26 February 2026
Chicago 12, Melborne City, USA

iRacing Development Update: February 2026 – iRacing.com

Hello iRacers,

The first few months of the year are an incredible time to be a motorsport fan. With real-world series deep into preseason testing or waving their first green flags, we get that first look at the new cars, technologies, and regulations that will define the season. As sim racers, we’re shaking off the winter rust and diving into some of the most exciting events on the calendar—with the Daytona 24, Daytona 500, and Bathurst 12 already under our belts.

Combined with the energy of the Winter Olympics in Italy, the spirit of competition is at an all-time high. Whether it’s on snow, ice, asphalt, or dirt, 2026 is shaping up to be a landmark year across the sporting landscape, and there is no better place to harness that spirit of competition than right here with our global community of sim racers.

Special Events Recap

Before we dive into the build preview, I want to touch on the Special Events I mentioned. It’s incredible to participate in races with you all at this scale, and to pull it off we invest a tremendous amount of resources into the technology that powers the sessions and the dedicated operations teams that run them.

Each year, the scale grows—and 2026 is no exception. Our recent Daytona 24 reached all time highs for all of sim racing:

  • 104 Total Splits
  • 6,000+ Registered Teams
  • 3.5 Million+ Laps Completed
  • 26TB of Data Transmitted
  • 40+ Years of total connection time

The biggest racing events in the world happen exclusively on iRacing. For those who participated, we know these races require a massive investment of your time and energy—we truly appreciate your support. For those who haven’t jumped in yet, we hope to see you on the grid for the next one! You can check out the full 2026 schedule here.

While we’re discussing special events and racing operations, I want to pull back the curtain slightly on our Protest process. I won’t get too far into the details, but know that we invest heavily in a dedicated, full-time team of employees charged with one mission: keeping the iRacing experience clean and fair.

While our systems—like iRating, safety rating, incident limits, race control, and anti-cheat—handle the immediate regulation, certain situations require a human touch. This is a significant operational investment for us, but we view it as critical to supporting the best racing community in the world. To give you an idea of the scale this team manages, nearly 300,000 protests were processed during 2025, and during peak season, this team processed upwards of 1,000 protests every single day. These protests often result in coachable feedback, where our team works with the driver to help them understand why they were protested. Protests also result in race disqualifications, and sometimes suspensions.

They are truly the hardest-working group at iRacing, grinding around the clock to ensure that when you take the green flag, you’re racing in a professional environment. Our investment at this scale is unique in the racing space.

Season 2, 2026

Now, back to the reason many of you are eagerly working your way through this update: Season 2 is right around the corner. Let’s set the table for our upcoming release and then touch on several longer-term projects debuting later in 2026 and beyond. 

This build is packed—we’re delivering fantastic new cars and tracks, seeing multiple continued investments in car physics advancements hit the track, and launching a new suite of features for the Sim UI alongside exciting AI advancements.

Note – this is going to be lengthy, so please feel free to scan ahead; you won’t hurt my feelings if you skip some. Also, the YouTube reaction videos are always fun – I certainly watch and enjoy them! Keep up the good work, guys, and keep that feedback flowing…

Tracks – New

Our art, production, and rendering teams have leveled up significantly since Long Beach debuted a few years ago. We’re keeping that momentum rolling this season with the highly anticipated debut of the Grand Prix of St. Petersburg.

Racing at “St. Pete” is a uniquely dynamic experience. The circuit is a technical jigsaw puzzle, stitching together bumpy public roads, purpose-built racing segments, and an airport runway. Navigating the high-speed transitions between weathered concrete and fresh asphalt—all while the track width constantly breathes in and out—is a rewarding challenge for any driver.

While it’s been a staple of the IndyCar calendar for years, 2026 sees the track’s profile grow even larger with the arrival of the NASCAR Craftsman Truck Series and the return of the Mazda MX-5 Cup. Whether you’re wheeling a high-downforce open-wheeler, a heavy stock car, or a nimble sports car, the racing here is phenomenal. We can’t wait to see you all take to the streets.

Barber Motorsports Park was one of the first road circuits ever built for iRacing, and it has been a staple of our service for years. Its sweeping turns and dramatic elevation changes make it a favorite for almost every car in our garage.

In recent years, the real-world facility has undergone significant changes, including a full repave that offers a smoother, grippier racing surface, updated runoff areas, and various facility improvements. To match this, our scan team returned to Alabama to capture the modern circuit, and our art and production teams rebuilt the track and all artwork from scratch. We are incredibly excited to re-release this modern, high-fidelity version of Barber.

