Forza Horizon 6 is being developed by
Playground Games with assistance from
Turn 10 Studios. In December 2025, it was reported that Turn 10 had ended work on supporting
Forza Motorsport (2023) and had shifted its focus entirely to
Forza Horizon 6. Turn 10 contributed help in polishing
Forza Horizon 6 and their experience working on the more
sim-racing focused
Forza Motorsport series aided Playground Games in improving car detail and introducing new mechanics.
Setting Japan was chosen as the game's setting due to its popularity among fans, who frequently requested it. In choosing Japan as a location, art director Don Arceta noted the "unique culture" of Japan and that it is a location "full of contrast", with urban areas in the game juxtaposed against mountainous roads and open fields. Japan also experiences dramatic
seasonal changes from the
cherry blossoms blooming during Sakura season to snowy winters that can have a "dramatic impact on the landscape and playable world" according to Arceta. Seasonal changes also have cultural meaning in Japan. The city of
Tokyo was described as the "biggest urban area yet" in a
Forza Horizon game, being five times larger than the urban areas in previous titles. Within Tokyo, there are distinct districts with their own identity and city landmarks such as
Shibuya Crossing, Ginko Avenue, and
Tokyo Tower are featured. Tokyo's urban areas will vary in density from the neon-lit streets downtown to suburbs and industrial docklands. The team's prior experience developing the
Hot Wheels expansion for
Forza Horizon 5 also helped the team developing Tokyo's
elevated highways. Kyoko Yamashita was hired as a cultural consultant.
Technology Forza Horizon 6 was developed in
Turn 10 Studios' in-house
ForzaTech engine. It is the first
Forza Horizon title developed exclusively for
ninth-generation consoles. Playground Games credited leaving behind
Xbox One as enabling "more potential" in what they can do with post-launch
live service releases.
Forza Horizon 6 on PC features
ray-traced global illumination for indirect lighting and ray-traced
reflections. The consoles forgo ray-traced reflections for screen-space reflections instead. A new
refraction-based
shader is included on car headlights and taillights to exhibit more authentic depth. Light cast from polycarbonate-style headlights, for example, is given a rainbow refraction effect. == Release ==