustre at the moment with little to no adjustment
Update on this, if anyone struggling with their shifters and handbrakes, install Vjoy, add the controller mapping feature to SimHub and then assign the controllers in there. Works like a dream now.
 
Just did my first time trial after installing ACR a few days ago, and posted the 13th fastest time globally on one of the Monte Carlo stages first time out??

I guess there are not many posting times yet...
 
Acropolis Rally, It's maybe the famous stage called "Tarzan"
People over in Reddit are saying Loutraki. Specifically, the 2021 version of the stage. I tend to concur, as a section of road is very similar to the teaser around 4 kms into the stage.

People had already discovered Greece in the files, as a location. So, not entirely surprised but pleased regardless.
 
The game is currently 20% off on Steam in the UK...

EDIT... downloading...

Screenshot_20260616_202247_Outlook.webp
 
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