Four tracks

Four compact environments, each built by hand around a different kind of driving. None is an open world. Every one supports six challenges, Quick Drift, Free Drive and Local Duel.

Track comparison
TrackLapRoad widthLevelClipping zonesTightest corner
Academy Yard307 m16 mBeginner419 m radius
Harbor Circuit672 m15 mIntermediate513 m radius
Canyon Loop897 m14 mIntermediate623 m radius
Skyline Deck503 m12.5 mAdvanced511 m radius
The Finch sliding across the open concrete of Academy Yard, hangars and floodlights behind
Academy Yard, captured in the game

Academy Yard

A wide, walled skidpad with a painted oval, a donut circle and a figure-eight. Nothing to hit but your own limits.

Wide open and forgiving. The walls are a long way off and the oval is only paint, so running wide costs nothing. Standout corner: West end of the oval.

The Meridian coupe drifting between container stacks at Harbor Circuit
Harbor Circuit, captured in the game

Harbor Circuit

A quayside loop between container stacks: one long straight, a heavy hairpin and a left-right flick by the cranes.

One fast section, then four corners in quick succession. Speed is easy to find on the quay and easy to carry too far into the hairpin. Standout corner: East hairpin.

The green Longbow holding a slide under red canyon walls
Canyon Loop, captured in the game

Canyon Loop

Long, patient sweepers under red rock. Corners last long enough that the slide has to be held, not thrown.

Patient and fast. It punishes impatience on the throttle more than anything else. Standout corner: The long right.

The red Brisk roadster sliding on the rooftop Skyline Deck with city towers behind
Skyline Deck, captured in the game

Skyline Deck

A rooftop practice course forty floors up. Tight, technical, and two unfenced edges that send you back to the last gate.

Tight, technical and unforgiving. Position matters more than angle. Standout corner: East hairpin.

How tracks work in this game

Every track is a flat road with real collision barriers, a start line, eight ordered gates and a set of clipping zones. Gates only count when crossed forwards and in order, which is how the game knows a lap is a lap. The surface is flat everywhere: Canyon Loop’s cliffs and Skyline Deck’s height are scenery, and nothing here involves jumps or banking.

On the three circuits, the strip between the road edge and the wall is runoff. It has less grip and does not score. On Academy Yard the whole walled apron counts as road.

New to all of this? Start with how to drift in five steps, then read drifting lines for where to put the car.