The complete guide · 5 min read
Assetto Corsa EVO Server Hosting Explained: A Complete Guide
This guide explains what running your own Assetto Corsa EVO server involves during Early Access: where multiplayer stands, sizing a grid, race rules, community cars, updates and running a league. It is written for the organiser who books the server, not the driver who turns up.
By Matthew Griffin, Owner, Gaming DeluxePublished · Updated
In this guide
- Why Run Your Own Assetto Corsa EVO Server
- How Multiplayer Has Grown in Early Access
- Sizing Your Grid
- Race Rules: Pit Windows and Track Limits
- Community Cars on a Server
- Updates in Early Access
- What to Compare Before You Rent an Assetto Corsa EVO Server
- Assetto Corsa EVO Server Glossary
- Assetto Corsa EVO Server Help and Next Steps
Why Run Your Own Assetto Corsa EVO Server
Assetto Corsa EVO already offers official online racing: free public servers running around the clock and the Daily Racing Portal, with ranked races split by GridRating and a safety rating that judges how you race others. That covers jumping in for a quick race. It does not cover a league with its own calendar, a club that races a single car on a single track every Thursday, or a group of friends who want rules of their own.
Since update 0.6 Kunos has offered the answer itself: a dedicated server executable that anyone can host. Running it in a data centre means the server is there every race night, with a fixed location and steady bandwidth, and nobody has to leave a gaming PC switched on.
How Multiplayer Has Grown in Early Access
Early Access began on 16 January 2025 without online racing. Kunos has built it up in stages since, and each stage changed what a server owner can do.
| Update | When | What it meant for servers |
|---|---|---|
| 0.3 | September 2025 | Multiplayer step one, up to 16 drivers per race, free public servers |
| 0.4 | December 2025 | Server list shows player counts; quicker car selection for multiplayer |
| 0.5 | February 2026 | Gain-based track cut penalties; per-corner track limits |
| 0.6 | April 2026 | Self-hosted dedicated server via Steam Tools; steadier multiplayer collisions |
| 0.8 | July 2026 | Community cars in multiplayer with SHA verification; admin command feedback |
| 0.9 | August 2026 | Mandatory pit stops with an admin-set pit window |
Sizing Your Grid
Slots are how many drivers can be connected at once. When online racing launched in 0.3, Kunos capped each server at 16 drivers per race and promised to raise that to track capacity and beyond once sessions were stable. That is why our 16 slot plan is the one we suggest for most leagues today.
The 24 and 32 slot plans carry a note for the same reason. They suit endurance events on long tracks and open lobbies, but only once the server build you run allows grids that big. Check the limit in the current build before you book them. If you start on 16 and Kunos raises the cap, you can add slots from the client area without setting the server up again.
Race Rules: Pit Windows and Track Limits
Two rule sets matter for organised racing. The first is pit strategy. Since 0.9, timed online races longer than 20 minutes can make a pit stop compulsory, and the server admin sets the window in which it must be taken. Drivers plan the stop lap, tyres, pressures and fuel through the MFD, which brings real strategy into league races.
The second is track limits. Update 0.5 replaced simple cut warnings with a gain-based system: if a driver gains time off track, they have 500 metres to give it back, and if they do not, the penalty scales with the time still owed, from a warning up to disqualification. Kunos also made it possible to relax limits on individual corners where running wide costs time anyway, such as gravel on a corner exit.
- Run races of more than 20 minutes if you want a compulsory stop.
- Tell drivers the pit window in your event notes, not just on the server.
- Agree how stewards handle incidents the automatic penalties do not catch.
Community Cars on a Server
Update 0.7 introduced the Assetto Corsa EVO SDK and car editor, at first for single player only. In 0.8 Kunos brought community cars into multiplayer: the server launcher accepts modded car content, and a SHA verification layer checks every car before it reaches the grid. A modified file or a different mod version is rejected.
- Agree the car and its exact version with your drivers.
- Upload the car content to the server with the File Manager or SFTP.
- Add it to the server's car list in the configuration and restart.
- Ask every driver to install the same version before race night, then check the log for rejected cars.
Updates in Early Access
Early Access means frequent patches, and the dedicated server has a rule worth remembering. Kunos explained with update 0.6.3 that the server app is backwards compatible but not forwards compatible. A server on the latest build can take older clients, but drivers who have updated cannot race on a server that has not.
In practice: when Steam updates the game, run Steam Update in the panel and restart before anyone tries to join. Keep a copy of your working configuration, because new updates sometimes add settings, and read Kunos' patch notes for anything that changes multiplayer.
What to Compare Before You Rent an Assetto Corsa EVO Server
During Early Access the details below matter more than the headline price.
- Official server softwareMake sure the host runs Kunos' own dedicated server, not a workaround.
- Updates on your scheduleThe server must match your drivers' version. You should be able to update it yourself on patch day.
- Honest grid sizesPaying for 64 slots means little if the current build caps the grid lower. Ask what the server actually allows.
- File accessCommunity cars and configuration changes need SFTP or a file manager.
- Locations you can testRun a ping test from your drivers' regions; fair racing needs similar latency for everyone.
- Billing termsCompare monthly and longer cycles, and check for setup fees.
Assetto Corsa EVO Server Glossary
- Dedicated server
- Kunos' server executable, released through Steam Tools in update 0.6.
- Server launcher
- The configuration side of the dedicated server, where cars, tracks and rules are set.
- SHA verification
- A check that each community car matches the server's exact version before it can join.
- Pit window
- The part of a race in which a mandatory pit stop must be made, set by the server admin.
- MFD
- The in-car multi-function display drivers use to plan pit stops.
- Daily Racing Portal
- Kunos' official ranked racing, with splits by GridRating.
- EVO SR
- The safety rating used in the Daily Racing Portal.
- Free Roam
- Open driving in a scanned Eifel region, due in update 0.10.
- Slots
- How many drivers can be connected to the server at once.
Assetto Corsa EVO Server Help and Next Steps
Useful pages for organisers.
How this guide was made: researched from KUNOS Simulazioni's Early Access patch notes and announcements on Steam and the official Assetto Corsa site, drafted with AI assistance, checked against our live order form for every plan, price and location, and reviewed by Matthew Griffin before publishing. Spotted something out of date? Tell us.
Sources, checked October 22, 2026:
- Assetto Corsa EVO on Steam (Early Access 16 January 2025, Windows, 0.9 notes)
- Assetto Corsa EVO, official site, KUNOS Simulazioni
- Early Access 0.3 is out now, includes multiplayer (16 drivers per race), Steam announcement
- Update 0.6 is out now (self-hostable game servers), Steam announcement
- Update 0.6.3 is out now (dedicated server compatibility), Steam announcement
- Update 0.8 is out now (community cars in multiplayer), Steam announcement
- Update 0.9 is out now (mandatory pit stops), Steam announcement
- Assetto Corsa EVO v0.9.1 is out now, Steam announcement
- Free Roam Release Date (Eifel Free Roam in 0.10), Steam announcement
- Gaming Deluxe order form, Assetto Corsa Evo Dedicated Server