Automation faq
General Questions
Automation is sold exclusively on Steam. Steam accounts are free for everyone to create, and easy to set up!
Go to our Steam Store Page.
New updates and patches are released when they are ready. Estimated dates for update and patch releases get wildly misinterpreted and taken as guarantees, so we prefer to keep quiet until the release actually happens or we're close to it.
Automation will be leaving Early Access following the release of the Terso Update, likely some time in 2026 or early in 2027. When the Terso Update is complete, the core of Automation - the Car and Engine Designers, Lite Campaign Mode, Scenarios, Multiplayer and the BeamNG.drive exporter - will be considered feature-complete. At that point, our efforts will shift toward developing the Grand Campaign mode, which will be released as a DLC. Other potential DLCs for the core Automation game will be developed after leaving Early Access as workload permits.
Everyone who has purchased Automation up to the day of full release will receive the Grand Campaign DLC free of charge.
We've already committed a lot of our own money and more than a decade of our lives to this project, so we'll do everything in our power to make sure this game gets finished. But in the end, if you're not comfortable spending ~$30 to unlock all the currently available content, or don't like the Early Access model, don't buy the game yet and take another look when it is done.
No. If you buy the game at any point during Early Access you will get access to all the versions released after your purchase, including the finished version of the game once it is released, including the Grand Campaign DLC free of charge. What it does not include are V16 engines, unless you have one of the old pre-Steam premium preorder packages which included them, or any other DLCs we release down the road.
The best way to keep up with the development of the game is to follow our YouTube Channel and the Little Dev Update series. If we haven't announced a release date for something, it is because we don't know ourselves. We develop the game in well-defined smaller projects which you are informed about regarding scope, content and progress on our YouTube channel. We also post development news items and release notes for patches in our Steam news section.
We support Automation on PC. Linux users have been able to play Automation on several builds of Linux, but we cannot guarantee stability or full functionality of Automation on Linux.
Automation is available to play on GeForce Now but due to how that platform works, Steam Workshop support (for Automation mods and user-generated content) is not possible at this time.
We have no plans to release Automation on any mobile platform, or on any console system. Automation's UI is designed with keyboard and mouse as the primary input method, which would be difficult to convert to touchscreen or controller. Also, ported versions are very expensive to create, are often buggy and full of issues, and have very different support and update requirements to Steam.
Any game on Android or iOS that claims to be Automation is very likely to be fraudulent, and risks installing malware or other malicious software on your device.
Automation is noted as being "Playable" on the Steam Deck, but we cannot guarantee a satisfactory experience playing Automation on the Steam Deck as the game was never designed with that platform in mind. Full compatibility with the Steam Deck - to be listed as "Supported" - is not likely at this time.
We do not have plans to support VR in Automation at this time.
No. Automation is a very ambitious and complex project as it is, and we're dedicated to making it high quality, realistic and fun. We are a very small team, and creating a realistic driving simulator to a standard we would be happy with would be an extremely expensive and time-consuming project, and it would launch into a market that is already full of excellent driving simulators. The potential return on any time and money we would invest in developing our own driving simulation just doesn't exist.
However, we do collaborate with BeamNG and have created an exporter that allows you to drive your designs in BeamNG.drive, the first version of the exporter was released on July 13th 2018. There might be exporters to other driving / racing games in future, but that would require significant input from the developer of the respective target game.
Automation has an exporter API built in; community-made exporters to other games are not only possible, but encouraged!
These engines will not be included in the base Automation game. Diesel and Wankel engines are a possibility for future DLCs once Automation is in full release, but there are a lot of things we need to finish first - including other DLCs/content packs - before we can devote the time and resources to adding either of these engines to Automation. Despite their simple appearances, both diesel and Wankel engines would each require an all-new engine designer to be made for them! Two-stroke engines, however, are out of the question entirely.
Electric and hybrid drivetrains are also out of the question, as they are extremely complex to engineer; hybrid drivetrains are the most complicated engineering and software problem in the automotive industry at the time of writing, and they would be difficult to make "fun" in Automation even if we got them implemented somehow.
