Game review
Trackmania
6.5 / 10
- Developer
- Nadeo
- Publisher
- Ubisoft
- Released
- 1 July 2020
- Platforms
- Windows
- Genre
- Arcade Racer
- Monetisation
- Free to play with a limited track pool; a recurring "Club Access" subscription unlocks the full seasonal campaign, customisation, and additional features
- Players
- Online multiplayer with regional leaderboards and player-made track sharing
The short version
Trackmania rebuilds the beloved arcade-racing series around a deceptively simple pitch: drive fast, chase the perfect lap, and try not to fly off a track built by someone determined to test exactly how far physics can be pushed. Reviewers are close to unanimous that the core driving model is genuinely excellent, simple enough to pick up immediately and deep enough to reward hundreds of hours of refinement. What holds the score back is a large, detailed and increasingly pointed complaint about how the game is monetised: reviewers argue the "free to play" label oversells what's actually available without a recurring Club Access subscription, and several report that free access has narrowed further since launch rather than expanding.
Biggest strengths
- The core driving model draws near-unanimous praise as "simple to learn, hard to master," with reviewers consistently crediting its high skill ceiling with genuinely rewarding hundreds of hours of practice and refinement
- The player-made track ecosystem is repeatedly singled out as a highlight, with weekly community campaigns and an active track-sharing culture giving the game a constant stream of new content beyond anything the developer ships directly
- Multiple reviewers explicitly credit the game with lacking the microtransactions and loot-box mechanics common to Ubisoft's other releases, framing its subscription model as at least more transparent than some alternatives even where they disagree with it
Biggest weaknesses
- A large, detailed and independently corroborated share of reviewers argues the "free to play" marketing oversells what's actually accessible without a recurring Club Access subscription, describing the free tier as a limited demo rather than a complete game
- Multiple reviewers report free access has narrowed since launch rather than expanded, citing a 2026 update that reduced free players to only the first ten tracks of each seasonal campaign rather than the fuller free rotation offered previously
- The mandatory Ubisoft Connect account linkage draws its own specific frustration, with reviewers reporting confusing CD-key prompts and password-synchronization problems when launching the game through Steam
Who it's for: Arcade racing fans who enjoy a high skill ceiling and don't mind paying a recurring subscription for full access, more than anyone expecting a genuinely free game or a one-time purchase to unlock everything permanently.
Our recommendation: The driving itself is excellent and worth trying for free, but budget for the Club Access subscription if you want the full current campaign, and go in aware that free access has reportedly shrunk since launch rather than growing.
6.5 / 10
Trackmania's reboot strips its pitch down to something almost defiantly simple: drive a car around a track as fast as possible, chase a perfect time down to the hundredth of a second, and try not to launch yourself into orbit on a jump some anonymous track builder designed specifically to humble you. Nadeo built the series' reputation on exactly that loop for two decades, and reviewers across a review sample approaching 14,500 are close to unanimous that the driving model underneath this reboot still holds up as some of the best arcade racing available. The dispute that actually defines this game's reception has almost nothing to do with the driving itself.
A driving model reviewers say is as good as the series has ever been
The praise here is remarkably consistent and specific. Reviewers repeatedly describe the handling as "simple to learn, hard to master," crediting a genuinely high skill ceiling that rewards hundreds of hours of practice refining a single track's optimal line without ever feeling inaccessible to a first-time player. The player-made track ecosystem draws its own dedicated praise as a highlight distinct from anything the developer ships directly, with weekly community campaigns and an active track-sharing culture giving reviewers a constant stream of new content to chase. Several reviewers specifically credit the game with avoiding the loot-box and aggressive microtransaction mechanics common to some of Ubisoft's other releases, framing the subscription model discussed below as at least a more transparent monetisation approach even where they ultimately disagree with it. The five distinct racing environments each bring their own handling quirks, and reviewers credit that variety with keeping the core loop feeling fresh across very different track styles. One reviewer describes the appeal in strikingly physical terms, reporting they'd started unconsciously applying the game's racing-line theory to their own daily commute, hunting for the optimal path through a familiar neighborhood the way they would approach a new track — an odd but genuine testament to how deeply the core skill of the game can embed itself in a player's thinking well beyond the time actually spent in front of a screen. Reviewers with hundreds of hours logged, including several citing playtime in the high hundreds, consistently report the core loop hasn't worn thin for them even after that much repetition, a meaningful signal for a genre where many competitors struggle to sustain engagement much past an initial burst of novelty.
