Race, lose by a hair, see exactly what you're missing, buy the part and go win. That's the whole game: top-down car racing, a couple of minutes a run, with a real garage behind it.
One hand and no internet. The throttle drives itself, so all you decide is when to turn and when to burn the nitro. Offline from the first lap to the last.
YOU ALWAYS START LAST
The whole grid ahead of you — up to fifteen rivals — and real traffic in between. Where you finish is the verdict on what you've built. No menu has to tell you the engine is holding you back; you see it on the straight.
THE GARAGE IS THE GAME
Eight upgrades, six levels each: engine, turbo, brakes, nitro, wheels, suspension, aero and chassis. Every level changes how the thing drives, not a bar in a menu: you feel it in the first corner, and the spec sheet spells it out in km/h or mph, seconds, G of grip and braking distance. Tuning here is arithmetic you can read.
SIX CARS, ONE LADDER
From the starter coupe to an open-wheel single-seater, by way of the compact, the sports car, the GT and the prototype. Each one asks for its license, and those are paid for in laps, not shortcuts.
YOUR GARAGE IS NEVER WIPED
A new chassis doesn't take the old one away: it stays in the garage with its tuning on, exactly as you left it, and you climb back in whenever you like. You'll never lose twenty events' worth of savings by switching rides.
WHAT YOU BREAK, YOU PAY FOR
Damage doesn't heal at the finish line: it follows you until you pay the repair shop, so driving clean is money. Drifting costs too, because the tires wear down every time you slide. You can still race it bent — your call, not a punishment.
LICENSES AREN'T SOLD, THEY'RE EARNED
Seven letters, F up to S. To sit an exam you have to have won every event of your letter, and the exam is one clean lap under a target time: no walls, as many attempts as you like, never a coin. Having money and knowing how to drive are two different things.
EIGHTY-FOUR TRACKS, NONE REUSED
Every event runs its own layout. Ten countries and twenty-two cities, from the harbor of Vigo to the Almeria desert, from the Indianapolis oval to an Australian mountain, by way of Mexico, Brazil, Japan, Germany, Italy, France and the streets of London. Seventy-seven races, seven license exams and five championships. Your license opens countries, money opens the showroom, and geography opens the top tiers of the garage.
NO FUEL, NO ENERGY, NO WAITING
Drive as long as you want. Nothing sits unusable for fifteen minutes, no meter refills while the app is closed, and the whole game runs offline. A red line, not a launch promise.
WHAT'S INSIDE
- Eighty-four top-down events, all of them in from day one
- Daily challenge: same track and same car for everyone, with a time to beat
- World daily: a brand-new layout every day nobody has practiced, against the leader's ghost
- Both on a real worldwide leaderboard
- Five cameras, cockpit included, with its own wheel and dashboard
- Two control schemes: two touch zones with auto throttle, or tilt steering, phone as the wheel
- A raised bridge, rain with puddles that change the grip, tunnels and ghost replays
- Grip and drift are separate numbers: no two rides slide alike
- Eight languages, speeds in km/h or mph
- Offline start to finish: on the subway, on a plane, in airplane mode
WHAT YOU CAN BUY, AND WHAT YOU CAN'T
If it changes how the car drives, you earn it by driving. If it only changes how it looks, you can buy it. Paint and the sixty decals are pure looks: a pink paint job goes exactly as fast as a black one, and decals stick where you want them — hood, roof, side or rear — and show up on track. No purchase unlocks a vehicle, a circuit or a letter. Licenses are never for sale. There are ads, and they never appear during a race.
Offline top-down car racing with a garage: win, tune the engine, then win again.