Compare Tony Stewart's Sprint Car Racing prices across 50+ stores and find the best deal. Developed by Monster Games, Inc.. Published by Monster Games, Inc.. Released on 2/21/2020. Available on PC, Xbox. Genres: Racing, Simulation, Sports.

Dirt oval racing has been basically dead for a decade - Monster Games brings it back with 900hp sprint cars, a genuine career grind, and split-screen for two. Niche, scrappy, and more fun than it has any right to be.

I'll be straight with you: dirt oval racing is one of the most underserved genres in PC and console gaming, and I walked into this one expecting a mid-tier cash-in riding a famous name. What I found was a simcade racer that actually commits to the bit. Monster Games, the studio behind the NASCAR Heat series, knows how to build a racing game loop, and that experience shows here in ways that matter more than the budget presentation might suggest. The handling is the first thing worth talking about. This is not asphalt grip racing where you trail-brake into a corner and call it a day. On dirt, you are managing slides constantly, blending throttle and steering inputs to carry speed rather than just hammering the gas. The three car classes - All Star TQ Midgets, 305 Sprint Cars, and the 900-horsepower 410 Winged Sprint Cars - each feel meaningfully different to drive, and working up from the slower midgets to the full-fat 410s gives the career a satisfying mechanical arc. With 24 dirt tracks spread across the country, each with different banking, gradients, and bump patterns, the oval format stays fresher than you might expect. Laps are short - we are talking 12 to 30 seconds per circuit - so races clip along at a pace that suits a gamepad session or a late-night couch session just fine. A steering wheel makes it sing, though; if you have a wheel and pedals collecting dust, this is a solid excuse to dust them off. Career mode is the main draw. You start broke and unknown, signing sponsor contracts, managing wear on your engine, chassis, shocks, tires, and wing, and grinding heat races to set the grid for the A-Main. The upgrade loop across five car components - each with 18 tiers of parts - gives you genuine decisions to make between performance and reliability. The grind can feel a little predictable once you figure out the meta (save cash, upgrade, repeat), and the career does not punish failure in any interesting way. The flag system also has a notable quirk: cautions only seemed to trigger when the player was involved in an incident, which deflates the sense of a living race field. Track surface does not degrade over the course of a race either, which is a missed opportunity for a dirt racer specifically. These are real limitations, and dedicated sim racers will feel them. For couch multiplayer, the news is mixed but leaning positive. Two-player split-screen works and is genuinely fun for a head-to-head session, though you are locked into the chase camera view, which is annoying if you normally run bumper or cockpit. Online supports up to 25 players and has weekly tournaments, though launch-era lag reports were a genuine problem; later accounts suggest stability improved. Driving aids are adjustable, which means a casual player and a seasoned sim fan can share the same lobby without it being a disaster. On the accessibility question I always ask - yes, a newcomer with a gamepad can get into this without reading a manual, even if mastering the throttle-slide balance takes a few sessions. The visual side is functional rather than impressive. The dirt tracks are relentlessly brown, and the damage model is superficial at best - big crashes register as little more than a fender kiss, with the real consequence showing up as repair costs between races rather than visible car deformation. It is not pretty. But the core racing rhythm? It pulls you back. There is a particular satisfaction to threading a 410 through lapped traffic on a tight short-track oval that this game nails better than anything else in this niche since the Ratbag era. Riley, Scout Team

Tony Stewart's Sprint Car Racing
RacingSimulationSports

Tony Stewart's Sprint Car Racing

Feb 21, 2020Monster Games, Inc.
GamerScout Says

Dirt oval racing has been basically dead for a decade - Monster Games brings it back with 900hp sprint cars, a genuine career grind, and split-screen for two. Niche, scrappy, and more fun than it has any right to be.