What you need to know:

  • Existing Owners: This update will be provided at no additional cost to all iRacers who already own Barber Motorsports Park. It will automatically appear in your library with the next update.
  • Short configs: We opted not to build the short configurations for Barber. Our data shows they account for less than 0.5% of all racing at the track; furthermore, new physical barriers have closed off Short A in real life.
  • Retirement: Along with this release, we have made the decision to retire the original version of the track to ensure our series are running on the most accurate and up-to-date representation of the circuit.  

We also would like to send our deepest sympathies to the Barber family for their loss of George Barber Jr.  George was a giant in the worlds of motorsport and philanthropy, and his presence will be profoundly missed.

Tracks – Updates

Along with these two new tracks, Season 2 will feature three track art refreshes focused on our short oval racing fans: Lanier National Speedway, Langley Speedway, and USA International Speedway have all had from-the-ground-up artwork overhauls. They look phenomenal, and it’s great to return to this core content. 

We’re also rolling out a series of targeted improvements across the service, including:

  • Art Quality Updates: Visual upgrades at Long Beach and Sebring.
  • 3D Curbs: Now implemented at the Red Bull Ring for increased physical accuracy and immersion.

Cars – New

Season 2 offers additions and updates across our racecar fleet, with most racing categories receiving attention. Overall, we’ve been heavily invested this past year in continuing to add engaging new cars to the service while also ensuring our existing fleet stays up to date with enhancements to our physics engine, tooling, and car systems. This balance is critical to us, and we will continue pushing hard to expand and improve iRacing on an ongoing basis. Now let’s get into the details, beginning with our new cars…

We kicked things off a few weeks early by releasing the NASCAR Cup Series Next Gen Chevrolet Camaro ZL1, ensuring it was available for the start of the season. This is a fully refreshed body featuring the aggressive new look of the ZL1 carbon performance package found on the street car.

But the biggest news for NASCAR fans is a debut many years in the making: the NASCAR Ram Truck. This addition (pending final approvals) brings the iRacing grid into sync with the real world, marking the first time in 14 years that NASCAR has featured a four-manufacturer field. We are thrilled about our new partnership with Stellantis and the authenticity this brings to the Truck Series.

We’ve made significant progress behind the scenes with our TCR class, including a Season 2 class-wide physics overhaul, a new car, and a roadmap for future expansion.

To begin, we are happy to announce that the Audi RS3 LMS Gen2 TCR will debut in Season 2. The RS3 LMS platform is a legend in touring car racing, having secured multiple “TCR Model of the Year” awards and countless real-world championships. The Gen2 model continues this legacy of dominance, and we can’t wait for you to experience it in iRacing.

Transitioning to the Gen2:

  • Legacy Status: With the arrival of the Gen2, the current Audi RS3 LMS (Gen1) will be moved from our active TCR series into the Legacy category.
  • Member Credits: To support drivers transitioning to the new car, credits will be offered to existing Gen1 owners based on the timing of their original purchase going back one calendar year.

This update ensures our TCR field remains as modern and competitive as the real-world series it represents.

Cars/Physics – Updates

Season 2 is absolutely stacked when it comes to physics and class-wide updates. Much like the overhauls we’ve brought to other categories in recent seasons, these updates leverage years of advancements in our physics engine, our internal tooling suite, and the expertise of our ever-evolving team. Now, for the details…

TCR

We have hinted at this for a couple of seasons now and are thrilled to formally announce that the TCR class in iRacing has received a comprehensive, ground-up overhaul. Every car in the class—including the Audi RS3 LMS (Gen 1 & Gen 2), Hyundai Elantra N, Honda Civic Type R, and Hyundai Veloster N—has been raised to our highest current standards of quality and realism

This six-month project was a massive undertaking, and the result is a driving experience that is more rewarding and authentic than ever before. Key updates include:

  • Tire Tech: Full upgrades to both dry and wet tires utilizing our latest tire model.
  • Refined Handling: More consistent car behavior through entry, mid, and exit, alongside significantly reduced pitch sensitivity.
  • Real-World Systems: A completely redesigned braking system now includes a rear proportioning valve across the entire fleet—mirroring the real-world TCR spec.
  • Technical Accuracy: New splitter height tech for passing “Garage” scrutiny and updated fuel levels (85L with 100L capacity) to match IMSA standards.
  • Drivetrain & Power: Updated power units for superior boost control and equalized shift lights across the class.
  • Physics & BoP: A total redo of mass and inertias, paired with a fresh Balance of Performance (BoP) for the entire class.

