The ideal solution would be a compromise—a “Sandbox Mode” toggle that unlocks all cars for private races but disables career progression and achievements. This would satisfy the free-spirited gearhead without undermining the structured career for those who enjoy the climb. Until then, the debate will continue, with players modding, glitching, or simply walking away. Project Cars 3 ’s greatest opponent was not Assetto Corsa Competizione or Forza Motorsport ; it was its own refusal to let players enjoy its impressive car roster on their own terms. In the end, a racing game that makes you fight to drive is a racing game that has forgotten the simple joy of turning the key and hearing the engine roar.
In the pantheon of racing simulations, the Project Cars franchise has long occupied a unique space. Born from a crowdfunding revolution, it promised the depth of a hardcore simulator with the accessibility of a mainstream title. However, the release of Project Cars 3 in 2020 marked a seismic shift. Slightly Mad Studios controversially pivoted away from its sim-heavy roots toward a more arcade-inspired, progression-driven model. At the heart of this transformation lies a single, burning desire for many players: the ability to unlock all cars instantly. This essay explores the mechanical, philosophical, and experiential dimensions of this desire, arguing that while the “unlock all cars” shortcut seems to contradict the game’s design, it ultimately exposes a deeper identity crisis within the title itself. The Grind as a Gameplay Pillar To understand why players seek to bypass the system, one must first understand the system Project Cars 3 erected. Unlike its predecessors, which offered a relatively open “career mode” where you could often rent any car for an event, PC3 adopted a strict “earn-to-own” philosophy modeled on games like Forza Motorsport or Gran Turismo . Players begin with a modest garage—a lowly Nissan 370Z or a Ford Mustang GT—and must earn in-game currency (Credits) and experience points (XP) through a linear series of “Road to Race” events. project cars 3 unlock all cars
This creates a bizarre ethical landscape. The developers want to discourage skipping progression to preserve engagement metrics, yet they sell time-savers. The player who wants to unlock all cars is caught in the middle. They are forced to choose between grinding, paying for a partial solution, or turning to third-party tools. The fact that such tools are popular indicates a market failure: the game’s natural progression does not respect the player’s time. The most profound argument against the “unlock all cars” mentality is that it misses the point of Project Cars 3 ’s new identity. Slightly Mad Studios was not trying to make Project Cars 2.5 ; they were trying to make a Driver-to-Racer RPG. In this context, unlocking all cars instantly is akin to starting The Witcher 3 with max level and all gear. You bypass the learning curve, the gradual mastery of slower cars, and the emotional high of finally affording that dream machine. The ideal solution would be a compromise—a “Sandbox
Moreover, PC3 ’s handling model is deceptively deep. Jumping straight into a 1,000-horsepower Koenigsegg One:1 without learning throttle control in a GT4-class Porsche can be a frustrating, spin-filled disaster. The grind forces players to learn the physics, tuning, and track limits incrementally. Unlocking all cars robs the player of this education. Project Cars 3 ’s greatest opponent was not
Yet, this defense rings hollow because Project Cars 3 is not a well-balanced RPG. The AI is inconsistent, the career mode lacks narrative weight, and the sense of progression often feels like a mobile game timer. When the journey is frustrating, the destination (a full garage) becomes the only remaining goal. Ultimately, the desire to unlock all cars in Project Cars 3 is not a bug in player behavior; it is a symptom of the game’s fractured design. The game wanted to be both a hardcore simulation and a mass-market progression racer, and it succeeded at neither fully. For simulation veterans who came from PC2 , the grind feels like an insult to their skill and time. For new players, the grind lacks the rewarding loops of Forza Horizon . In both cases, the “unlock all” shortcut becomes the rational response.
For these players, the core joy of a racing game is not the progression ladder but the sandbox . They want to replicate fantasy matchups: a vintage Lotus 49 against a modern F1 car, or a fleet of classic Japanese touring cars on a rainy Nürburgring. Project Cars 3 boasts over 200 cars and 60+ tracks, yet the progression system locks this vast digital playground behind a paywall of time. The “unlock all” request is therefore not a sign of laziness; it is a demand for efficiency. It is the player saying, “I paid $60 for the content. Let me access it on my terms.” Is unlocking all cars actually possible in Project Cars 3 ? Technically, yes. On PC, save game editors and Cheat Engine tables have existed since the game’s launch, allowing users to max out their Credits and Driver Level within minutes. Console players are less fortunate, often relying on glitches or tedious grinding exploits. The game does not offer a legitimate “unlock everything” microtransaction—a curious omission given the arcade nature of its design. You can buy Credits with real money (a controversial feature itself), but you cannot buy Driver Level, meaning even a whale must still race for hours.