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Screenshots & Media

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About Tony Stewart's Sprint Car Racing

I'll be straight with you: dirt oval racing is one of the most underserved genres in PC and console gaming, and I walked into this one expecting a mid-tier cash-in riding a famous name. What I found was a simcade racer that actually commits to the bit. Monster Games, the studio behind the NASCAR Heat series, knows how to build a racing game loop, and that experience shows here in ways that matter more than the budget presentation might suggest. The handling is the first thing worth talking about. This is not asphalt grip racing where you trail-brake into a corner and call it a day. On dirt, you are managing slides constantly, blending throttle and steering inputs to carry speed rather than just hammering the gas. The three car classes - All Star TQ Midgets, 305 Sprint Cars, and the 900-horsepower 410 Winged Sprint Cars - each feel meaningfully different to drive, and working up from the slower midgets to the full-fat 410s gives the career a satisfying mechanical arc. With 24 dirt tracks spread across the country, each with different banking, gradients, and bump patterns, the oval format stays fresher than you might expect. Laps are short - we are talking 12 to 30 seconds per circuit - so races clip along at a pace that suits a gamepad session or a late-night couch session just fine. A steering wheel makes it sing, though; if you have a wheel and pedals collecting dust, this is a solid excuse to dust them off. Career mode is the main draw. You start broke and unknown, signing sponsor contracts, managing wear on your engine, chassis, shocks, tires, and wing, and grinding heat races to set the grid for the A-Main. The upgrade loop across five car components - each with 18 tiers of parts - gives you genuine decisions to make between performance and reliability. The grind can feel a little predictable once you figure out the meta (save cash, upgrade, repeat), and the career does not punish failure in any interesting way. The flag system also has a notable quirk: cautions only seemed to trigger when the player was involved in an incident, which deflates the sense of a living race field. Track surface does not degrade over the course of a race either, which is a missed opportunity for a dirt racer specifically. These are real limitations, and dedicated sim racers will feel them. For couch multiplayer, the news is mixed but leaning positive. Two-player split-screen works and is genuinely fun for a head-to-head session, though you are locked into the chase camera view, which is annoying if you normally run bumper or cockpit. Online supports up to 25 players and has weekly tournaments, though launch-era lag reports were a genuine problem; later accounts suggest stability improved. Driving aids are adjustable, which means a casual player and a seasoned sim fan can share the same lobby without it being a disaster. On the accessibility question I always ask - yes, a newcomer with a gamepad can get into this without reading a manual, even if mastering the throttle-slide balance takes a few sessions. The visual side is functional rather than impressive. The dirt tracks are relentlessly brown, and the damage model is superficial at best - big crashes register as little more than a fender kiss, with the real consequence showing up as repair costs between races rather than visible car deformation. It is not pretty. But the core racing rhythm? It pulls you back. There is a particular satisfaction to threading a 410 through lapped traffic on a tight short-track oval that this game nails better than anything else in this niche since the Ratbag era. Riley, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopachievementscloud-savestier:indieSimcadeDirt OvalCareer ProgressionSplit-Screen 2-PlayerWheel & Pedal SupportShort-Track RacingPart UpgradesSponsor ContractsWeekly Tournaments

Steam Deck & Linux

Steam Deck UnsupportedProtonDB Gold

Valve rates this game Steam Deck Unsupported. Runs great on Linux after minor tweaks. Based on 5 ProtonDB community reports.

System Requirements

Minimum

OS
64bit Versions of Windows 7, 8 and 10
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
18 GB available space
Graphics
Nvidia GTX 460 or AMD HD 5870
Processor
Intel Core i3 530 or AMD FX 4100
Sound Card
DirectX Compatible Soundcards
Additional Notes
Supported Graphics Cards: AMD HD5870 or better, HD6870 or better, HD7790 or better, R7 260 or better, R9 260 or better, Nvidia GTX460 or better, GTX560 or better, GTX650Ti or better, GTX750 or better, GTX950 or better

Recommended

OS
64bit Version of Windows 10
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
18 GB available space
Graphics
Nvidia GeForce GTX 1660Ti or AMD Radeon RX 590
Processor
Intel i5 9600k or AMD Ryzen 5 2600x
Sound Card
DirectX Compatible Soundcards
Additional Notes
Supports DirectInput and XInput steering wheels and controllers

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Reviews & Ratings

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Game Info

Developer
Monster Games, Inc.
Publisher
Monster Games, Inc.
Release Date
Feb 21, 2020

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Price History

2026-06-109.07(lowest)

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Tony Stewart's Sprint Car Racing is available on PC, Xbox.

When was Tony Stewart's Sprint Car Racing released?

Tony Stewart's Sprint Car Racing was released on 21 February 2020.

Who developed Tony Stewart's Sprint Car Racing?

Tony Stewart's Sprint Car Racing was developed by Monster Games, Inc..