Choosing a car: six cars compared by how they actually drive

The Meridian coupe on the garage turntable
Captured in the game

Slipline Garage has six fictional cars, and they differ in mass, wheelbase, power, throttle response and grip — not just paint. The Finch is the forgiving starter; the Meridian is the balanced all-rounder; the Brisk rewards precise transitions; the Longbow holds long slides; the Foundry demands throttle discipline; the Vector is the fastest and least assisted.

The numbers

Car Mass Wheelbase Drive force Throttle response Built-in stability Unlocks at
Finch 1,050 kg 2.45 m 6.4 kN 200 ms 55% Start
Meridian 1,250 kg 2.60 m 8.4 kN 280 ms 40% 300 credits
Brisk 900 kg 2.25 m 6.6 kN 140 ms 28% 900 credits
Longbow 1,420 kg 2.92 m 9.6 kN 240 ms 38% 1,600 credits
Foundry 1,680 kg 2.84 m 13.8 kN 120 ms 26% 2,600 credits
Vector 1,320 kg 2.66 m 13.6 kN 130 ms 10% 4,000 credits

These are the same figures the garage shows and the same figures the handling model uses.

What each number does to the drive

Mass. Heavy cars carry momentum: slides last longer and take longer to stop. Light cars change their mind quickly.

Wheelbase. A long wheelbase rotates slowly and steadily. A short one rotates fast. This is the single biggest difference between the Longbow and the Brisk.

Drive force. How easily the throttle alone can break the rear loose, and how well the car holds speed while sideways.

Throttle response. How quickly power arrives after you press. A slow response (Meridian) smooths out clumsy inputs. A fast one (Foundry) does exactly what you asked, immediately.

Built-in stability. A yaw-damping aid that makes slides easier to catch. It falls as the cars get more advanced.

Car by car

Finch — compact and forgiving. A short, upright hatch with moderate power. It cannot power-slide at high speed, so you learn the handbrake properly. Every beginner challenge is achievable in it.

Meridian — balanced coupe, smooth torque. More power than the Finch, delivered progressively, so throttle steering feels like a dial. The best second car.

Brisk — light and quick to rotate. A tiny open two-seater with the fastest steering rack. Superb in transitions and on Skyline Deck; unforgiving of late corrections.

Longbow — long wheelbase, calm slides. Slow to rotate, slow to snap. Once sideways in a long corner it simply stays there. The natural choice for longest-chain challenges on Canyon Loop.

Foundry — heavy, torquey, slow to settle. The most drive force and the most mass. Too much throttle and it keeps rotating; measured inputs make it majestic.

Vector — powerful, minimal assistance. Fast, grippy, and with almost no stability aid. It is a mastery option rather than an upgrade: in the calibration runs for this game, a tidy driving style beat an aggressive one in the Vector by a wide margin.

There is no “best”

No car wins everywhere. Score depends on speed and angle and not hitting anything, and each car trades those differently. That is also why several challenges provide a specific car — they are designed around its character.

How unlocks work

Cars unlock at lifetime totals of garage credits. Credits are earned only by playing and cannot be bought.

Source Credits
Each academy lesson, first pass 100
Challenge medal 100 bronze, 250 silver, 500 gold (you are paid the difference when you improve)
Daily Run, first completion each day 100
Quick Drift up to 30 per run

Passing three lessons unlocks the Meridian. Credits are never spent, so unlocking one car does not delay the next, and a daily-assigned or challenge-provided car is lent to you even if you have not unlocked it.

Adjust any car with tuning, or see them all in the garage. Back to the drifting games overview.

Written by The Slipline Garage team, the people who build the game. Every number on this page is read from the game’s own handling and scoring configuration, version 1.0.0. About us · Report an error