Skip to content
All work
NODE_10 Active IN DEVELOPMENT

Velocia

Motorsport management game

A motorsport management game for phones and PC: run a Grand Prix team from the pit wall, with more ways to play arriving in updates.

circuits in the first release
8
career, done properly first
1
headless checks
3,500+
A Velocia race from the pit wall on a phone, lap 3 at Ise: the timing tower down the left, a map of the circuit with numbered cars spread round it, a line explaining why Duval passed Mendes, and the player’s two cars on the right with photographs of the drivers and their Save, Normal, Push and Pit buttons.

// What it does

A race you can read

Every overtake says why it happened: pace, tyres, the tow, the corner, and the two drivers involved.

Run it from the pit wall

Call each car's pace, plan the stops and react to the race, against rival strategists who weigh the same choices.

Tyres that behave

Grip falls away near the end of a stint, tyres grain in the cold and run hotter on a hot track, each circuit to its own real races.

Weather and safety cars

Rain arrives mid-race, and a crash can bring out the safety car or a red flag.

Build the car

Design it and build it part by part between races, and decide what the factory works on next.

People, not numbers

A driver market with scouting and contracts, staff to hire, and a face for everyone that ages across a career.

Real tracks, invented names

Circuits traced from real layouts, permanent tracks and street circuits between walls.

Measured against real racing

Lap times, tyre wear, fuel and pit-stop losses fitted to real races, and checked again after every change to the model.

Captured from the running game, not mocked up. Select one to see it full size.

  • The pit wall on lap 3 of a career race, and the feed saying why an overtake happened: softer tyres, Overtake Mode, the better racer.
  • Under the safety car on lap 9: eight cars take the cheap stop, both of the player’s cars among them.
  • Headquarters at the start of a career: the budget, what the board wants, the car part by part, the two drivers and the next race.
  • The Car page: every part’s performance, reliability and wear on each car, and a new part designed somewhere between safe and aggressive.
  • The driver market: an unscouted junior’s skills show as a range, which scouting narrows to the truth.
  • The standings after the first round, drivers and constructors side by side.

1 / 6

A Velocia race on a phone: the timing tower down the left, a map of the circuit with numbered cars spread round it, a line reading Duval past Mendes down the inside, on softs against mediums, and the player’s two cars on the right with Save, Normal, Push and Pit buttons.
The pit wall on lap 3 of a career race, and the feed saying why an overtake happened: softer tyres, Overtake Mode, the better racer.
A Velocia race under a Safety Car banner: the timing tower shows several cars in the pits, the feed lists drivers leaving the pits on mediums and hards, and both of the player’s cars read In the pits.
Under the safety car on lap 9: eight cars take the cheap stop, both of the player’s cars among them.
The Velocia headquarters home page: a budget and a board target along the top, the team’s car in its garage with ratings for engine, gearbox, brakes, suspension and wings, two driver cards with photographs, and panels for the next race and the inbox.
Headquarters at the start of a career: the budget, what the board wants, the car part by part, the two drivers and the next race.
The Velocia Car page: a table of seven parts with performance, reliability and condition bars for both drivers, and a development panel with the front wing chosen, a slider from Safe to Aggressive and a Design It button.
The Car page: every part’s performance, reliability and wear on each car, and a new part designed somewhere between safe and aggressive.
The Velocia driver market on its Juniors tab: a list of young drivers with ages, rating ranges and asking prices, and the chosen driver’s card with a character line and a range for each skill.
The driver market: an unscouted junior’s skills show as a range, which scouting narrows to the truth.
The Velocia standings page after round one: drivers with their photographs and points on the left, constructors on the right, the player’s team highlighted in sixth.
The standings after the first round, drivers and constructors side by side.

// The problem

Mobile racing-management games are easy to pick up but shallow: races feel scripted and everyone in the paddock looks the same. Players have asked for years for depth that still starts simply.

// What was built

  • A race simulated on a fixed tick and drawn in 3D, where every overtake says why it happened, with weather, safety cars and rival strategists.
  • 21 circuits from real layouts, under invented names: permanent tracks, and street circuits between walls with a city behind them, some raced at night.
  • Six series with their own cars, grids and money, and four careers into the same paddock.
  • Headquarters, a driver market with scouting and contracts, staff, standings and seasons.
  • Faces for every person: photographs of people who do not exist, each at four ages.
  • Cars, liveries and buildings made in-house from free assets: six livery designs, and sponsors and tyre markings printed by the game’s own shaders.

// Engineering

  • Godot 4 and GDScript for phones and PC from one project.
  • Plain-data simulation that runs headless: deterministic races, the same code for a future league server.
  • Race statistics checked against real circuits before and after every change to the model.
  • Motion measured, not eyeballed: a playtest records how far each car and camera strays from a smooth path every frame.
  • Built to run on a mid-range phone: measured on one, frame by frame.

Built with

Godot GDScript 3D Game Design Simulation
Status
IN DEVELOPMENT
What it is
Motorsport management game
Public address
None yet — not launched

// How it got here

  1. Sep 2026

    Designed and started: a spike of the race, then the 3D view and the career within days.

  2. Oct 2026

    Real car models and circuit layouts traced from real tracks.

  3. Oct 2026

    Cars that can touch: collisions, spins and slides.

  4. Oct 2026

    Rival strategists with their own character, and the race fitted to real lap and tyre data.

  5. Oct 2026

    A unique face for every one of the hundred people in the paddock.

  6. Nov 2026

    The first release cut down to one thing, to get it right.

// What comes next

  • The first release: a team principal's career in the top series, over a season of eight circuits, raced from the pit wall over a live map of the track.
  • A full season played through on a phone before it ships.
  • Google Play and the App Store first, then Steam and the Epic Games Store.
  • The 3D race, the other careers and the other series come back as updates.

// Notes on Velocia

// Open for work

Want something like this, built to your own brief?

Fast, accessible, and built to last — no page builders, no template you'll outgrow in a year. Tell me what you need and the contact form goes straight to my inbox.