Game Environment

The game offers a number of playing areas with specific racing rules that will fit beginners and experienced racing enthusiasts alike.

Circuit

  • A timed race held on various looped tracks with a predetermined number of laps.

  • Attended by up to 6 participants starting simultaneously.

  • The estimated track completion time is around 3–4 minutes.

  • Collisions do not inflict damage on the car, instead just slowing it down.

  • Leaving the track extends the completion time by the time it takes for the car to get back on track.

Sprint

  • A race from point A to point B held on various tracks. The race can be single, double (with a reverse run) and in a straight line.

  • Attended by up to 6 participants starting simultaneously.

  • The estimated track completion time is around 3–4 minutes.

  • Collisions do not inflict damage on the car, instead just slowing it down.

  • Leaving the track extends the completion time by the time it takes for the car to get back on track.

  • Street racing is scheduled for implementation in the future iterations of the game. Road traffic, speed cameras and traffic lights will be added to tracks.

  • Road traffic adds difficulty by introducing dynamic obstacles.

  • Speed cameras issue “fines” that are automatically deducted from the player’s completion money.

  • Traffic lights also house speed cameras on them, furthermore, they introduce cross traffic. Players colliding with the cross traffic have their cars reset at the beginning of the intersection, costing them time.

Drift

The goal of this game mode is to keep your car in a controlled drift for as long as possible. Players earn in-game currency and experience based on how long their drift attempt was, how spectacular the drift angle was and how many successful drift attempts were made.

This is calculated as follows:

  • Base Bonus Х for when the player begins drifting for the first time.

  • Drift Point Gauge: a gauge of values (for example, 0-Y-Y1-Y2-Y3) that gradually becomes filled with multipliers as the game progresses. The multipliers depend on moving speed and angle. As the gauge becomes filled, these changes can be shown to the player in real time.

  • Point Multiplier: a multiplier applied to the Base Bonus depending on the biggest threshold crossed on the Point Gauge. Each checkpoint has a multiplier associated with it that gets applied to the Base Bonus.

Free Mode (Freeride)

A mode for driving on special test grounds with numerous items scattered around and a choice of several terrain types. Special prizes spawn at random in designated areas.

The point of this drive mode is just to have fun, try out various vehicles, improve driving skills, hold freeride races and join other players’ activities. Furthermore, players can collect hidden achievements in this mode along with real prizes. Chat feature is also available in this mode.

Core principles:

  • Solid choices of a freeride location include a stretch of a suburban highway, a village or a town block, an abandoned plant, or a stretch of land with fields and forests all around and dirt roads.

  • The main principle behind such a track is an abundance of points of interest that players can discover and drive by in a fun and engaging manner. For example, there could be a lighting pole surrounded by an iced-over pool of water you can drift on. You might find a series of ramps or a tricky hill descent in a field where everyone gets stuck, etc.

  • The number of simultaneous players on any given freeride track is limited. There is no time limit for being on the track, though.

  • As an additional means of motivating players to play freeride games, bonuses can be placed in various hard-to-reach spots on such tracks (future updates may even implement some kind of required player cooperation to reach them).

  • A Reset button is provided for returning to the starting point, because freeriding comes with the risk of getting permanently stuck.

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