
- Racing
- Early Access
Game
Pretend Cars Racing 2
An old school top-down racer with split-screen multiplayer, track editor and night and day transitions.
Experience fast-paced top-down retro racing: build your own tracks, climb global leaderboards, challenge friends in split-screen, and race through dynamic day-to-night transitions in multi-category events.
About Pretend Cars Racing 2
- Released
- March 2026
- Developer
- Patricio Marin
- Engine
- GameMaker
- Platforms
- PC (Microsoft Windows)
Where to get it
Release, studio and platform data from IGDB. Store links go to the sellers, not to us. We do not sell games and we do not host files.
Browse everything
Sorted, filterable and paged. Every link goes to the author’s own download.
From the developers
Official announcements, newest first. Posted on Steam.
- Community AnnouncementsUpdate 0.9 previewThis update brings the first chapters in the Career mode, as a preview for the full 1.0 release of the game that will be available on August 31st!
- Community AnnouncementsPretend Cars Racing 2 Launch Date Announced!After months of development and your valuable feedback throughout Early Access, I'm excited to finally share what's next for Pretend Cars Racing 2.Full Release – August 31Pretend Cars Racing 2 will officially leave Early Access and launch as Version 1.0 on Monday, August 31.Version 1.0 will include all of the major features promised during Early Access, making this the complete Pretend Cars Rac...
- Community AnnouncementsCustom Championships, Improved AI and 20-Car GridsThe June update has grown well beyond its original scope. Alongside the addition of Custom Championships—including support for user-created content—Version 0.7 introduces major improvements to AI behavior and race grids.The biggest change is a substantial overhaul of the AI. Computer-controlled drivers now have a much better awareness of their surroundings—not just other cars, but also track li...
- Community AnnouncementsBuild, Share and Race Custom TracksThe most awaited feature is here! The Track Creator and Steam Workshop support are now live and ready for you to dive into. You can now build the tracks you’ve always imagined with an editor designed to make creation fast and straightforward.Once your masterpiece is ready, sharing it with the world is just one click away. Upload your creations directly to the Workshop, browse tracks made by oth...
- Community AnnouncementsUpdate notes for April 2ndCamera zoom out for split-screen multiplayer races is configurable in options and pause menu Watkins Glen: removed possible shortcut Watkins Glen: graphical pass Kerbs: improved placement and shape (still not perfect, but better) Kerbs: outer kerbs added to corner exits Changed some menu texts
- Community AnnouncementsVersion 0.3 is live: rewind time!The first planned big update is live and ahead of schedule! With this new version, you can now rewind time during single-player races. To keep things square, this feature is blocked during multi-player and leaderboard runs.For the time being, you have unlimited rewinds available, but I’m deciding if there will be some specific number of flashbacks per race. If you want to share your view, join...
- Mods indexed
- 6
- Versions
- 0
- Newest tracked
- none yet
- Most disruptive update
- No breakage data for this game
of 29 on Steam Workshop
Most downloaded
Measured from the source's own counts, summed across every release.
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Why Pretend Cars Racing 2 mods break
A mod is compiled against one version of a game. When the game updates, anything that reached into the parts that moved stops working, and it usually stops working silently rather than with a message that explains itself.
That is what the table above counts. It is not a guess: each row is a mod the community has reported as broken by that specific release. The number is a fair measure of how disruptive an update was, and it is the reason people delay updating a game they have modded heavily.
Common questions
Does IndexGG host Pretend Cars Racing 2 mods?
No, and it never will. Every download link points at the author's own page on Nexus, GitHub, CurseForge or wherever they published it. We index the ecosystem; the files stay with the people who made them.
Where does the compatibility data come from?
From the communities that maintain it in the open, not from guesswork. Each claim carries how it is known, so a reported breakage is never presented as though the author said it.
Why is a mod listed as broken when it works for me?
Compatibility depends on your exact game version and the rest of your load order. A mod marked as broken in one release may work fine on an older one, which is exactly why the version is recorded next to the claim rather than a bare yes or no.






