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Chevella Racing · in development

Built from the
force feedback outward.

Chevella Racing is a hardcore grip racing sim. You drive real cars at the limit through a direct-drive wheel. You feel every kerb, slip, and load shift. Open and moddable. The car and track list keeps 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 you can't split them. Physical honesty: the car behaves and talks like the real thing at the limit. A skilled driver can catch it. 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, built for direct-drive hardware. Not an effect layer bolted on afterward. 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 runs 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 keeps growing.

The look & the soul

Engineering footage. An open soul.

A signature damp-overcast look. A real car on a real circuit under real light, read through an instrument-grade data layer. Built on Unreal Engine 5.8 and a custom physics core. The look is ownable. The platform is open. 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. This is the make-or-break spine most sims get wrong. Only the cross-machine determinism proof remains.

~30%

A driveable sim

Everything you need to drive a lap: input, telemetry, timing, camera, HUD. Input and track have landed. The on-screen game is just starting.

~14%

The whole game

Every system on the roadmap, from the physics core to career and competition. Around a third have design docs. The core spine is nearly done.

Stay in the loop

Be first in the cockpit.

Early Access updates, dev diaries, and honest notes on how the wheel feels. No spam. Just the build coming together.