Modding has arrived in Assetto Corsa EVO. After two years of “it’s coming, after 1.0, and it’ll be vetted”, Kunos changed its mind in the best way: Update 0.7 in June 2026 shipped an official car-modding SDK with no vetting and no restrictions, and Update 0.8 in July made those community cars work in multiplayer. It’s early – roughly where the original Assetto Corsa sat in its first couple of months – but it’s real, and it’s moving quickly.
If you’ve read our guides on Content Manager, CSP and Pure, though, brace yourself: almost none of what you know carries over. EVO runs on a brand-new engine, and that single fact rewrites the whole modding playbook. Here’s what’s changed, what works today, and where to start.
Quick Navigation
Jump straight to what you need:
Why the classic toolchain is gone |
How Kunos changed its mind |
The official SDK |
What mods exist now |
Prism: the CSP successor |
What’s still missing |
How to get started
Forget Content Manager, CSP and Pure – EVO is a new engine
Here’s the thing that trips up everyone coming from the original game. Assetto Corsa EVO is not Assetto Corsa with nicer graphics. It’s a ground-up rebuild on a new, proprietary Kunos engine – not the 2014 AC1 codebase, and not the Unreal Engine that runs Competizione. Kunos co-founder Marco Massarutto said back in 2022 that they were building new technology because they “need greater flexibility”, and the studio describes EVO as running an “all-new graphics engine”.
That matters more than it sounds. Content Manager, the Custom Shaders Patch, Pure, Sol – the entire toolchain that turned the original Assetto Corsa into the modding titan it became – was written against AC1’s renderer. None of it works with EVO, and none of it can be ported without a full rewrite against a completely different engine. There is no Content Manager launcher. There is no drag-and-drop installer. Mods go into a Saved Games\ACE\mods folder and EVO’s own native UI handles the rest. One recent hands-on guide summed it up neatly: “there is one folder, a set of rules”.
So if you’re arriving from our CSP explainer or the Pure weather guide, treat EVO as a clean slate. The knowledge transfers – you understand shaders, weather, car folders, why a mod misbehaves – but the tools don’t. Your classic AC install and its beautiful mod stack aren’t going anywhere; EVO is simply a separate game with a separate way of doing things.
How Kunos changed its mind about modding
The EVO modding story nearly didn’t happen this way. The plan kept changing, and each change landed in the modder’s favour.
- October 2024: modding is confirmed, but gated – it would arrive only after the 1.0 release, and through an official Kunos vetting process, partly to keep car manufacturers happy.
- April 2025: Massarutto says the tools will come earlier than planned, during Early Access rather than after 1.0, so they can be tested and finalised before launch.
- February 2026: the big one. Kunos abandons the vetting gate entirely. Massarutto’s words: “we are going to provide all the community with the modding tools with no limitations.” He also floats a possible LiDAR-based terrain editor for track modding down the line.
- June 2026: Update 0.7 ships the SDK. As Traxion put it, this “marks the beginning of modding”.
That’s a genuine reversal, from a locked-down, vetted, post-launch pipeline to open, unrestricted tools handed over mid-Early-Access. It’s the throughline worth holding onto: Kunos has decided the modding scene is a feature to encourage, not a risk to manage. Whether that survives contact with the car manufacturers all the way to 1.0 is the one thing I’d still keep half an eye on.
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The official SDK: what it does, and what it doesn’t yet

The ACE SDK is a Kunos-built car editor, distributed through the Tools section on Steam (the same place you’d find a dedicated server). Right now it does one job: it lets you build, import and export cars for EVO. It launched single-player-only in 0.7, and Update 0.8 in early July 2026 added the crucial second piece – multiplayer mod support, so community cars can be used on servers that allow them.
One technical wrinkle if you plan to run mods online. A later point release, 0.8.1 in late July, tightened up the server side: mods built before it need to be re-exported through the SDK to generate a JSON file before a server will accept them as valid content. It’s the kind of housekeeping you’d expect from a young modding platform still deciding how it wants to verify what’s real – annoying if you’re mid-project, sensible if you’re the one running the servers.
What the SDK does not do yet is tracks. The first release is cars-only. Track tools are confirmed rather than promised-and-forgotten – Kunos keeps mentioning them, and the LiDAR terrain-editor idea is a genuine ambition – but nothing for building circuits has shipped as of writing. If your dream is porting a favourite layout into EVO, that day isn’t here.
What mods exist right now

