Kunos Simulazioni published the Assetto Corsa EVO 0.5 patch notes on the official Assetto Corsa site on February 12, 2026, confirming the rollout of build 0.5 to everyone running the title through Steam Early Access. The update adds seven new cars, two laser-scanned circuits, a first version of a free camera mode, and an upgrade to DLSS 4.5, alongside continued work on track limits detection and dynamic track behavior. Assetto Corsa EVO is developed by Kunos Simulazioni and published by 505 Games, and 0.5 lands as the latest numbered milestone in the Early Access roadmap the two companies have been building out since launch.
Kunos frames the release as another step in the long-term vision for the title, shaped by feedback the community has sent in while testing the game since Early Access launched in 2025.
Assetto Corsa EVO 0.5 Patch Notes: What Changed
The headline items in the patch notes are the new vehicle roster and the two additional tracks, but the update also carries a usability feature that’s been requested since launch: a free camera mode, aimed at replays, cinematic exploration and content creation. Kunos describes this first version as a stepping stone toward a more advanced camera system to be delivered progressively in later builds.
On the technical side, the game moves to DLSS 4.5, and Kunos confirms ongoing refinement of two systems that affect every session on track: track limits logic and dynamic track behavior. Kunos describes both as foundational work still being built out as the project grows.
Release Timeline: From 0.4 to 0.5
Assetto Corsa EVO entered Steam Early Access in 2025, and Kunos has shipped numbered builds since, each adding content and refining systems based on player feedback gathered through the Early Access program. The 0.5 notes confirm the same cadence seen across earlier builds: new content shipped alongside incremental engine work each cycle.
505 Games, which publishes the game alongside Kunos, has backed the same approach so far: regular Early Access builds instead of a single delayed launch. That means 0.5 arrives as one entry in an ongoing series, with the studio continuing to weigh community-driven fixes and content additions ahead of a fixed date for the full 1.0 launch.
New Cars, Tracks and Features Added in 0.5
Seven cars join the Early Access garage in this build, spanning rally, hot hatch, modern GT and track-focused prototype categories:
- Audi Sport Quattro (1983) — the rally icon, built around turbo boost and quattro all-wheel-drive traction.
- BMW M2 (G87) — a modern compact coupe with strong turbo torque and a planted chassis.
- Caterham Seven 485 CSR Final Edition — a lightweight, stripped-back car built around raw power-to-weight ratio.
- Dallara EXP — a prototype tuned for aerodynamic efficiency and high-speed stability.
- Porsche 911 GT3 RS (992) — a naturally aspirated, aero-heavy track weapon based on the road car.
- Toyota AE86 + Tuned — the classic FR chassis in stock and tuned form.
- Volkswagen Golf MK1 GTI — the original hot hatch, built around mechanical grip and front-wheel-drive balance.
Two circuits arrive alongside the new cars, both reproduced from laser scan surveys and each shipping with four layout options:
- Watkins Glen International — the American road course known for elevation changes and fast, committed corners.
- Circuit Paul Ricard — the French circuit with a long history in Formula 1 and modern GT racing.
Both tracks extend the pool available for single-player sessions and for Daily Racing, the game’s web-based multiplayer portal where players run challenges against each other.
Physics and Handling Changes
Track limits logic and dynamic track behavior are the two physics-adjacent systems Kunos has flagged as active work in progress across every Early Access build, including 0.5. Track limits logic determines how the simulation judges whether a car has left the racing surface, a call that affects lap validity, penalties and online results. Dynamic track behavior governs how grip changes over the course of a session, as rubber builds up on the racing line or conditions shift, which in turn affects tire wear, braking distances and how a car behaves lap after lap. Kunos has not detailed exact adjustments to either system for 0.5; both remain foundational areas of development that will keep evolving as testing continues.
The DLSS 4.5 upgrade is a separate technology stack update, unrelated to the physics work described above.

Bug Fixes and Performance Improvements
The 0.5 notes fold bug fixes into the content and systems already covered rather than listing them separately. The DLSS 4.5 update touches performance and image quality on supported hardware, while the ongoing refinement of track limits and dynamic track behavior affects consistency across sessions rather than raw frame rate. Performance and stability changes are described in general terms, without a breakdown by specific hardware tier. Simracers running earlier DLSS versions or older Nvidia driver builds should expect the update to apply automatically through Steam without any manual configuration.
Key Changes at a Glance
| Category | What Changed | From 0.4 to 0.5 |
|---|---|---|
| New Cars | Seven vehicles added, spanning rally, GT, hot hatch and prototype classes | Roster expansion |
| New Tracks | Watkins Glen International and Circuit Paul Ricard, each with 4 layouts, laser-scanned | Track count expansion |
| Camera System | First version of free camera mode for replays and content creation | New feature |
| Graphics Tech | Upgraded to DLSS 4.5 | Tech stack update |
| Simulation Systems | Continued work on track limits logic and dynamic track behavior | Ongoing refinement |
What 0.5 Means for Early Access Progress
Kunos ties this release to the core purpose of the Early Access program: sharing pre-release builds on Steam and shaping the game around feedback from the community testing it. Seven new cars and two circuits give testers meaningfully more variety in the current build’s car list and track roster, both areas players have flagged as thin compared to Kunos’s earlier titles, Assetto Corsa and Assetto Corsa Competizione.
The free camera mode addresses a request that’s circulated since the game’s Early Access launch. Its first version ships as a work in progress rather than a finished tool, and Kunos plans to expand it in future builds. Track limits detection and dynamic track behavior follow the same pattern: both stay in active development, tuned against feedback from the community currently testing the build.
Career mode remains outside the scope of 0.5. Kunos has described a structured single-player career mode as part of the longer-term vision for the game’s full release, but the Early Access builds shipped to date, including 0.5, have focused on expanding the car list, track roster, camera tools and core simulation systems rather than adding that kind of progression system.
How to Update and System Requirements
Release 0.5 is delivered as a standard Steam update to anyone who already owns Assetto Corsa EVO through Early Access; no separate purchase or opt-in is required. Kunos hasn’t published new minimum or recommended system requirements alongside this build, and the DLSS 4.5 upgrade applies to supported Nvidia hardware without changing baseline requirements for players on other configurations.
FAQ: Assetto Corsa EVO 0.5
What’s new in Assetto Corsa EVO 0.5?
Seven new cars, two new laser-scanned circuits with four layouts each, a first version of a free camera mode, and an upgrade to DLSS 4.5.
Which cars were added in this update?
The Audi Sport Quattro (1983), BMW M2, Caterham Seven 485 CSR Final Edition, Dallara EXP, Porsche 911 GT3 RS (992), Toyota AE86 in stock and tuned form, and the Volkswagen Golf MK1 GTI.
Which tracks were added?
Watkins Glen International and Circuit Paul Ricard, each with four layout options.
Does 0.5 change the physics engine?
Kunos confirms ongoing work on track limits logic and dynamic track behavior, but hasn’t published a detailed physics changelog for this build.
Does this update add career mode?
No. Career mode is not part of the 0.5 build. Kunos has described it as part of the game’s long-term roadmap toward full release, while current Early Access updates, including 0.5, focus on cars, tracks and core simulation systems.
Do I need to do anything to get the update?
No. It arrives as a standard update through Steam for anyone who owns the game in Early Access.