In the core game: inline-3, -4, -5 and -6, V6, V8, V10, V12 and V16 (for more information, see the V16 DLC FAQ below), boxer-4 and boxer-6.
All of the core engine configurations are now available in the game.
After Automation reaches full release, we may consider two DLCs; a "Small Engine DLC" consisting of inline-2, boxer-2 (Flat Twins) and V4, and a "Large Engine DLC", consisting of inline-8, flat-8 and flat-12.
Creating W- and VR-engines for the game would require a whole new set of base 3D assets because of how different the blocks and heads are for these engines compared to what we have in game. Unfortunately, due to how uncommon they are, this makes them unviable additions for the game.
Custom bank angles not only are technically difficult to implement, but also are a bad idea in general apart from very few exceptions: there are few optimal bank angles for every configuration that even make sense. The most common ones (apart from 72-degree V10s) are represented in the game. The same is true for firing orders, which also are linked to bank angles.
Automation is and will remain a (production-) car focused tycoon game; Due to the large amount of time and money it would take to properly implement any of these other vehicle classes, their technologies, and markets, unfortunately this is a "No" to all the above.
With the Advanced Trim Settings tool added in the LCV4.2 update of December 2022, it is possible to visually make vehicles of these types and export them to BeamNG.drive, but the actual mechanicals of these edited vehicles still remain as conventional, four-wheeled vehicles, and their performance calculations DO NOT change as a result.
With the completion of the Al-Rilma Update in 2025, we will have added the three principle forms of superchargers - Roots, twin-screw and centrifugal superchargers - and many more forced induction configurations, including exotic configurations such as compound turbocharging and twincharging. With this, the forced induction revamp for Automation will be complete.
There are no plans to implement these head designs. First of all, they would require a considerable amount of art asset work to create the new heads and blocks for these engines as needed, but it should also be noted that flathead and side-valve engines especially were already obsolete by the beginning of Automation's game era, and were in the process of being phased out in production cars and trucks. Hemi engines were, for many reasons, an evolutionary dead end, and aren't relevant for long enough to include in Automation as their own thing.
This isn't to denigrate any engines that have these cylinder heads/configurations; many legendary engines have had these configurations over the years. The issue is there just isn't enough incentive for the player to use these technologies when they are still relevant to the automotive industry to warrant their inclusion.
The pioneering days of the automotive industry indeed are fascinating, but we can't see that working in the context of Automation. Most of the engine layouts and tech that stood the test of time were available very early on (Inline 6, DOHC with 4 valves per cylinder... in 1922? No problem!). That means tech which doesn't stand the test of time and straight up is just inferior would have to coexist with the good tech. There would be no good incentive to use worse designs except for "it's cool", and sure it would be.
Unfortunately we cannot invest the heap of required time and money to make this tech for something that would not work well in Automation. We rather use that time and money to make Automation the best it can be. By the post WWII era, the automotive industry had mostly settled on different viable designs, most of which are represented in the game already.
For the core game we do not plan to expand the year range, we don't want to spread the existing content thin, rather we focus on making the game the best we can in the existing year range. This also avoids us having to make speculative "jumps" at what technologies become dominant in the future of motoring as well; if someone asked us in 2010 what the automotive landscape would look like in 15 years, we would be just as wrong then as if we were asked the same question today.
Automation is focused on running a car company that builds factory production road cars, and the Engine Designer is wide-ranging enough to simulate all but the most extreme piston engines as it is; we chose the 12,000 RPM rev limit as it covers virtually every production car engine ever made. There is also a technical limitation within Automation as well; due to the way we produce engine sounds, anything beyond 12,000 RPM is impossible with our current sound generation system, and remaking that system, plus all of the sound samples used in it, would be prohibitively expensive. Yes, there are very few, limited-production, highly-specialized cars running motorcycle engines able to rev higher, but as the name implies, "motorcycle" is not "car".
With the revamp of the fuel systems in Automation in the LCV4.2 Update, higher octane fuels than what already exist within the game are of limited benefit to the player. Moreover, there are practical and chemical limits in reality pertaining to just how high an octane rating a fuel can have; some of the fuels we have in the game already reach these limits, and going beyond them gets into the realm of fiction.