This overhaul represents the culmination of multiple seasons of effort. The result takes the TCR class to the next level, and we think you’ll find it was well worth the wait.

GTE

Our five-car GTE class has received a massive physics refresh, bringing the Ford GTE, Ferrari 488 GTE, BMW M8 GTE, Corvette C8.R, and Porsche 911 RSR in line with our latest GT3 standards.

Note for Tuners: Due to a new period-correct 50mm minimum ride height rule (70mm for Nordschleife layouts), old setups will fail tech. We recommend recording your current settings before the update if you wish to use them as a baseline.

Some update details include:

Physics & Tire Overhaul

  • Next-Gen Slicks: A comprehensive overhaul of construction and compounds, featuring realistic tire deflection and improved feel at the limit of grip.
  • Wet Tires: The GTE class is now fully rain-ready.
  • Chassis Dynamics: We’ve added rub blocks to front splitters and axle centerlines, paired with softer tire spring rates and higher static ride heights.
  • Updated BoP: Minor Balance of Performance adjustments have been made to account for these aerodynamic height and rake changes.

Dyno & 5-Post Testing   

We took the entire class through our virtual testing facilities to dial in the base experience:

  • Engine Dyno: We optimized 1st–6th gear ratios to perfectly match each car’s torque curve. We recommend adjusting the Final Drive for your track’s top speed, then using +/- 1 step on individual gears to stay in the power band.
  • 5-Post Shaker Rig: We analyzed tire force and aero stability across a full frequency sweep. The resulting iRacing setups now feature a “sweet spot” damper range noted in the Garage, balancing platform control with maximum mechanical grip.

Garage Quality of Life Updates

We’ve redesigned the Garage to make trackside adjustments faster and more intuitive:

  • Simplified Height Adjusts: Ride height is now directly adjustable—no more wrestling with spring perches or torsion bars. The sim now auto-calculates these when you change spring rates.
  • Cleaner Layout: The Chassis page has been condensed to fit on one screen, with Dampers moved to their own tab and “Left/Right” adjustments linked to reduce clicking.
  • New Tooltips: We’ve added detailed guidance for shift RPMs, LED light conditions, and “sweet spot” ranges for damper tuning.

IMSA Vintage

Our development team was thrilled to return to an era of cars in iRacing that has a loyal following both in our studio and with iRacers – the IMSA Vintage class. This includes two incredible racing machines – the Audi 90 GTO and the Nissan GTP ZX-T. Details of these improvements include:

  • Tires & Rain: Both cars now feature our latest dry and wet tire models. The Nissan has period correct tire warmers, eliminating the need to be cautious on new tires.  While the Audi lacks tire warmers, you will be able to lean into its Quattro all wheel drive system to manage out laps.
  • Aero Efficiency: Improved the Audi’s HDF and Nissan’s LDF packages.
  • The Nissan Overhaul: Reworked suspension, aero, and turbo boost to align with 1989-era pace. While this makes the car roughly 6 seconds slower, it significantly improves multiclass balance with the Audi.
  • Audi Gearbox: Significantly improved shifting reliability and aid performance. Using the clutch on upshifts is now performance-beneficial, reflecting the authentic behavior of a period-correct synchromesh gearbox.

Lotus 49

Our final major physics update is one that has been a long time coming—some might say it’s been in the works since Papyrus released Grand Prix Legends in 1998. The Lotus 49 has been fully updated with our latest physics technology and dynamic improvements to bring this legendary machine into the modern era.

  • All-Weather Tires: The Lotus 49 now utilizes our latest tire model, capable of handling both dry and wet conditions. Note that as an “all-weather” period tire, it lacks the specialized performance of a modern dedicated wet tire—expect a significant and rewarding challenge in heavy rain!
  • Suspension Overhaul: We’ve reworked the suspension model to achieve a near-perfect correlation between in-sim wheel rates and the documented rates used during the era.
  • Authentic Braking: By using historic pad compounds and period-correct caliper sizing, we’ve achieved an optimal brake bias that mirrors exactly how these cars were campaigned in the late ’60s.

Between the Audi, the Nissan, and the Lotus, it is rewarding to revisit these iconic eras of motorsport. Each machine was a dominant force in its respective time, and applying our latest physics and modeling advancements to our historic content allows us to preserve that legacy with more accuracy than ever.