A word on scale, because this is where hype outruns reality on a new platform. The SDK is roughly two months old. What exists today is a first wave, not an ecosystem – but it’s a real first wave, made by names you’ll recognise from the original game’s modding scene. The ones worth knowing about:
- Abarth 1000 TCR by Pessio – a well-known AC1 modder, who’s been open that this one is a beta built largely to learn the new SDK. That’s the tell of an early scene: the good modders are still figuring out the tools in public.
- Porsche 992 GT3 RS Manthey Racing pack by Ceky Performance – a proper branded pack from an established name.
- BMW M3 Touring 24h – a touring-car addition.
- Formula 1 cars and the 499P Le Mans Hypercar by SimDream.
- And, inevitably, a driveable banana. Every modding scene gets its joke car in the first month, and EVO’s is here on schedule.
You’ll find these listed on ModLand and turning up on OverTake, the two hubs the scene is coalescing around. The fair summary, and the one to keep in your head before you go looking: this is roughly where the first Assetto Corsa was in its opening months. Real, functional, and early. Manage your expectations and you’ll be pleasantly surprised by how fast it’s filling in.
Prism: the closest thing to CSP that EVO has

If the missing Custom Shaders Patch is the thing you’ll feel most keenly, there’s already an answer forming – and it’s the part of the EVO story nobody else is framing properly. It’s called Prism, made by Real Sim Roads, and it describes itself as “the first custom shaders patch and content manager for Assetto Corsa EVO”. In other words, it’s trying to be the CSP-and-Content-Manager successor in one package.
The technical approach is clever, and worth understanding because it explains both what’s possible and why it’s a third-party tool rather than a Kunos one. Prism injects via a dinput8.dll proxy and replaces compiled DX12 pixel-shader bytecode at runtime – hashing and swapping shaders per material, it says, without touching a single game file on disk. On top of that it layers the things a CSP user expects: tonemap and LUT control (GT tonemap, AgX, ACES, custom LUT import), true HDR output via a promoted 10-bit swapchain, and a lightweight content-manager-style app for saving shader configs and per-car or per-track profiles. On paper, that’s the CSP feature set rebuilt for a modern DX12 renderer.
Two caveats before you get excited. First, Prism is a paid product – the introductory rate is around $4 a month, billed through Patreon – not a free community mod the way CSP was. Second, and this is the one that matters: it’s a third-party tool, not made or blessed by Kunos, and its performance and stability claims are its own. I haven’t run it long-term, and I’ve not seen independent testing yet, so take the marketing as marketing until the community has properly kicked the tyres. The concept is exactly right; the proof is still coming.
What’s still missing

The gaps matter as much as the wins – a new modding platform is defined as much by what it can’t do yet as by what it can. Three things stand out. There are no track mods, and no track-building tools – the whole circuit side of modding, which was half the appeal of AC1, simply isn’t available. There’s no plugin or app ecosystem to speak of: the huge web of AC1 apps that hooked into Content Manager has no EVO equivalent, and Prism aside, no third-party extension scene has formed. And there’s no maturity yet – the tools are weeks old, the documentation lives on the Kunos forum, and best practice is still being worked out in public.
None of that is a criticism. It’s the real shape of a scene two months into its life. The difference from every previous “will EVO get mods?” conversation is that the answer is now yes, with tools you can download today, rather than a promise for after 1.0.
How to get started
If you want to get hands-on rather than just watch the scene develop, here’s the short version:
- To use mods: grab a car from ModLand or OverTake, and drop it into
Saved Games\ACE\mods. No launcher, no Content Manager – EVO reads the folder itself. If you’re going online, make sure the mod was exported through the current SDK (post-0.8.1) or servers may reject it. - To make cars: the ACE SDK is in the Tools section of your Steam library. The authoritative documentation lives on the official Kunos forum, which is the right place to learn the pipeline properly – not a random Discord.
- For visuals: if you can’t live without CSP-style shader control, Prism is the only game in town right now – just go in knowing it’s a paid, third-party tool that hasn’t been independently proven yet.
The bottom line: EVO modding in 2026 is early, but for the first time it’s real, official, and unrestricted, and the people who built the original game’s modding scene are already here learning the new tools. If you’ve spent years with our Content Manager and Pure guides, none of the tools carry over – but everything you learned about how mods work does. Your classic AC setup will keep humming along exactly as it is; EVO is a fresh start, on a fresh engine, with its own rulebook. Worth watching closely, and worth getting your hands dirty with if you’re the type who did on day one last time. I’ll be keeping an eye on it – if the track tools land the way Kunos keep hinting, this gets a lot more interesting. For your wheel and pedal settings in the meantime, our AC EVO wheel settings guide has you covered.

