The arrival of Assetto Corsa Evo version 0.3 marks an important moment: for the first time, we can access its multiplayer. And while it’s far from a complete system, what’s available already hints at how this pillar might evolve.
A Solid If Minimal Base
Assetto Corsa Evo 0.3 online works but minimally. Connections are semi-stable, sessions complete without major failures, and the technical base appears well-built.
Everything depends on the ping: if you land in a low-ping lobby, you can enjoy some proper laps and feel like a driver. If not, get ready to watch cars flying through the air and collisions that never actually happened.
However, it’s missing everything that defines a modern multiplayer: matchmaking, licenses, splits, progression, and ease of access.
In its current state, it’s more a technical demonstration than a finished system. The big question is whether Kunos can, before 1.0, deliver an integrated competitive experience or whether, as in the past, it will rely too heavily on external services.
The current cap of 16 cars on track is obvious, but performance is “smooth”. Given that this limit is expected to increase over time, it’s fair to say the technical foundation is heading in the right direction.
In short: the skeleton works. The core isn’t broken, and in this stage, that’s already positive.
Glaring Omissions
Right now, online boils down to a manual server browser. There’s no matchmaking, no licenses, no rankings, and no progression. The result feels closer to a digital track day than to a truly competitive ecosystem.
The server browser itself feels straight out of the ’90s. There’s no filter to hide empty or full lobbies, and you have to pick your car before joining. If it’s the wrong one, you refresh, lose your spot, and start all over again.
This was solved back in the days of Quake! How is it possible that in 2025 we’re reinventing the wheel… and making it square? The “minimalist” design ends up tiring and confusing, with unintuitive menus and little customization.
The lack of any ability-based sorting means races depend heavily on luck: sometimes you’ll find rivals at your pace; other times, you’ll just turn laps without much incentive.
- Lap counter issues that mark “final lap” for the leader only.
- Balance of Performance mismatches, with exaggerated gaps between cars sharing a grid.
- Occasional force feedback quirks on certain servers.
These aren’t deal-breakers at this point, but they’re reminders of how early this online mode still is.
Untapped Potential (So Far)
In this context, Assetto Corsa Evo 0.3 currently resembles ACC’s early approach: basic, community-driven servers without an official structure to guarantee continuity or progression.
The most compelling thing about Evo isn’t what it already offers, but what it could offer. Its breadth of cars and driving styles goes beyond typical competitive simracing. Seeing something like a Volkswagen Golf at Brands Hatch hints at experiences few other flagship sims provide.
The risk is clear: without an integrated competitive layer, that variety turns into isolated sessions instead of a long-term, engaging online ecosystem.
For now, there’s reason to trust the foundation. But there’s a long way to go before this skeleton becomes the kind of multiplayer a sim with this much potential deserves.
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