NCM ONLINE
Motorsports in Night City
A multiplayer racing server for Cyberpunk 2077 on OPEN//77. Night City becomes a persistent motorsports world: scheduled races across the whole city, NPC rival drivers with careers and teams, serialized cars you own, an engineering bench, fuel, weather and an economy that keeps a receipt for every eddie.
Status: alpha, under active development. NCM Online has run since September 2026. Systems change quickly, and progression is temporary: money, machines, parts and records reset for NCM 1.0, and may reset before then. Every system on this site carries a status label: LIVE EXPERIMENTAL IN DEVELOPMENT PLANNED HISTORICAL.
What is NCM Online?
NCM (Night City Motorsports) began as a single-player racing mod. NCM Online is its multiplayer branch: a dedicated OPEN//77 server where the racing happens in a shared, persistent Night City.
- You race across the city. Races run on a schedule through Night City's streets, highways and authored ovals, with routes, fields, entry fees and payouts that differ from event to event.
- You are never waiting for a lobby. A league of NPC teams and drivers, the Paddock, races on its own calendar whether anyone is online or not. NPC racers fill empty grid places around start time, so a quiet server still has races. More on NPC racing.
- Your car is a real object. Every machine is serialized: one specific car with an owner, an odometer, damage and a history. The Market sells real stock, so when a car is sold it is gone.
- Engineering matters. Damage persists, repair is a job with materials and workmanship, parts have fitment rules, and manual gearboxes are fixed at the factory per car.
- The city has weather and time. Night City runs on US Eastern real time, the session's sky is shared, and wet roads cost grip until they dry.
- Race Week. The server runs in multi-day Race Weeks with championships crowned at the end and a hall of champions that survives the reset.
- Wheels welcome. NCM Rig Bridge brings wheel, pedal and custom-rig input with force feedback. A controller or keyboard works too.
Already playing?
Entering races, qualifying, repairs, fuel, money and the Paddock in depth.
A developer?
Architecture, a map of a very large repository, and how to build on it. MIT licensed.
What works today
This table comes straight from the in-game landing panel, so it says exactly what the game itself tells players. "Experimental" here is the game's own partial state, and it always names its limit.
| Capability | Status in game | Detail |
|---|---|---|
| Get a machine | LIVE | The Market holds serialized cars. Each listing is one real machine — when it sells, it is gone. |
| Earn prize money | LIVE | Scheduled events pay on completion and placement. Every payment leaves an itemised receipt. |
| Enter races | LIVE | The Race Guide carries the live calendar. Looking costs nothing; entering a scheduled race is a separate, paid step. |
| Call a street race | EXPERIMENTAL | Press F5 to set a start, a finish and a start time. Anyone can enter at the line. Limit: Unpaid: no entry fee and no prize money. One call per driver every 15 minutes, two open at once. |
| Run time trials | LIVE | A field of one against the clock. Free practice and qualifying mint nothing. |
| Buy and fit parts | LIVE | Serialized components with real fitment rules. A part that does not fit says so before you buy. |
| Build a Machine Index | LIVE | What you have scanned, what you own, and the evidence behind each claim. |
| Scan machines | EXPERIMENTAL | Tab or Caps Lock brings up the Scanner. Hold it on a car within 60 m to add a machine you have not met to your Index. Limit: The reticle and scan-to-discover are new and still being proven live. |
| Drive with a wheel | LIVE | Multi-vendor wheel, pedal and custom-rig support with force feedback, through NCM Rig Bridge. |
| Race your own ghost | EXPERIMENTAL | A lap you actually drove, replayed beside you as a car that cannot be hit. Limit: Personal best only, in practice and time trials — never in a contested race. |
| Record machine knowledge | EXPERIMENTAL | Measured facts about machines accumulate as you drive them. Limit: Observations are recorded; there is no estimator or confidence rating yet. |
| Race the weather | EXPERIMENTAL | The session's sky is the same for everyone in it. Limit: Rain soaks the road: less grip and longer braking, loose under heavy throttle; it dries over a few minutes. |
| Fuel and refuelling | LIVE | Park at a pump and /ncm.refuel; /ncm.fuel routes to the nearest station. |
| Trade with other drivers | EXPERIMENTAL | Compose one exact offer from Machines, stored Parts and eddies; both sides confirm before anything moves. Limit: Direct synchronous Exchange only — both Drivers must be online. Persistent listings and escrow come later. |
Since that panel was last updated, more has shipped to the server: the Paddock NPC league, Race Week, persistent damage, the F9 Engineering panel and Workshop, manual gearboxes and the Race Week Live radio station. Some of these are still waiting for a full live sign-off, so check each system's label. See the changelog.
The strange branches
NCM is a motorsports project first. But the simulation has grown some unusual branches, including flight and some physics that reach well beyond a street race. None of it is needed to race, and it is all labelled. See Experimental Systems.
Open source
The whole server is public: the Lua resources, the native mods, the tests, and the design record of every decision. It is released under the MIT License. It is a real, actively developed server codebase, not a polished framework, but you are welcome to read it, fork it and build on it. Start here.