Challenge Tour
Twenty-four authored challenges, six on each track. They are not the same run with different names: each is judged on something different, and several put you in a specific car.
All challenges
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Oval Warm-Up
Slide both ends of the painted oval and keep moving around it. Total drift score counts.
No medal yet Play -
Four Corners
Put the car through the four cyan clipping zones while sliding. Each zone re-arms after six seconds.
No medal yet Play -
Figure Eight
Use the whole yard. Swing the car from one direction to the other without letting the chain lapse.
No medal yet Play -
One Long Breath
Build the single biggest chain you can. Spinning in one spot stops paying after about one turn, so keep changing direction or lapping.
No medal yet Play -
Three Alike
Three laps of the oval. Your weakest lap is your result, and a lap with a wall hit scores zero.
No medal yet Play -
Yard Exam
Score, clip zones and link transitions in one run. Zones add 300, transitions 200, wall hits cost 500.
No medal yet Play -
Quayside Run
A straightforward score run. The hairpin and the crane chicane hold most of the points.
No medal yet Play -
Container Apexes
Five zones sit against the container walls. Clip as many as you can while sideways.
No medal yet Play -
Crane Flick
The left-right by the cranes is a natural switch. Link as many direction changes as you can.
No medal yet Play -
Hairpin to Hairpin
Carry one chain as far as you can. Short straights can be bridged inside the 1.2 second grace.
No medal yet Play -
Dock Shift
Three laps. Weakest lap counts and a wall hit zeroes that lap.
No medal yet Play -
Harbor Master
The heavy saloon on a tight quay. Score, zones and transitions add up; wall hits cost 500 each.
No medal yet Play -
First Light
Long sweepers reward patience. Score as much as you can.
No medal yet Play -
Rock Faces
Six zones, some on the inside rock, some out by the drop. Clip them while sliding.
No medal yet Play -
Switchback Rhythm
Corners alternate here. Arrive already pointing the other way.
No medal yet Play -
The Long Hold
This is what the long wheelbase is for. One chain, as big as possible.
No medal yet Play -
Even Pace
Two full laps. Your weakest lap counts and a wall hit zeroes that lap.
No medal yet Play -
Canyon Crown
The most powerful car with the least help. Everything counts, and so does every wall.
No medal yet Play -
Rooftop Intro
Learn the deck in the forgiving car. Mind the two unfenced edges.
No medal yet Play -
Edge Work
Five zones, tight walls. Clip them sideways.
No medal yet Play -
Deck Shuffle
Short corners in both directions. Keep switching.
No medal yet Play -
No Gaps
One chain around as much of the deck as you can manage.
No medal yet Play -
Forty Floors
Two laps without touching anything. Weakest lap counts.
No medal yet Play -
Skyline Final
The final exam. Score, zones, transitions, and a deck that punishes every mistake.
No medal yet Play
Six kinds of challenge
| Focus | Judged on | What it rewards |
|---|---|---|
| Control | Total drift score | Sliding often and banking what you build |
| Precision | Clipping zones crossed while sideways | Starting slides early and placing the car |
| Transitions | Linked direction changes | Switching without letting the chain lapse |
| Sustained flow | Your single longest chain | Linking corners; one mistake resets it |
| Clean consistency | Your weakest lap | Repeatability; a lap with a wall hit scores zero |
| Mixed mastery | Score + 300 per zone + 200 per transition − 500 per wall hit | Everything, in a specific car |
How the medals were set
Every challenge was completed by the game’s reference driver before it shipped. That driver sees only what a player sees and uses only the four player inputs. Gold is the best result it achieved, silver is 60% of that and bronze is 30%. A practiced human should be able to beat gold; the thresholds are a floor, not a ceiling, and they will be revisited as real players report in.
What a medal earns
Bronze pays 100 garage credits, silver 250 and gold 500 in total — when you improve a medal you are paid the difference, once. Retrying a challenge you have already golded pays nothing more, but your personal best and its ghost keep updating.
Fair comparisons
Personal bests are kept separately for assisted and standard driving, and separately per scoring version. Challenges with a provided car always use its default setup. Results are stored on your device and are not verified by a server.
Read drift scoring explained for the rules behind every number, or the track guides for where the points are on each circuit.