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The open secret has been revealed: iRacing confirms NASCAR 26

16. June 2026
When the developer of the most demanding PC simulation on the market suddenly starts producing annual console titles, we sit up and take notice. Last year, NASCAR 25 was an absolutely solid and much-needed reboot for a badly battered franchise. Now, iRacing has quite casually confirmed its successor, NASCAR 26. We’ll break down what this means for us sim racers and why the annual release cycle can be both a blessing and a curse.

It was basi­cal­ly only a mat­ter of time. When iRac­ing secured the rights to the offi­cial NASCAR con­sole games in 2023 and unmis­tak­ably named the first title NASCAR 25, you could work out the strat­e­gy on a nap­kin. A game with a year in the title prac­ti­cal­ly screams for an annu­al release cycle. But until today, there had been no con­crete state­ments from head­quar­ters. That has now changed. Kevin Bob­bitt, Vice Pres­i­dent of Mar­ket­ing at iRac­ing, let the cat out of the bag in the company’s own Down­shift Pod­cast and con­firmed that NASCAR 26 is already deep in devel­op­ment. They promise us “cool things” and news in the very near future.

For us at SimUl­ti­mate, this announce­ment trig­gers mixed feel­ings. On the one hand, we are incred­i­bly relieved that the NASCAR licence, after the absolute dis­as­ter under the pre­vi­ous devel­op­er Motor­sport Games, is now under the umbrel­la of the new­ly found­ed iRac­ing Stu­dios. The first attempt last Octo­ber and Novem­ber was a rock-sol­id foun­da­tion. The game looked good, drove rea­son­ably well and proved that iRac­ing can also put togeth­er main­stream sim­cades for PlaySta­tion and Xbox. On the oth­er hand, as expe­ri­enced sim­rac­ers, we know exact­ly what mas­sive risk a twelve-month rhythm car­ries.

We know the phe­nom­e­non of annu­al updates from series such as EA’s F1 games. When a devel­op­ment stu­dio is forced to put a new full-price title on the shelves every year in time for the sea­son, deep inno­va­tion often falls by the way­side. You get an update to the liv­er­ies, maybe a reworked menu and a few new dri­vers, but the fun­da­men­tal dri­ving physics and force feed­back stag­nate for years. This is exact­ly where iRac­ing now has to prove that they are cut from a dif­fer­ent cloth. NASCAR 25 was a good start, but we expect notice­able progress from NASCAR 26 in tyre mod­el­ling, AI and strate­gic rac­ing depth. The community’s expec­ta­tions of the iRac­ing name are sim­ply too high for them to serve us last year’s game with new spon­sor stick­ers.

The fact that work is being done at full speed in the back­ground is also shown by the involve­ment of NASCAR leg­end and iRac­ing exec­u­tive Dale Earn­hardt Jr., who already hint­ed in April that he is work­ing on a sound­track with nine­teen songs for the new game. It is also planned that play­ers will be able to con­trol exact­ly which tracks they want to hear and which ones they do not. That shows a nice love of detail, but quite hon­est­ly: for us at the rigs, the music in the menu is absolute­ly sec­ondary. We want to hear the V8 engine roar­ing at the lim­it and the chas­sis work­ing over the curbs. If the devel­op­ers put this same love of detail into revis­ing the force feed­back, then we could have a real­ly strong title com­ing our way this autumn.

We will be keep­ing an extreme­ly close eye on the devel­op­ments around NASCAR 26 and will put the promis­es to the test on the asphalt as soon as the game is avail­able. Any­one cur­rent­ly con­sid­er­ing whether to turn into the con­sole ovals can’t go wrong with its pre­de­ces­sor NASCAR 25, but any­one hop­ing for the big new fea­tures should per­haps hold on to their bud­get until the first real game­play trail­ers for NASCAR 26.

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