A "free to play" label reviewers argue oversells the free tier
The complaint that actually dominates this review sample concerns marketing and access rather than the driving itself. A large, detailed share of reviewers argues the "free to play" label oversells what's genuinely accessible without paying for a recurring Club Access subscription, describing the unpaid tier as closer to a limited demo than a complete free game. That complaint has sharpened rather than faded over time: multiple reviewers report a more recent update reduced free-tier access specifically to the first ten tracks of each seasonal campaign, a meaningful narrowing compared to the fuller free rotation the game offered at earlier points in its lifespan. One especially detailed reviewer explicitly criticizes the addition of personalized in-game advertising on virtual billboards as compounding an already frustrating monetisation picture, arguing a game that already asks for a subscription shouldn't also be selling ad space inside it.
A launcher complaint that echoes across Ubisoft's whole catalog
Consistent with a pattern this lane has now confirmed across multiple Ubisoft titles, the mandatory Ubisoft Connect account linkage draws its own specific frustration here. Reviewers report confusing CD-key prompts when launching through Steam and password-synchronization problems between the two accounts, complaints that echo almost verbatim similar reports across other Ubisoft games this review has covered. It's a smaller share of the negative sample than the monetisation debate, but it's a real, recurring technical friction point worth naming directly for anyone installing the game through Steam specifically. Combined with the account-linking issues, several reviewers frame the overall Steam-installation experience as noticeably more friction-heavy than simply launching the game natively through Ubisoft's own storefront would be, an ironic complaint for a release whose entire purpose on Steam was presumably to make the game more convenient to access for players who prefer that platform.
An unusually contentious review section worth flagging directly
Several reviewers describe something less common in this lane: a genuinely contentious review community around the monetisation debate itself, with detailed accounts of negative reviews criticizing the subscription model being actively argued against or downvoted by defenders of the current pricing structure. That dynamic doesn't change the substance of the underlying complaint, but it's worth flagging for anyone browsing the Steam review section directly, since it can make the monetisation debate look more settled or one-sided in either direction than the actual breadth of reviewer opinion suggests.
Verdict
Trackmania earns its Mostly Positive standing on the strength of a genuinely excellent, still-vital arcade racing model that reviewers across the sample credit with real depth and a satisfying skill ceiling, backed by a thriving player-made track community that keeps the game feeling alive years after launch. It doesn't score higher here because the monetisation debate underneath that praise is substantial and well documented rather than a minor quibble: a large share of reviewers argue the free-to-play framing oversells a tier that has reportedly narrowed over time, layered with in-game advertising and the now-familiar Ubisoft Connect friction this lane has seen across other titles from the publisher. Worth trying for free to see if the driving clicks, but budget for the Club subscription if the current campaign and full customisation options matter to you, and go in with clear eyes about what the free tier actually includes today rather than what it may have offered at launch.
Pros and cons
Pros
- The core driving model draws near-unanimous praise as "simple to learn, hard to master," with reviewers consistently crediting its high skill ceiling with genuinely rewarding hundreds of hours of practice and refinement
- The player-made track ecosystem is repeatedly singled out as a highlight, with weekly community campaigns and an active track-sharing culture giving the game a constant stream of new content beyond anything the developer ships directly
- Multiple reviewers explicitly credit the game with lacking the microtransactions and loot-box mechanics common to Ubisoft's other releases, framing its subscription model as at least more transparent than some alternatives even where they disagree with it
- The five distinct environments and their associated driving styles draw specific praise for keeping the core loop feeling varied across different track types and racing disciplines
- Several reviewers report the game runs well even on modest hardware, making its arcade-racing skill ceiling accessible without requiring a high-end PC to compete
Cons
- A large, detailed and independently corroborated share of reviewers argues the "free to play" marketing oversells what's actually accessible without a recurring Club Access subscription, describing the free tier as a limited demo rather than a complete game
- Multiple reviewers report free access has narrowed since launch rather than expanded, citing a 2026 update that reduced free players to only the first ten tracks of each seasonal campaign rather than the fuller free rotation offered previously
- The mandatory Ubisoft Connect account linkage draws its own specific frustration, with reviewers reporting confusing CD-key prompts and password-synchronization problems when launching the game through Steam
- At least one detailed reviewer reports the addition of personalized in-game advertising on virtual billboards, arguing it compounds existing monetisation frustrations for a game that already requires a subscription for full access
- Several reviewers describe the review section itself as unusually contentious, with detailed accounts of negative reviews criticizing the subscription model being downvoted or argued against by defenders of the current pricing structure, making it harder for new players to get a clear, undisputed picture of the monetisation debate