Gear determines movement distance and how often you act. Every global beat adds your Gear to Tempo. Reach 6 Tempo and you earn an activation. Faster cars therefore move farther and act more often.
Hard steering, overspeed, impacts and bad ground build Instability. It is not an automatic spin meter. Clean straights and sensible braking can settle it. Skilled driving means carrying some danger without letting it become catastrophic.
Weapons stay locked until you cross the Gun Gate. FIRE chooses a target that your projected maneuver can actually bring into arc. Each weapon has its own unmistakable broadcast signature; mines and oil visibly deploy behind you. RAM converts a projected collision into deliberate violence.
Chassis reaches zero: wrecked. Engine damage can cap Gear. Tire damage can reduce Handling. Gun damage can disable weapons. Wrecks remain on the track and become everybody else's problem.
RECOVER spends a whole activation to rejoin the racing surface, face down-course, drop to Gear 1 and shed Instability. JURY-RIG spends the activation and a field spare to patch your worst damaged system.
A/D steer choice • W/S Gear plan • F target • R ram • X recover • J patch • SPACE commit. Right-click telemetry or any car for inspection.
You are not trying to keep every number safe. You are trying to cross the line before the other lunatics do.
Disposable one-off races. No campaign money, repairs, or rival progression.
MG // handling 3 // chassis 100. The normal reference machine.
Oil // handling 5 // light chassis. Fast, fragile and irritating.
Ram // heavy chassis // huge contact damage.
Shotgun // medium chassis // close-range violence.
Two human cars share the same keyboard/mouse and take turns whenever their Tempo comes due. Pass the controls when the broadcast says P1 or P2.
Named rivals persist through campaign play: purses, repairs, upgrades, wins and wrecks belong to them.