If you haven’t had the chance to experience these cars yet, I truly encourage you to give them a spin. They are as thrilling as they are demanding, and you’ll find yourself welcomed by one of the most loyal and supportive sub-communities in iRacing.

NASCAR Cup physics 

Although you are already enjoying this today due to our pre-season NASCAR update, it is worth noting that NASCAR Cup is now updated with all 2026 advancements made in the real world, reflected in iRacing. This includes engine power and aerodynamic attributes that match the NASCAR Cup Series rules packages for all tracks.

NASCAR O’Reilly physics

The NASCAR O’Reilly class has had its drafting model receive updates based around our most recent CFD based drafting model. This system will result in more nuanced interactions between cars, which include more precise side-drafting, more complex car-to-car variability in understeer/oversteer handling while in close proximity to other cars.

Dallara IR18 INDYCAR:

We’ve updated our short track and Indianapolis packages to more closely align with how the INDYCAR series presents these cars in real life. Aerodynamics and tire construction have been updated. We’ve also updated engine power at all tracks. Members should see increased top speeds at nearly all tracks.

Oval Refresh:

Work continues on evolving our track surface behavior, specifically regarding rubber build-up. Our recent focus has been on fine-tuning the balance of the racing line: how much rubber is laid down during high-intensity racing, and how much is picked up by tires during caution periods or light running.

Partly rolling out in Season 2, this is a multi-season project, and we will continue to roll out improvements to these dynamic surface interactions in subsequent releases.

AI

We are committed to the constant improvement of our AI, and Season 2 delivers a major quality-of-life breakthrough: Simulated Race results.

  • Simulated Finishes: You no longer lose your race data if you leave early. Whether you exit due to a mechanical failure or simply leave the session after your own checkered flag, the sim will now calculate the remaining laps for the field to provide a full finishing order.
  • Skip Qualifying: You can now skip the qualifying session without being automatically placed at the front of the grid.
  • Driver Behavior: We’ve further refined AI driver logic to include more human-like pacing and significantly more realistic timing for caution releases.

SIM UI

The New Sim UI continues to deliver on the ambitions we had for this massive technology project when we set out a few years ago. Following the major advancements in Season 1, Season 2 introduces several all-new features designed to put more power and information in your hands.

  • UI Profiles – This feature takes a big step toward letting you make the UI your own. You can now create and switch between custom HUD layouts and configurations tailored to your specific needs. Since different cars or classes often require different data or positions for that data on-screen, you can now effortlessly swap or build layouts at will.  You can set default profiles per car, and then have one place to make changes.  This also moves the data to a new file for easier sharing of profiles and app.ini settings.
  • Live Telemetry capability – A new Brake/Throttle trace element displays your control inputs (Throttle and Brake) over time. It’s available as an option in the speed/gear widget and within the Replay/Session screen.

iRacers can use this feature to better understand their driving performance, and this has been one of the key applications of the new UI technology we had in mind from the outset of the project. Now we’ll have it built in and available to all iRacers.

An example use would be to understand the shape of braking inputs as one enters and exits a turn. This can provide key insights as a racer looks to refine their driving and better understand different applications of braking. There are many great instructional videos out there, and I recommend you search around YouTube a bit for example applications of such data, including iRacing’s Braking Techniques instructional video here.

A fun development anecdote: To build the technology needed for real-time graphing and animation in the new UI, our project lead actually prototyped the engine by recreating a Breakout-style game right inside the UI. (And no, we aren’t releasing the game! 🙂) While the mini-game stays internal–unless, of course, you know the secret code–the tech itself unlocks the door for even deeper in-sim performance insights in the future.

(Disclaimer: There is actually no secret code. Please don’t spend your weekend trying to find one!)

  • New Widgets – S2 marks the debut of new widgets – the Session Widget and Session Rules Widget. The Session Widget includes critical high-level information about your session, previously spread across the UI in many places. Information includes items such as Lap or Time remaining, Sim Time, whether Scoring has Ended, and more.
  • Visual Spotter – a new accessibility feature designed to assist single-monitor users with critical visual information that their hardware configuration obscures. This is NOT a radar, and uses the same data that powers the sim spotter system. 
  • Driving Line – While not strictly a UI development, we’ve introduced a highly requested QoL update for the Driving Line.

As helpful as the line is for those initial few laps on a new track, we always recommend turning it off to truly master a circuit. Until now, that transition was a bit of a pain, requiring you to exit the car and dig through the Options menu.