If anything, adding more low-octane fuels in the early game era of Automation makes for more compelling and interesting gameplay.
We are constantly working on expanding the car body and fixture options available in the game. We have contracted some of the best modders of the game to create new content for us and there is a lot more to come in future updates. Our focus is on filling the gaps in car types available over the years first, and replacing bodies that are old, outdated or otherwise not as functional as we would like. However, there is no specific schedule for adding this kind of content, new bodies and fixtures will make their way into every bigger update until the game is considered done, and most likely beyond that point.
Not entirely, no. Interiors in Automation will always be dictated by the Car Designer, and will have no visual effect on your finished cars. With the 3D fixture mode added in the LCV4.1 update, you can place fixtures inside your car to create the visual appearance of an interior, but it will have no effect on the performance of your car in Automation. Additionally, with how cars export to BeamNG.drive, any fixtures placed to create an interior may or may not export properly, nor will they have any of the same animation or functionality that a native BeamNG.drive car would have without additional modding work done by the player.
The biggest hurdle for any indie developer with a good product is visibility. We don't have a publisher that spends a considerable sum of money on marketing on our behalf, so to a large degree we rely on our players to get the word out. Spread the word, the more interest we can drum up the better! Contact YouTubers and streamers that you think would enjoy the game and tell them about it, etc.
You can help us out by translating the game to your native language, widening our potential audience. All translations for Automation currently are community based and you are most welcome to help translate and/or proofread the translations! Quite a few languages are available to be translated for as is, but we will add more over time and as requested. We use CrowdIn as a platform for our community translation efforts. It only requires you to make a free account with them.
You can join the translation project via this invite link.
We draw our beta tester candidates periodically from the Official Automation Discord. To be chosen as a beta tester, you must be over 18 years of age (as you need to sign an agreement with us), demonstrate good communication skills, and be an active and helpful member of the Automation community. Closed beta is not for FAAAN (Fool-Around-And-Accomplish-Nothing) players though; you are expected to do actual work which isn't fun all the time, often dealing with versions of Automation full of game-breaking bugs and serious balance issues, and maybe playing the game in ways you might not enjoy, but the process is very rewarding in the end when you see things come together. Beta testers who complete a sufficient amount of testing work do get a mention in Automation's game credits!
That's a very valid criticism. The simple reason is because the Car and Engine Designers have been in a constant state of intense development for some time, and any tutorial we create would immediately be obsolete with every major update. We felt it was a better use of our time to get the Car and Engine Designers into a state of feature completeness, before we go ahead with creating tutorial content. With that, tutorials will be making their return in the Terso Update, after which the Car and Engine Designers will be considered feature-complete.
Feel free to engage with your fellow players on our Discord, or on one of our other community hubs to share your tips and gain insights into getting the most out of your Automation experience!
No. While we strive to make Automation as realistic as possible and to provide an accurate representation of automotive design and engineering, we have made the deliberate choice to "gloss over" a lot of the low-impact design choices in an engine. We want to make the choices players make to be impactful and as meaningful as possible; what we don't want is to have players bogged down for hours in the Engine Designer, specifying the tensile strengths of every fastener in their engine, for example!
Gameplay Questions
You can, yes! Simply press the "Export Car File (For Sharing)" button for the car you want to share, or the "Export Engine Save File" button for the engine you want to share.
Once you've done that, press the "Open Automation's Car Export Folder" and you will find the .car file (for cars) or .engine file (for engines) that you wish to share.
To import a shared car or engine, go to %localappdata%\AutomationGame\Saved\UserData\CarSaveImport and place the .car or .engine file you were sent into that folder. The next time you enter the Car or Engine Designer, it will import automatically.
You need to switch your fixture placement from 2D mode to 3D mode. Do this by pressing the "3D" button in the Fixtures UI, or by pressing the "3" key on your keyboard. For interior design, we also recommend the use of the Freecam mode, which is accessed by default by pressing "Shift-C".
