More cars, more tracks, revised physics and a multiplayer system that finally shows real promise—though… there’s a lot to talk about
The third major update of the Assetto Corsa EVO Early Access marks a decisive step toward regaining the community’s trust. After a rough launch almost a year ago, KUNOS seems to have finally found the right rhythm, and AC EVO 0.4 arrives packed with content, technical improvements and clear signs of where the project is heading.
This update includes: the Daily Racing Portal, ten new cars, five new circuits, and deep revisions to physics, audio, graphics and gameplay systems. With these changes, KUNOS aims to show that AC EVO is finally gaining stable footing.
In this article, we go through all the official additions and share our on-track impressions—both the good and the not-so-good.
Daily Racing Portal: Multiplayer finally starts taking shape
The highlight of 0.4 is the launch of acevo.gg, the new Daily Racing Portal, designed to build a solid competitive ecosystem alongside SimGrid. Although the first day was a bit chaotic (failed registrations, empty lobbies despite enough players, server access issues, etc.), stability is gradually arriving—something both KUNOS and players desperately needed.
Key features:
- You can view and register for daily races without launching the game.
- When the event starts, it automatically connects you to the correct server.
- Uses GridRating to create automatic skill-based splits.
This is only the first step, and KUNOS confirms upcoming additions:
- League tools
- Advanced statistics
- Deeper in-game integration
Personal impression:
After running several races, I can say that—even if the race selector sends you to a browser—joining online events is quite simple. But there’s a lot to improve.
For example: we really need practice servers like Le Mans Ultimate or iRacing, so you can warm up before the race starts and receive a notification when the session is about to begin. As it stands, if you register for the 14:00 race and get distracted playing something else, you might just miss your slot without any warning.
The event format is similar to iRacing—short practice, qualifying and race—with session lengths depending on the series.
As for the available series… a bit disappointing but understandable. GT3 races are packed hours in advance, while less popular series barely get any drivers. Given the car roster they already have, I expected a little more variety.
On track, the racing doesn’t feel bad. I didn’t experience much lag or erratic car movement from others. But the collision physics… by far the worst part of ACEvo. It feels like two billiard balls smashing together. Definitely needs major work.
New cars: a huge and diverse update
Version 0.4 brings 10 new vehicles, varied and appealing to many different types of drivers. Here’s a breakdown along with real driving impressions.
Racing
Ferrari F40 LM
A monster from the early 90s with a Biturbo V8 pushed to 720 hp, 2.6 bar of boost and brutally raw behavior.
Impression:
The turbo lag is both glorious and terrifying. A true millionaire-killer. It demands respect and precision—expect to spend hours trying to tame it. And if you use an H-pattern shifter… you will feel in danger. You’re going to sweat.
Ferrari SF-25
The first modern Formula 1 car in AC EVO:
- Hybrid system
- ERS
- DRS
- Over 1000 hp
- 0–200 km/h in under 5 seconds
- More than 5G in fast corners
Impression:
A very pleasant surprise—it feels fantastic. Understanding how the hybrid power deployment works takes a few laps, and although the lap times prove it’s working, it’s hard to feel the recovery and deployment. The DRS, however, is extremely well replicated; the moment you activate it, the rear end becomes noticeably more reactive. A beast that requires hours and hours to learn. Bravo, Kunos.
Road cars
Porsche Cayman 718 GT4 RS (Weissach version included)
500 hp, naturally aspirated, mid-engine, revs past 8000 rpm.
Impression:
For me, the star of the update. Its handling is a joy, and its sound is among the best in the game right now. Enjoyable from minute one. It’s like a sensibly proportioned 911 with near-perfect weight distribution. I highly recommend pushing it on every track.
BMW M3 (E46) CSL
Ultra-light, carbon roof, 360 hp, sequential transmission.
Impression:
This one falls a bit short: the high-rpm sound is pretty ugly and needs improvement. Also disappointing that it only comes with a sequential gearbox—manual fans would have loved an H-shifter version for immersion.
BMW M8 Competition Coupé (F92)
A huge GT car with a twin-turbo V8 and AWD that can switch to RWD.
Impression:
The selectable driving modes are one of ACEvo’s standout features. Switching to RWD-only is a great touch. Driving it feels like steering a catamaran through narrow rivers—you might need some extra paddles.
Ferrari Daytona SP3
A 840 hp naturally aspirated V12 revving above 9000 rpm. A tribute to Ferrari’s golden era.
