The long-awaited IndyCar game from iRacing finally has a name, a release window, and its first official images
The bad news is that it's slipped from the originally hoped-for 2026 release window, but not by a whole lot
iRacing makes much more than just its flagship sim racing platform these days, and hot off the heels of the first official NASCAR 26 news, we now finally have some information on its IndyCar project.
We've known of its existence for some time but little more. Now, we finally have something concrete to go on, as well as a tentative launch window that will, sadly, miss the previously hoped-for 2026 window.
IndyCar Racing The Game is coming to Xbox Series X|S, PC via Steam, and PS5, in "early 2027."
That makes the most sense right now, given that NASCAR 26 is already on track to launch this September. Any time after this is a terrible time to launch a game, given that the entire planet's attention will be fixed on GTA 6.
Or Godzilla: Destroy All Monsters Melee Remastered.
“This is a project our team has been passionate about for a long time,” said Tony Gardner, iRacing president. “We’re bringing everything we know about authentic, immersive racing to consoles and PC, and creating an experience worthy of the INDYCAR name. 2027 can’t come soon enough.”
Other than early 2027, all we know is that IndyCar Racing The Game will "launch in the countdown to the 2027 Indianapolis 500." Next year's race is scheduled for May 30, so right now we can expect to see the game sometime before then.
Being made by iRacing means that, like NASCAR 25 and 26, the IndyCar game will be able to leverage some aspects of the sim while being built like a more traditional racing game. It uses an in-house engine, not Unreal as NASCAR 26 does, previously used in ExoCross.
There hasn't been an official IndyCar game in over twenty years, so fans have certainly had a drought. IndyCar has largely been ignored beyond iRacing, so it's certainly a long overdue but extremely welcome arrival.
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Richard Devine is the Managing Editor at Windows Central, where he combines a deep love for the open-source community with expert-level technical coverage. Whether he’s hunting for the next big project on GitHub, fine-tuning a WSL workflow, or breaking down the latest meta in Call of Duty, Forza, and The Division 2, Richard focuses on making complex tech accessible to every kind of user. If it’s happening in the world of Windows or PC gaming, he’s probably already knee-deep in the code (or the lobbies). Follow him on X and Mastodon.
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