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Chevella Racing · in development

Built from the
force feedback outward.

Chevella Racing is a hardcore grip racing simulator. You drive real cars at the limit through a direct-drive wheel and feel every kerb, slip and load shift. Open and moddable. The car and track list never stops growing.

PC · Steam, Early Access · Direct-drive wheel, gamepad, keyboard
The promise
“I'm driving a real car. It talks to me through my hands. And the whole sim is mine to extend.”
THE CORE FANTASY

Two things, and they're inseparable. Physical honesty: a car that behaves and communicates like the real thing at the limit, catchable by a skilled driver. Ownership: an open platform you extend with cars, tracks, championships and tools.

Design pillars

Feel is the spine. Everything serves it.

01

Spoken through the wheel

Force feedback is a first-class output channel, engineered for direct-drive hardware — not an effect layer bolted on. Kerbs, slip, surface and load come straight to the rim, from the physics, never faked.

02

Honest at the limit

A custom C++ tire and vehicle core on its own decoupled 1 kHz thread. No off-the-shelf vehicle physics. A bottomless skill ceiling, real-car-authentic assists, and a car you can catch.

03

Yours to extend

Open and moddable by design. Mod data and content, read telemetry, adjust every setup value, build with the creator SDK. The list never stops growing.

The look & the soul

Engineering footage. An open soul.

A signature damp-overcast look — a real car evaluated on a real circuit under real light — read through an instrument-grade data layer. Unreal Engine 5.8 and a custom physics core. The look is ownable, the platform is open, and the feel is non-negotiable.

  • Open content pipeline. Add your own cars, tracks and championships.
  • Direct-drive-first force feedback. Tuned for the rim, not ported from a gamepad.
  • Instrument-grade telemetry. Read the car like a race engineer, lap after lap.
  • Deep, fully adjustable setups. The math is exposed, not hidden.
  • Accessible by design. Colorblind-safe instrument layer; nothing lives in color alone.
GenreGrip / circuit simulation
EngineUnreal Engine 5.8 · C++ core
PhysicsCustom tire / vehicle / FFB
Sim threadDecoupled · 1 kHz
LookInstrument-grade · damp overcast
InputDirect-drive wheel, pad, keyboard
PlatformPC, Steam first
ModelPremium · no pay-per-car
Development progress

Built in the open. Here's where it stands.

A single game "% done" is fiction, so here are three honest scopes — widest to narrowest. The deterministic 1 kHz physics loop already runs on a real direct-drive wheel, and you can feel it.

Stage · Pre-Production · as of 2026-07-09
~75%

The sealed technical core

The loop, force-feedback pipeline, vehicle solver, car schema and track format — the make-or-break spine most sims get wrong. Only the cross-machine determinism proof remains.

~30%

A driveable sim

Everything you need to actually drive a lap — input, telemetry, timing, camera, HUD. Input and track have landed; the visible, on-screen game is just beginning.

~14%

The whole game

Every system across the full roadmap, from the physics core to career and competition. Around a third have design docs; the core spine is nearly complete.

Stay in the loop

Be first in the cockpit.

Early Access updates, dev diaries and deep-dives on wheel feel. No spam. Just the build coming together.

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