Assetto Corsa EVO modding in 2026: the official SDK, multiplayer mods, and what it means for the original game’s library

When Assetto Corsa EVO entered early access in January 2025, Kunos said modding tools would come after version 1.0. Then the plan changed: the tools started arriving during early access, in stages, and by the summer of 2026 EVO had an official car SDK and multiplayer mod support. Here is where EVO modding stands, how it differs from the original game’s anything-goes scene, and what it means for the Assetto Corsa library on sites like this one.
The timeline
- 2025: Kunos announces that modding support will arrive earlier than planned, during early access, and that EVO will be a platform for working with car manufacturers.
- Update 0.7 (3 June 2026): the SDK arrives with a supplementary app for editing cars. In Kunos’ words it “allows users to produce custom vehicles to use in single-player racing”. Multiplayer, liveries and tracks are promised for later.
- Update 0.8 (9 July 2026): multiplayer mod support, alongside the Kyalami circuit, three new cars and a VR overhaul.
- Update 0.8.1: mods must be re-exported to generate a JSON file before servers can list them as compatible content; anything built before has to be redone.
- August 2026: Kunos states that update 0.9 will not be the end of early access. Version 1.0 is still ahead, and with it the tools for tracks and liveries that were promised.
How EVO modding differs from the original
The original Assetto Corsa was never designed for mods; the community reverse-engineered its formats and built Content Manager and Custom Shaders Patch around it, and the result is a library of tens of thousands of cars and tracks of every quality, installed by copying folders. EVO’s approach is the opposite: an official SDK, an official export pipeline, and a format the game validates. The upside is quality control and multiplayer that actually works with mods; the downside is that nothing from the old library converts by copying, and conversions of other games’ cars will be harder to pass off.
What exists today
Cars, built with the official tools, usable in single-player and on servers that list them. No official track modding yet; no livery tools yet. The scene is small, as a scene a few months old built on a tool that was revised in 0.8.1 would be. The authors active in it are mostly the established names from the original game, which is a good sign for quality.
What it means for Assetto Corsa mods here
“Assetto Corsa” on a download site means the 2014 game unless the page says EVO. The original game’s library is not going anywhere: it is enormous, Content Manager and CSP continue to be developed, and EVO is years from matching its breadth, if it ever tries. EVO mods are a separate category with a separate install path (the official tools, not folders), and they will be labelled as such when they appear here.
For authors
EVO’s early-access modding has one practical hazard: the format may change again before 1.0, as 0.8.1 showed. A car built today may need re-export at the next milestone. Keep the project files, not just the exported mod. And read the SDK’s terms; an official pipeline comes with official rules about content, and ripped models will have a harder time than they did in the original.
For players
If you want mods now, the original game is where they are, and it runs on far more hardware. If you own EVO, try the car mods that exist, expect rough edges, and treat multiplayer mod support as new. Both games will coexist for a long time, and the people making the best content for one are mostly the people who made it for the other.
Sources: Kunos Simulazioni’s early access updates as reported by Traxion (update 0.7, June 2026) and Traxion (update 0.8, July 2026), and Kunos’ statement that update 0.9 would not end early access (August 2026). Details of the 0.8.1 server rules should be confirmed against Kunos’ own posts.


