Compare Driving School Simulator prices across 50+ stores and find the best deal. Developed by Ovilex Software. Published by United Independent Entertainment. Released on 9/25/2014. Available on PC. Genres: Casual, Racing, Simulation.

Steam users rate this 24% positive for good reason. A mobile-first port dressed up as a PC sim, with 30-odd levels, car/bus/truck modes, and physics that forget collision geometry exists.

My first honest reaction after loading Driving School Simulator on PC was that something felt fundamentally off, and it took about ten minutes to identify what: this is a mobile game wearing a desktop suit. Ovilex Software built the original for Android and iOS, then ported it to Steam in 2014, and the seams show at every corner. The three vehicle classes, standard car, bus, and truck, are the headline hook, and the promise of city streets, mountain roads, and scenic highways sounds reasonable on paper. In practice you get roughly 30 structured levels that ask you to respect speed limits, signal at turns, yield at crossings, and park in designated spots without accruing enough penalty points to fail. That scoring structure, points deducted for infractions rather than a lap-time leaderboard, is the one mechanic that separates this from an arcade racer and gives it the faint outline of a simulation. The handling is where the PC illusion collapses. Vehicle response is intentionally forgiving, which makes sense for a game aimed at young or casual players learning that red lights exist, but it also means the physics have no texture. Community reports from the Steam discussion boards document pedestrians somehow rolling cars over and then calmly walking away, players driving through solid building geometry, and controls that occasionally fling the car into oncoming lanes without input. Those are not isolated complaints, they are consistent themes across the player base, and they reflect a physics layer that was never built for the fidelity a desktop sim audience expects. Comparing it to something like Euro Truck Simulator 2 or even the budget-tier city-driver titles that share Steam shelf space is actively unfair to those games. The career mode offers a structured progression across the 30-plus levels, and there is a free-roam mode where you can drive without mission constraints across the city and mountain environments. Both transmission options, automatic and manual with clutch and gear stick, are present, which is at least a nod toward depth. Night driving conditions add minor visual variety. But the AI traffic, while it follows basic rules and does not actively teleport, behaves so predictably that it stops being a challenge after the first handful of stages. The game never introduces a mechanic that genuinely shifts how you approach driving; difficulty climbs only through incremental scenario complexity, not through any systemic evolution. For a player used to decision-tree depth in simulation titles, that ceiling arrives fast. Who actually gets something out of this? A very young player, or an adult with zero interest in mechanical depth who just wants a low-stress virtual drive with mild rule reinforcement, will find the approachable controls and clear objectives inoffensive. The achievement list gives completionists a checklist to chase. Anyone else, and specifically anyone drawn to the "Simulator" label expecting suspension modelling, realistic collision physics, steering wheel peripheral support, or meaningful progression systems, should look elsewhere. The Steam community flagged wheel support as non-functional, which for a driving sim in any year is a notable omission. This title has not received the post-launch investment that would close the gap between its mobile origins and the expectations of a PC simulation audience. Diego, Scout Team

Driving School Simulator
CasualRacingSimulation

Driving School Simulator

Sep 25, 2014Ovilex SoftwareUnited Independent Entertainment
GamerScout Says

Steam users rate this 24% positive for good reason. A mobile-first port dressed up as a PC sim, with 30-odd levels, car/bus/truck modes, and physics that forget collision geometry exists.

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About Driving School Simulator

My first honest reaction after loading Driving School Simulator on PC was that something felt fundamentally off, and it took about ten minutes to identify what: this is a mobile game wearing a desktop suit. Ovilex Software built the original for Android and iOS, then ported it to Steam in 2014, and the seams show at every corner. The three vehicle classes, standard car, bus, and truck, are the headline hook, and the promise of city streets, mountain roads, and scenic highways sounds reasonable on paper. In practice you get roughly 30 structured levels that ask you to respect speed limits, signal at turns, yield at crossings, and park in designated spots without accruing enough penalty points to fail. That scoring structure, points deducted for infractions rather than a lap-time leaderboard, is the one mechanic that separates this from an arcade racer and gives it the faint outline of a simulation. The handling is where the PC illusion collapses. Vehicle response is intentionally forgiving, which makes sense for a game aimed at young or casual players learning that red lights exist, but it also means the physics have no texture. Community reports from the Steam discussion boards document pedestrians somehow rolling cars over and then calmly walking away, players driving through solid building geometry, and controls that occasionally fling the car into oncoming lanes without input. Those are not isolated complaints, they are consistent themes across the player base, and they reflect a physics layer that was never built for the fidelity a desktop sim audience expects. Comparing it to something like Euro Truck Simulator 2 or even the budget-tier city-driver titles that share Steam shelf space is actively unfair to those games. The career mode offers a structured progression across the 30-plus levels, and there is a free-roam mode where you can drive without mission constraints across the city and mountain environments. Both transmission options, automatic and manual with clutch and gear stick, are present, which is at least a nod toward depth. Night driving conditions add minor visual variety. But the AI traffic, while it follows basic rules and does not actively teleport, behaves so predictably that it stops being a challenge after the first handful of stages. The game never introduces a mechanic that genuinely shifts how you approach driving; difficulty climbs only through incremental scenario complexity, not through any systemic evolution. For a player used to decision-tree depth in simulation titles, that ceiling arrives fast. Who actually gets something out of this? A very young player, or an adult with zero interest in mechanical depth who just wants a low-stress virtual drive with mild rule reinforcement, will find the approachable controls and clear objectives inoffensive. The achievement list gives completionists a checklist to chase. Anyone else, and specifically anyone drawn to the "Simulator" label expecting suspension modelling, realistic collision physics, steering wheel peripheral support, or meaningful progression systems, should look elsewhere. The Steam community flagged wheel support as non-functional, which for a driving sim in any year is a notable omission. This title has not received the post-launch investment that would close the gap between its mobile origins and the expectations of a PC simulation audience. Diego, Scout Team

Tags

singleplayerachievementstier:sub-5Mobile PortTraffic RulesLicense ProgressionNight DrivingMulti-VehicleFree RoamCasual Sim

System Requirements

Minimum

OS
Windows® XP / Vista / 7 / 8
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
3 GB available space
Graphics
Nvidia® GeForce™ 6800GT / AMD® Radeon™ HD 4650
Processor
Intel® Core™ 2 Duo / AMD® Athlon™ X2

Recommended

OS
Windows® XP / Vista / 7 / 8 / 10 / 11
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
3 GB available space
Graphics
Nvidia® GeForce™ GTX 560 / AMD® Radeon™ HD 6970
Processor
Intel® Core™ 2 Quad / AMD® Phenom™ X4

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Game Info

Developer
Ovilex Software
Publisher
United Independent Entertainment
Release Date
Sep 25, 2014

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What platforms is Driving School Simulator available on?

Driving School Simulator is available on PC.

When was Driving School Simulator released?

Driving School Simulator was released on 25 September 2014.

Who developed Driving School Simulator?

Driving School Simulator was developed by Ovilex Software and published by United Independent Entertainment.