Now, with the release of Update 0.7, Kunos Simulazioni has finally taken the first major step towards bringing that same creative freedom to Assetto Corsa EVO by debuting the SDK Editor Tool.
Modding and the Assetto Corsa franchise. Name a more iconic duo... The community's creativity and love for creating mods is the reason the original Assetto Corsa remains one of the most-played racing simulators over a decade after launch.
Alongside Update 0.7's new vehicles, particle effects system, and multiplayer safety rating overhaul, the SDK marks the beginning of what Kunos hopes will become a thriving community content ecosystem for Assetto Corsa Evo. While the first release is relatively focused in scope, it lays the groundwork for custom content creation that could shape EVO's future for years to come.
More drift cars will inevitably be some of the first cars added to Assetto Corsa EVO through mods, given how popular the genre was in the original Kunos title.
First Step Towards Community-Created Content
The initial SDK release allows technically minded users and experienced modders to create custom vehicles for use within Assetto Corsa EVO. According to Kunos, the tool uses a production pipeline closely aligned with the technologies the studio uses internally, potentially offering mod creators a more streamlined and officially supported workflow than was available in the original Assetto Corsa.
At launch, vehicle mods are restricted to single-player use. However, Kunos has already confirmed plans to expand functionality in future updates, including support for multiplayer, custom liveries, and track creation.
An example of a layout of tools within the SDK editor. Image: Kunos Simulazioni
The numbers in the image above are labels for the following menus:
- Texture container
- Material container
- Mesh container
- Actor container
- Content browser (primary)
- Preview options
- Date&Time
This phased rollout marks a notable shift from earlier plans. Prior to 2026, modding tools were expected to arrive after the simulator's full release, but community demand appears to have accelerated the SDK's development.
Why This Matters For Fans And Sceptics
Modding has been central to the success story of the original Assetto Corsa. Thousands of community-made cars, circuits, graphics enhancements and gameplay modifications helped transform the simulator into one of PC racing's most enduring platforms.
The Jide 1600s, one of our favourite mods for Assetto Corsa here on OverTake, is one we want to see in Assetto Corsa EVO one day!
For Assetto Corsa EVO, the SDK could prove equally important. While the simulator has faced criticism during its Early Access period over delays, changing roadmap priorities and a relatively limited content roster, opening the door to community-created vehicles immediately increases the platform's long-term potential. The key step in this process is to make cars shareable as soon as possible.
If you want to dive into the toolset yourself, check out the official Kunos Simulazioni forums, linked below, or if that is not working for you, there is also a Reddit post that has the links to both the cars and driver SDK files, as well as the official forum for when that is working properly again.
Early Days For The Toolset
Despite the excitement, this remains very much a Version 1.0 release of the SDK. Community documentation highlights a handful of launch issues, while the current toolset is focused exclusively on vehicle creation. Those hoping to immediately recreate entire racing series, build custom circuits or deploy mods online will need to wait for future updates.
Still, the foundations are now in place. With official tutorials, sample projects, and a supported workflow available from day one, modders can finally explore EVO's potential.
What do you think about the SDK toolset? Is it a big enough evolution compared to the original Assetto Corsa? Let us know in the comments down below!