This can be caused by a couple of things; first, make sure you are using the correct engine layout - longitudinal versus transverse engine placement can make a major difference to the size of engine allowed depending on the body you've chosen. Also, if you are building a mid-engine car, make sure you have actually chosen a mid-engine layout instead of a rear-engine layout by accident!
No. Engine compartments in car bodies are carefully sized so that they are balanced with other bodies in Automation, and that the engine visual art is contained within the body without protruding, among other criteria. We do not give that control to the player in the game, and it is impossible to modify an existing body outside of the game for this purpose.
Check to make sure you haven't selected a solid axle for your front suspension. That is something you would only see on a 4x4 or off-roader type vehicle, and that suspension layout demands a lot of ground and chassis clearance that other layouts do not.
Having lots of horsepower is very important to going fast, but it isn't everything either. Increased horsepower increases the amount of cooling airflow that an engine needs, which adds aerodynamic drag. Just the same, if you are building a car for maximum speed, you want to use the minimum downforce necessary - downforce is drag, after all. Aerodynamic efficiency is the key to maximum speed!
Every car body in Automation has a maximum tire width and tire diameter. You can influence this by using the body morphs around the wheel arches to allow for wider tires, but even then there are limitations for how far you can push it. Every car body has a minimum and maximum tire diameter as well, that is fixed when the body was created. Also, check to make sure that you are using radial tires when appropriate; cross-ply tires are constructed differently and historically never really allowed for incredibly wide tires in production cars.
No, not really. Automation's engine simulation has a wide range of operation already, but outside those limits, the results from the simulation break down rather quickly and dramatically. Unbreakable engine components would just get players into areas where the simulation produces meaningless results faster.
None. Virtually all of the statistics in Automation - apart from those that actually have real-world units attached to them - are dimensionless and have no real-world equivalent; they have value only in comparison to other Automation cars. A Loudness score of 100 does not equate to 100 decibels of engine/exhaust noise, for example.
Because your engine is only one part of the equation. Automation uses real-world fuel economy and emissions test cycles, directly based on the cycles that governments and ratings agencies use in reality. That means you need the full engineering of the car to be completed, as the cars must "drive" through the test cycles to determine their fuel economy and emissions for the simulation.
V16 DLC FAQ
Before Steam, we sold Automation via our website from 2012 to 2015. Potential buyers had the choice between the Naturally Aspirated base version of the game for $25, and the Turbocharged version of the game selling for $35. The latter promised the inclusion of exclusive V16 engines as soon as they were done. The Turbocharged version later changed to become the Supercharged version, selling for the same price, and also coming with the promise of V16 engines as soon as they were done.
We are aware that a DLC for an Early Access game is not ideal from a customer perspective, but this was the only way we could deliver on a promise to our earliest supporters, while still keeping them available as an option for everyone else who owns Automation.
If you DID NOT purchase the Turbocharged or Supercharged version of Automation from us before we landed on Steam in 2015, you can purchase the V16 DLC here.
If you DID purchase the Turbocharged or Supercharged version of Automation from us before we landed on Steam, the premium version of the game is tied to your old forum accounts. To access this means you will have to log in to your old forum account tied to your premium game version and go where you previously converted your Automation key to become a Steam key. Your V16 Steam key will be listed right there.
The link to that page is here.
You can recover your account here.
In that case contact us via support@camshaftsoftware.com and mention which email address(es) you could have used to create your old forum account with.
Community Questions
If you feel you have been banned wrongly, please fill out the Community Ban Appeal Form, or email us at community@camshaftsoftware.com.
Please be sure to provide any relevant details such as your username and the circumstances leading up to your ban, so we can conduct our investigation.
We can delete all of your personal information, and anonymise all of the posts you've made on our forums, but the posts themselves are not deleted in the process. Contact us at community@camshaftsoftware.com or DM one of the forum administrators to request account anonymisation.
Automation cars and engines, including cars exported with the BeamNG.drive exporter, fall under a Creative Commons, non-commercial license. All commercial use and monetisation of Automation cars, including exported cars, is prohibited.
