Amazing Curves Racing
About the Game
Amazing Curves Racing (ACR) is a single- and online multi-player* racing simulator featuring advanced physics working directly on bicubic polynomial 3D curved surfaces. The physics engine was designed for network play from the start: lag is well hidden. The tire model provides realistic driving dynamics, including at high speed and on rapidly varying road surfaces, where driving aids can provide an easier or more challenging experience based on driver preferences. The racing line also shows curvature, drawn down INTO the road surface, helping to take curves well the first time and assisting with memorization. Computational Fluid Dynamics are used for realistic airflow modeling, providing for low to very high downforce driving experiences. 3D sound in addition to the HUD map provides helpful feedback for other car locations.
The cubic 3D surfaces and "energy accurate" / symplectic physics systems were developed in the 2000's. While the graphics are simple for 2026, there's no long waits for levels to load or shaders to compile. The main focus for this Retro-RestoMod racing simulator is fun, engaging physics & gameplay with minimum complexity. ACR's developer created the very first consumer stereoscopic 3D and full VR games (1988: SpaceSpuds for Amiga, 1995: VR Slingshot for PC). ACR's simplified graphics work well on modern VR systems, with excellent stereoscopic 3D depth perception and smooth head-tracking.
Many aspects of what makes racing games less fun for online-multiplayer have been addressed: there are no lobbies- join a race in seconds, no tire heat/wear issues, no damage, no pit stops, no qualifying, no penalties, you can drive wherever you want- cutting corners also mean less traction on grass, and the curbs can launch you, if someone causes you to crash, no big deal you can Turbo Reset yourself right back into the action, and the new DynamicBOP system lets you quickly catch up to the lead pack. Collision Force Reduction also helps deal with online rammers and griefers: their actions won't matter much: you can focus on racing fun and not worry about getting crashed out.
ACR is great for when you want to quickly get into a race, have a lot of fun, then get out, without wasting your valuable time.
New & Improved for 2026:
Updated tire and suspension physics: more realistic while being easier to drive
New race car type: the Formula Trophy, which combines a full aerodynamic formula chassis with trophy truck style suspension, which squats down at high speed from aero, soaks up curbs, and lands huge jumps without drama. On slower tighter tracks, the body motion helps convey what the chassis is doing
All new Force Feedback Implementation: with an emphasis on a high-quality feel, improved grip feedback and surface textures, 1kHz upsampled forces and damping, hands-free detection to reduce oscillations, with a simple setup UI. Works well on modern higher power direct drive, and older lower powered geared wheels which can operate more quietly vs. the prior implementation
SimHub support: a custom SimHub plugin is included, along with full C# source code, C++ header for UDP packet structure, and a custom SimHub dashboard
New racing mode: Last to First, where you start from the back and pass every car to win
Dynamic Balance of Power (DynamicBOP): max torque, max RPM, and drag reduction are dynamically adjusted to keep the racing close, allowing you to catch up at almost any point in the race with a chance for a good result, even if you crash
Collision Force Reduction: changes collision forces to reduce crashing. Can be turned off for more realistic collisions
Aerodynamic Drafting: part of the DynamicBOP system, even simple tracks like the circle or oval become complex and interesting with lots of passing. The Turbo Reset function becomes a brief booster when moving at speed, allowing for strategic use near the finish line
New Arc Tracks: where instead of walls there are circular arcs, which allow you to go off track to e.g. avoid cars, do stunts such as barrel rolls, loops, even drive continuously upside down with high-downforce setups!
Improved graphics, reflections, and mirrors
Customized Views: every view location can be customized, including position and FOV. FOV can even be adjusted in VR where the stereoscopic elements are maintained. Changing FOV in VR does add some distortion, though ACR's HUD moves with head movement, minimizing perceived scene warping, allowing for unique VR views beyond default FOV. VR camera and projection separation are also adjustable
Improved VR Experience: simple interiors provide better immersion without affecting frame rate significantly. Mirrors are physically modeled, so they work in stereoscopic 3D, like real mirrors.
New Scenario System: where you can create re-playable scenarios with different car setups, rules, and track combinations
Improved AI: more competitive, less pile ups
Online Racing Improvements: refinements for online car to car interactions
ACR typically loads levels in under 3 seconds, where the design philosophy is Minimize Waiting. Starting a single or multiplayer player race as well as joining a multiplayer race takes just a few seconds. When a multiplayer race is started, other racers can join immediately by taking over one of the AI driver's positions: no waiting. The racer's car model and custom settings replaces the AI car.
The Turbo-Reset feature helps make online play more fun: crashing or getting bumped no longer means your race is over. You can jump right back into the action and keep going. Turbo-Resets can be unlimited, limited, or disabled, when the multiplayer host is set up.
A single player Progression feature is included for building up one's driving skill from slow to very fast race cars. Any car or car setup can be used in practice when not using Progression. For online play, the host's rules limit maximum settings for the race session. For example, if your car is set up with max engine torque of 700 and the host rules are limited to 500, your car will have 500 when racing in the host's session. A host/server password is provided to allow for private online racing sessions.
ACR supports Xbox, Sony DualSense, and similar controllers, as well as the latest force-feedback wheels, pedals, and shifters. With the driving aids turned up, even keyboard is fun to play.
The current build includes 8 tracks (raced both ways for 16 effective tracks), 2 sports cars and 1 formula style chassis, 10 cars total. Low horsepower through high horsepower setups are included, and the vehicle editor can be used real-time while the car is on the track, even during a race. Vehicle setup combinations are practically unlimited. As shown in the pictures & videos, graphics are simple where the focus is on physics and driving fun. When DynamicBOP is 100%, up to 3000+HP at 12K RPMs is possible, with speeds exceeding 400MPH.
ACR currently supports up to 24 online players with up to 88 cars in a race, even on modest hardware such as the OG Steam Deck. Online play is now free. ACR Is continuously improved & updated, while preserving the rapid racing experience as the community grows.
ACR is a simple, fast, fun and efficient simulator with a deep physics engine, providing an exciting and unique high-speed driving experience not available anywhere else.
* Demo version of Amazing Curves Racing provides 2 excellent cars and 2 super fun tracks (one easy, one more challenging), single player only (online multiplayer available in full version).
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