Micro Grid: Racing Team Manager

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Take a single-seater racing team all the way to the title. Design the car, sign the drivers, read the weather and make the calls from the pit wall. Every race is simulated wheel to wheel, so a well-timed stop or the right tires can swing the result.

You're the new team principal. The chairman wants results, the sponsors want airtime, and your lead driver wants a new contract by Friday.

Micro Grid is a racing team management game about the decisions between the lights: what to build, who to hire, which tire to start on, and when to bring the car in. Every race is simulated lap by lap from power, drag, downforce, grip, tire wear, and fuel—captured through a tilt-shift camera that turns the field into a living diorama.

Call the race

Watch it live from the pit wall and change the plan as it unfolds. Pick the tires and the pit windows, set each driver's pace and fuel mix, tell them to attack, hold position or bring it home, and use team orders when the championship needs them. A strategy forecast shows each option's likely finish as a range, not a promise. The weather moves sector by sector, safety cars bunch the field, and rival pit walls make their own calls.

Run the weekend

Practice is a single 90-minute session for both cars, and every program comes off the same clock: long runs, qualifying sims, setup comparisons, and circuit learning. Your drivers tell you what the car needs. Then qualify live, and race.

Develop the car

Pick a concept each season and design parts around downforce, aero efficiency, or reliability. Production, fitting, and repairs all cost time and money. What you learn carries over, and the teams vote on next season's rules.

Climb the ladder

Three championships, each with its own rules: spec cars in Micro Three, supplier engines and a cost cap in Micro Two, open development in Micro One. Thirty teams chase promotion and try to avoid relegation. Sponsors set targets, and the chairman's patience is not unlimited.

People, not just numbers

Drivers, designers, mechanics, and strategists, each with stats, traits, and morale. Drivers improve with seat time. A driver who trusts their mechanic gives better feedback, teammates build rivalries, and other teams will try to poach your strategist.

A world in miniature

Sixteen fictional circuits around the world, raced by daylight and under floodlights. Each circuit treats tires its own way.