Please refer to the Automation Exporter EULA in-game for more information.
You can upload any Automation gameplay videos to YouTube and monetise them without any restrictions. You are also allowed to make use of clips from any videos appearing on the Official Automation YouTube channel, although you are not allowed to re-upload them in their entirety.
You may also include information about the game or our Steam Store URL in the description, but make sure to set the game category to Automation in your video's settings (Category: Gaming, Game Title: Automation: The Car Company Tycoon Game). Feel free to shout us out on YouTube and on social media too, we love to hear from our content creators!
If you have further questions about creating Automation content, feel free to contact us at contact@camshaftsoftware.com.
BeamNG Exporter FAQ
You design a car as you normally would in Automation and once you are done you hit the export button on the car's summary page or within the car manager. That takes you to the exporter room from which you can finalize the export by another simple button click. At that point your new car will be waiting for you in the vehicle list within BeamNG.
No, Automation cars are handled similar to normal car mods. That means you can build cars for a friend who doesn't own Automation, although if you both have Automation you could send the 300kB Automation .car save file instead of a 100MB car export mod for BeamNG.
Yes! If a modder wants to design their car in Automation and for instance add a nice interior to it, that is entirely possible. Just make sure to credit Automation when you do. 🙂
Yes! Mod car bodies and fixtures export just like vanilla content. So if you for instance want to make a mod for BeamNG.drive, you could make the car shell for Automation as a mod, design the looks with fixtures and then export it to BeamNG.drive and continue to flesh out the mod using the exported car as a basis.
We have the following features implemented in the exporter:
- Car Visuals - The meshes for chassis, body, engine, gearbox, suspension, all fixtures, wheels and brakes are exported. Some fixtures can break off your car, and your car materials and paint find their way into BeamNG as well. Fixtures like lights and wings have basic functionality.
- Car Deformation (Basic) - A basic implementation of car deformation is implemented, it never will be as good as for native BeamNG cars, but this aspect is something we will improve on until release and for future updates.
- Engine Sounds (Basic) - Automation engine sounds are exported, at the moment only the exhaust note.
- Engine Data - Accurate power and torque curves for naturally aspirated engines, and good approximations for both naturally-aspirated and forced-induction engines alike are exported to BeamNG, along with idle RPM, max RPM, engine inertia and friction.
- Drivetrain - We export the accurate gear ratios, gearbox type, choice of differential, transfer case (4x4), traction and electronic stability control, speed limiter, drivetrain losses, and fuel economy.
- Wheels & Brakes - Tires are exported the way you create them in Automation, with accurate sizes, tire tread, and friction coefficients. Brakes are exported with their appropriate strength.
- Suspensions (Basic) - Definitely the trickiest part beyond the fundamentals, the suspensions need to work and scale for an immense range of possible car designs. We export all Automation suspension data, including spring and damper stiffness, camber, and anti roll bars. The suspension types that are exported with unique geometries are double wishbone, struts, trailing arm, torsion beam, and solid axle coil.
Interiors are not planned to be added to Automation 1.0. It would take a lot of time and effort to implement a good system for interior design, which unfortunately is not feasible. This means that exported cars will only have cameras / viewpoints placed outside the car, rear view and bonnet cams.
You can only export one car trim at a time, but if you export your trims unzipped, and with the same Car Model name, they will be available as selectable trims of the common model in BeamNG.
Mostly, yes. Depending on where they are sitting and what materials you have chosen for them they should work for what they think they represent... that can sometimes go wrong, of course. Note that custom materials sometimes do not export correctly if they are not the proper image sizes or do not use the proper colourscapes, especially if there is transparency in the source texture file.
Currently in Automation, there is limited scope to animate fixtures in your builds with the Trim Description Command system. Any system accessible in the BeamNG electrics system is accessible by the Trim Description Command in theory, though your results may vary.
Please join one of our community hubs for more information on how to make this system work, as it is very complicated!
No. Engines-only exports would be something to look into for later versions for sure. We have discussed the issue and see no bigger problems with its implementation, it is just not as high of a priority as the full car exporter.