Project - Cars 3 Unlock All Cars
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.
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. project cars 3 unlock all cars
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. In the pantheon of racing simulations, the Project
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. Slightly Mad Studios controversially pivoted away from its
The progression is meticulously gated. Faster, more prestigious cars—from the Porsche 919 Hybrid to the Ferrari FXX K—are locked behind both a high credit price and a specific “Driver Level.” This dual-lock system forces the player to spend dozens of hours completing repetitive races, tackling “Rival Challenges,” and mastering the game’s controversial “Prestige” system (which resets your level in exchange for a shiny badge and exclusive rewards). The grind is intentional. It is designed to simulate a racer’s journey from amateur club day participant to Le Mans winner. In theory, this creates a sense of ownership and accomplishment. In practice, for many, it creates tedium. The demand for an “unlock all cars” feature—whether through a cheat code, a save file editor, or a paid DLC pack—stems from a fundamental shift in gaming demographics and psychology. The average adult gamer has limited time. The prospect of spending 60 hours unlocking a virtual McLaren P1 to drive on a single favorite track (like Spa-Francorchamps) is not aspirational; it is prohibitive.