Two buttons. A quarter mile. Three-tenths of a second between you and the other car.
Hold the throttle. Watch the tree — three ambers, then green. Leave a hair early and
it is a red light and the run is over. Leave late and you have given away the race
before you have moved a foot.
Then it is just the shifts. Every engine has a band where the next gear starts pulling
harder than the one you are in, and the light on your tacho is pointing at it. Take it
there and the car keeps pulling. Take it early or hold it too long and you pay, every
time, on the clock.
The car is doing something under all that
Grip is not a number that gets added to your speed. The tyres have a real slip curve,
the clutch is a torque capacity that can overwhelm them, and weight moves onto the rear
axle as you pull — which is why a drag car hooks harder the harder it pulls, and why
lighting the tyres off the line costs you the run.
You will feel it before you read about it: too many revs on the line and the car goes
up in smoke, too few and it bogs. Somewhere between is your best sixty-foot, and it is
different for every car you own.
Earn it, spend it, go faster
- Twenty-three cars across six classes, from a tired hatchback to a nitro rail.
- Five upgrade slots — engine, forced induction, transmission, tyres, weight — and every rung of every ladder is worth real time on the clock.
- A tuning bench that matters: launch RPM, tyre pressures, individual gear ratios, final drive.
- Ten strips, each with its own light — high desert noon, industrial dusk, neon midnight.
- Paint your car and take it down the strip.
A weekly run, against yourself
A spec car on a spec track, chosen by the week. Your rival is your own best ghost from
that week — the exact run you made, played back beside you. It resets every Monday and
it is generated from the calendar, so there is no server to go dark and nothing to log
in to.
What is not in it
No online. No in-game currency you can buy. No daily login, no season pass, no timers,
nothing that pings you. You buy it, you own it, and it works on a plane.
Built for it
- Full controller support — the whole game is two buttons and a menu cursor.
- Keyboard, and every menu reachable without a mouse.
- Windows, macOS and Linux/SteamOS, one native build each.
- Deterministic simulation at a fixed 120 Hz, so a run is the same run whatever your frame rate.