A downloadable game for Windows, macOS, and Linux

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A work-in-progress on a realistic driving simulator with a powertrain, suspension, and tire simulation written in GDScript.

Drive in a free session, race against the CPU(s), or race a friend in two-player split screen. Race around a circuit, or in a neverending high speed drag. Scale slopes with 4WD. Dart around cones and barriers, or test your drifting skills.

  • Advanced simulation compared to Godot's built-in Vehicle nodes
  • Detailed drivetrain model including multiple differential types, clutch torque effects, and automatic shift logic
  • Custom suspension and tire model accounting for details like suspension geometry and tire flex, including a live display of forces (Ctrl+F)
  • Adjustable steering feedback and assistance for a range of playstyles
  • Create and share your own autocross/gymkhana or drifting courses
  • Zero to two players; up to six vehicles with CPU drivers
  • Four tracks/maps and five vehicles to choose from
  • Night driving/racing and more, with 24-hour lighting, weather options, and simulated cycles for the sun, moon, and stars
  • Analog gamepad support and an in-game menu for rebinding controls
StatusIn development
PlatformsWindows, macOS, Linux
Rated 5.0 out of 5 stars
GenreSimulation, Racing
Made withGraphicsGale, LMMS, Wings3D, Audacity, Godot, Bullet (Physics Engine)
Tags3D, Driving, gamepad, Local multiplayer, Physics
Average sessionAbout a half-hour
InputsKeyboard, Gamepad (any)
AccessibilityConfigurable controls
MultiplayerLocal multiplayer
Player count1 - 2


Download NowName your own price

Click download now to get access to the following files:

GDSim_041a_win64.zip 49 MB
GDSim_041a_win32.zip 48 MB
GDSim_041a_linux64.7z 43 MB
GDSim_041a_linux32.7z 43 MB
GDSim_041a_macos.7z 51 MB
GDSim_040a_win64.zip 49 MB
GDSim_040a_win32.zip 48 MB
GDSim_040a_linux64.zip 49 MB
GDSim_040a_linux32.zip 50 MB
GDSim_040a_macos.7z 51 MB

Development log

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are there any mods?

would love some, like police ai, other cars and more

(psst if there are any people who can do that, try.)


this looks amazing. its fun to play! i'm excited for more updates.

is this open source?


It's not open source, but I wrote about how it's made here, with links to resources.


Absolutely love this project, glad to see posted development updates, really helps those of us working on our own vehicle chassis'.

i cant get it to work,i looked at controls and am pressing the buttons to go and nothing im just stuck in neutral 


Let's get the straightforward question out of the way first. :)  Did you shift into gear?


i did ,I figured it out though for some reason it thought I was using a controller and i had to change it so it knew i was on a keyboard 

Ah, yes. I set the keyboard driving controls to be player 2 by default, so split screen racing could be ready to go out of the box. Glad you figured it out!


gut sup


Nice physics, you can make it like a sim racing game with the same graphic style, with a lot 80s and 90s car and tracks, more tracks, and optimization.


Thanks! :)  The plan is to take what I've learned here and eventually invest it into a fresh project with a larger scope.

But really needs a lot of optimization


I will do what I can. You can improve the framerate with options in the "Display" panel -- changing the resolution scaling ("3D Scale") helps a lot. It makes the game low-res without affecting the HUD.

(1 edit)

Hey Wolfe! I was wondering if you’re gonna be releasing the source code for the vehicle physics. I would love to use it in my own prototypes. If you could open source it, that’d be great, but if you want to strike up a licensing kind of situation, let me know as well.

Please contact me! Contact information can be found on my website (https://bram.dingelstad.works )

Hi! I have sent an email.

Thank you!

Hi, I am also really interested in taking a peek at the simulation code, it looks great! I have been trying to do something like it, but I can't get something stable. Please contact me on mikkel (at) holmerp.dk .


Sure! It does not have to be this formal, as I have shared a thread with an outline of the simulation setup and some source code, as well as resources I've used. :)  This is the link I sent to Bram.



Very good physics


This is pretty cool