Starting in Season 2, you can now toggle the Driving Line on and off via a bindable keypress. This allows you to use the line as a temporary reference and quickly hide it once you’re ready to start finding your own marks—all without ever leaving the cockpit.

Reference/Ghost Car enhancements

iRacing has long offered the ability to race against reference/ghost laps, but one of its most powerful tools has been tucked away in configuration files—until now.

We’ve brought the Reference Car Offset directly into the UI. This allows you to position a ghost car a set time gap ahead of you. Whether you’re learning a new track, practicing close-quarters racing, or hunting for that final tenth, having a target car just ahead is an incredible training tool.

Pro Tip: Use this in Time Attack. You can find a driver who is roughly half a second faster than you, click the green “Drive Against” button on their result, and set them as your lead car. It’s an immediate, visual way to study their lines and braking points, and for you to improve as a sim racer.

We’re also working on a more streamlined, automatic process for loading Time Attack reference laps, but not for Season 2—I’ll have more to share on that in a future update

Leagues and launcher UI updates

We have been focused on improving more existing systems while we continue to build out new functionality. One such example: Leagues—a cornerstone of the iRacing experience and home to some of our most passionate members.

To kick off this project, our team interviewed League “power users” across the company and the community to identify pain points and opportunities for growth. For Season 2, we are launching a set of improvements specifically targeting these frustrations, starting with a major overhaul of Roster Management. We’ve streamlined the core actions and functions involved in managing your members to make running a league less of a chore and more intuitive.

In subsequent seasons, you can expect focus returning to areas like Time Attack, Results, Dashboard, and more.

Updater

A small update has been made to the updater that should help streamline iRacing for many – you can now update just your Favorited cars, tracks, and series. Cars and tracks are straightforward, and with Series, the updater will look at the entire schedule and update all content that is included.

Ongoing Development

That covers the primary highlights for our Season 2 build, though this is by no means an exhaustive list. Keep an eye out for more updates over the coming weeks and, of course, the full release notes in the days leading up to the build.

Let’s take a brief look at some of the long-term projects currently in development for future releases and beyond.

Audio

First, I’d like to offer a bit of a mea culpa regarding our audio roadmap. Last quarter, I shared that we were on the cusp of delivering spatial Reverb to our cars and tracks. We truly were; however, the devil is often in the details. When faced with a tough priority decision, we chose to momentarily hold Reverb back to ensure the foundation was rock solid.

On a positive note, we’ve used this extra development time to optimize our core audio engine, reducing the system’s compute cost by approximately 50%. We are already investigating ways to push that efficiency even further.

These performance gains are opening new doors: we are now exploring the separation of transmission audio from the engine and expanding our chassis modeling to include movement and flex. As always, our priority is ensuring these high-fidelity details don’t come at the cost of overall performance.

I apologize for the delay. Finding the perfect timing to share development news is at times an art form, but we remain committed to keeping you informed as we share information regarding these complex features.

Dirt AI

The AI in iRacing is a testament to our dedicated development team, and every season we strive to push the boundaries of both racing quality and content support. Today, I’m thrilled to share that we are well on our way to bringing AI Racing to Dirt!

Starting with ovals, the feature is already fully functional and has moved into intensive QA testing, with dirt races happening internally every single day. I’ve spent some time behind the wheel myself, and I have to say: racing against the AI on a sliding surface is an absolute blast.

Because of the complex and dynamic nature of dirt racing, we’re giving this project a little more “time in the oven” to iron out the remaining kinks and ensure it meets the high standards of the iRacing community. We’ll share more specific details as we get closer to Season 3. Stay tuned!

Career Mode

Career Mode is now deep into its development path, and we have reached a major milestone: full end-to-end “game loop” ux testing is officially underway. While we’re still being a bit coy with the finer details for now, we are incredibly excited about the transformative experience this will offer. The initial release is designed to provide a solid foundation with a robust feature set, built specifically to allow for continuous expansion and new features over the coming seasons.

Expect to hear a lot more about Career Mode in our next update…

Physics Development 

Our physics and car dynamics team is currently balancing an unprecedented list of projects. To manage this, we’ve split our efforts into two distinct paths: long-term transformation and continuous improvement.

