Assetto Corsa Rally appeared almost out of nowhere and honestly, it really came in handy. After losing EA Sports WRC from the catalogue, many rally fans were left a bit orphaned. And suddenly this new title from Supernova Games Studios appears, still in Early Access, but already showing why so many are giving it importance.
Content is limited at this start-up phase. Few cars, few sections and still limited options. But the little that exists already allows us to have an idea of what is to come. And the truth is that it wants to be a true rally simulation, nothing easy, nothing arcade to please everyone. The idea is just one: it doesn’t want to replace EA Sports WRC; wants to compete for the throne with the old and legendary Richard Burns Rally.
There are no warm cloths. Focused on simulation
The great strength of Assetto Corsa Rally is this: the physics engine continues to be the KUNOS Simulazioni Physics Engine, inheriting the DNA of Assetto Corsa, but it has been adapted to deal with loose surfaces and rally-specific suspensions. The physics maintain the core of Kunos, but with many modifications for this type of driving.
The graphics engine is completely new. We moved to Unreal Engine 5, tuned by Supernova, which brings more elaborate visual effects, more realistic lighting and more details. But it comes with Unreal Engine’s known issue: stutter, which can be difficult to manage in critical moments behind the wheel. It will take some work to reduce or eliminate these stutters, something complicated, as all games that use this engine go through the same thing.
A simulator that demands everything from the driver
Driving on gravel is tough. There are slips, moments when the tires “search” for grip, that feeling that the car is always between control and chaos, exactly as it should be and as it happens on the real road. For tighter turns, you need to master weight transfer. Braking late? You can, but be prepared to lose traction immediately.
Many games treat gravel almost like dusty asphalt, here the experience is completely different. You can feel the loose tread under the tires, every stone, every irregularity conveys a real sensation of instability and unpredictability. The car reacts vividly: it slips, asks for constant corrections and demands full attention.
On the asphalt, the conversation is different. The car sticks closer to the ground, but becomes more sensitive. Small steering wheel movements can turn into huge problems if you’re not paying attention. Entering a corner with an aggressive angle can take you straight into the shoulder. A driving style that rewards calm and precision, fitting well with the game’s pure simulation philosophy.
Supernova didn’t just create a convincing look; The aim is to reach extreme realism. This can be seen in the way the suspension responds to undulations, how the car’s weight is transferred when braking and accelerating, and even in the small steering wheel adjustments that can prevent it from going off the road. Each section requires technique, anticipation and sensitivity, which makes driving challenging, but extremely rewarding for those looking for a true simulation.
Short content
At the moment the game is still short in terms of content: we have two main surfaces (asphalt and gravel), some cars, limited sections and basic modes. But everything is done very carefully. The sections were made using a laser scan, capturing each irregularity with millimeter precision, which can be felt directly in the way the suspension and the weight of the car react.
Even with a reduced initial list of cars, you can already clearly see the difference between front, rear or all-wheel drive cars. Each requires a different driving style, exactly what you expect from a good simulator. The partnership with Fondazione Gino Macaluso will bring even more historic cars, but there is also still hope for the arrival of more recent cars.
Image credit: Supernova Games Studios
There is still a lot of work ahead
The Supernova still has a lot to refine: grip levels, some unfinished physics, certain cars need to be revised and the force feedback is not always consistent. But this is Early Access, and for this stage Assetto Corsa Rally is surprisingly cohesive. Most of the criticism is of refinement, not structural.
The future promises: more cars, stages, modes, official VR, and regular updates. What’s missing is just speed in the updates, since there’s a lot of hunger, and the game whets the appetite, but still doesn’t completely satisfy it.
Conclusion: Small start-up with huge potential
Assetto Corsa Rally is not for those who want to go sightseeing. It’s not easy or friendly, it’s demanding, a pure simulator that forces us to learn in depth, whether on gravel or asphalt.
The content is still limited, but the technical and physical base is solid, with the potential to become the best rally simulator of all time. If Supernova continues to work and fill in the gaps, this game could really be the spiritual successor that Richard Burns Rally deserved. For now, it’s a promise that you can already feel as soon as you get behind the wheel.
Source: https://www.eurogamer.pt/assetto-corsa-rally-uma-surpresa-que-chega-na-hora-certa