Impression:
The interior sound is fantastic. Like any hypercar, you’ll need several laps before you start putting together a proper lap. It’s the kind of challenge that hooks you.
Mini John Cooper S (Mk VI) + B16 Variant
- Stock version with the 1275 A-series engine
- B16 swap with Honda VTEC producing 160+ hp
Impression:
If it weren’t for the suspension, it’d be even harsher—it bounces off every curb. But it teaches you the benefits of neutral steering, the art of rotating the car with the steering nearly straight. It’s a very fun car for roleplay driving.
Peugeot 205 T16
A legendary Group B machine.
Impression:
I loved it—the AWD feels surprisingly modern and precise, though I’m not sure if it was like this back in the day. This is the kind of car I expected to see in the competitive series.
Renault 5 GT Turbo
Light, agile and with that iconic turbo punch.
Impression:
After many laps across several tracks, the turbo has never kicked in mid-corner while braking… badly simulated. Still, it’s a gem for roleplay, letting you feel on the edge—but in slow motion.
Toyota Supra Turbo RZ (Mk IV) + Drift Variant
The legendary 2JZ, available in its stock form and in a drift-spec version with:
- More torque
- Much wider steering angles
- Dedicated drift setup
Impression:
The drift variant is one of the best implementations of drifting they’ve done—even if we already had it in the original Assetto Corsa. Far more controllable compared to the impossible-to-catch slides of the other cars.
New tracks: Nordschleife, Nürburgring GP, Monza and more
This update includes the biggest track expansion so far:
- Monza
- Road Atlanta
- Nürburgring GP
- Nordschleife with multiple layouts, including Touristenfahrten
- Oulton Park (two variants)
All F1 circuits have been updated with new DRS zones to support the SF-25.
Impressions:
- The Touristenfahrten Nordschleife is a gift for people who enjoy immersion and roleplay. Starting from the parking lot in a Mercedes 190E with manual gears makes you feel like old times were better.
- Nürburgring’s curbs are brutal—literal mountains. Cars like the Mini become instant catapults.
- Monza and Road Atlanta feel lacking in variants. I really missed Road Atlanta Short and a no-chicanes version of Monza. It wouldn’t have cost them much to include them.
Physics evolution: a step forward… but still room for improvement
Version 0.4 introduces deep changes:
- New tyre damping system
- Better traction under acceleration and braking
- Revised grip model, more progressive
- More detailed tyre temperature and wear behavior
- Unified ERS, KERS and hybrid systems
- Improvements to drivetrain, G-forces and rolling resistance
- Electronic cockpit adjustments: brake bias, turbo, differential, damping
Personal impression:
- It definitely feels like another solid step forward. 0.3 had clear inconsistencies, and things now feel more unified and consistent.
- However, I still feel the transition between grip and losing the car is too abrupt. There’s little elasticity at the limit, and sometimes it feels digital: either it grips or it snaps.
Audio improvements: more detail and more personality
Updated elements:
- Redesigned engine, transmission and turbo sounds
- More detailed VTEC transitions
- New audible drivetrain wobble model
- More immersive backfires, hiss, scrapings and rain
- New samples for several vehicles
Impression:
The GT4 RS and SF-25 shine. The M3 CSL, however, desperately needs an audio overhaul.
Graphics and performance: clearer and lighter on VRAM
Key improvements:
- Updated paint materials
- Cleaner post-processing
- Reduced VRAM usage
- Sharper cockpit visuals
- Visual updates for several car models
Impression:
You can feel a more stable framerate, especially online and in large grids.
UI and new features
- More informative HUD
- Cleaner server list
- Redesigned leaderboard
- New track maps
- New multiplayer chat
- Expanded MFD
- Odometers for owned vehicles
- Improved speed, gear and tyre widgets
Conclusion: Assetto Corsa EVO finally feels closer to what Early Access should have been from the start
Assetto Corsa EVO 0.4 is not just another update—
it’s a clear signal that KUNOS is correcting its course and listening to the community again.
The best parts of this update:
- The Daily Racing Portal: essential to keep players engaged.
- The car selection: varied, iconic and very well executed.
- Nordschleife TF: a masterpiece for immersive driving.
- Physics improvements: a meaningful step forward (with caveats).
- Audio and graphics upgrades: more immersion and detail.
What still needs work:
- Sound quality for several cars.
- Lack of track variants.
- Abrupt grip-to-loss transition in physics.
Even so, version 0.4 proves that AC EVO is alive, evolving, and—if KUNOS keeps this rhythm—might eventually become a simulator worthy of the Assetto Corsa legacy.