The Long-Term Vision: We are deep in development on several core initiatives that will redefine high-level simulation in the years to come. A set of these extensive projects include:

  • Next-Gen Tire Model: A generational leap forward in tire modeling.
  • Enhanced Force Feedback: Aiming for even greater tactile detail and fidelity.
  • Advanced Aero Modeling: Pushing the boundaries of how air interacts with the chassis.
  • Higher Physics Rates: Increasing the frequency of our internal calculations for even more precise vehicle dynamics.
  • Multi-Threaded Architecture: More performant core architecture, improving stability and creating room for advancement.

Immediate Improvements: While those long-term projects cook, we’ve spun off a dedicated team to focus on the here and now. This team ensures that our current tire iterations and physics improvements—which have already been rolled out to many of our most popular cars—continue to evolve based on our ever advancing capabilities.

Currently, this team is focused on three specific current-model priorities:

  1. Tire bounce
  2. Asymmetric asperity pressure
  3. Tire surface temperature sensitivity

Sim UI

The New Sim UI has been such an amazing engine for advancement and innovation in iRacing. We have multiple irons in the fire to keep the next several builds continuously delivering new UI features and improvements. The new UI unblocks years of pent-up feature backlog that was gated by our previous technologies. 

While the tech is groundbreaking, it’s the people behind it who make the difference. Our UI team is top-notch, and it’s only getting stronger. We’ve recently added a new Principal Engineer of UI development, a veteran from a prominent racing game competitor you’d all recognize. He brings decades of experience in UI design, gameplay systems, and development management to the team. With this leveled-up talent, we are positioned to deliver exciting advancements to iRacing for years to come.

New Graphics Engine, a.k.a. “Spark”

“Spark” is moving along on schedule. Having just completed our Vertical Slice, the team is now focused on our next milestones, with a particular focus on night lighting. Night lighting has always been a weakness of iRacing, and with Spark, night lighting will be transformative. Animation is also being implemented. We’ll be pushing on Spark all year, but plan to have a development deep-dive for you all in the coming months.

Miscellaneous Updates

Let’s close this out with a handful of miscellaneous updates, in no particular prioritized order…

  • We’re excited to improve our Reference Lap system in the future, to better provide laps of increasing challenge and difficulty. 
  • Similarly, we’re focused on doing better to prepare iRacers for racing via new tools to help with coaching and racecraft. One such project is our collaboration with Microsoft Research, which has reached the integration phase with research-driven testing planned for the near future. While this will initially fuel new coaching and feedback tools, the underlying tech represents a significant step toward how we power sim systems in the future.
  • Our team has completely rebuilt our Commercial racing product from scratch, transforming the experience and greatly improving the convenience and accessibility of this mode. Many sim racing centers around the world are already signed up, and if you want to try it yourself, stop by the NASCAR Hall of Fame where they have a set of racing pods running this software.
  • iRacing Arcade’s release date has been officially announced – March 3rd! It is truly a blast and a wonderful pick-up-and-play experience. We hope to see you in the online lobbies in early March! You can wishlist it on Steam or try the demo now. https://store.steampowered.com/app/3226450/iRacing_Arcade/
  • Our scan team in the US is overbooked and has a stacked schedule these next few months.
  • Our scan partners internationally are lined up for multiple new scans over the next several months.
  • Our production teams have been modeling the next batch of all new tracks that will ship over the next several months in our sim.
  • I mentioned Summit refresh last time – it’s been a 2 season project and will ship in June.
  • Our partnership with NASCAR to prototype the Naval Base Coronado track has transformed into something bigger – we are building the full track and are tentatively targeting a June release.
  • We are converting a ton of VFX from our Legacy system over to our full-on modern FX system. Burnouts will look epic!

As you can see, the road ahead for iRacing is as busy as it has ever been. It is a privilege to work on a platform that evolves alongside the sport we all love, but it is an even greater privilege to be on this journey with all of you. We thank you for being the engine that powers our continuous passion and pursuit – to deliver the best racing sim and racing platform possible.

That shared passion is why our membership continues to grow at such a healthy rate; you are our best advocates. Because of that growth, we are more committed than ever to turning your investment in us into a return for you. We continue to redeploy our revenues right back into the company, and our staff has now grown to over 210 dedicated employees.

Although we’re a lot bigger now, our mission remains exactly the same—we can just do a lot more of it. You can see that impact already in our ability to scale development across an unprecedented number of new features, cars, and tracks, while simultaneously recommitting ourselves to improving the foundation we’ve already built.

Thanks again for being part of this with us and for choosing to do your sim racing on iRacing. We are incredibly proud of what’s coming in Season 2 and beyond, and we can’t wait to experience it with you. Good luck in the new season.

See you on the track,

-Greg

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