Desk Top Racer/Wiki/Races and Tour

On the track

Races and Tour

Ten races make a championship. A podium finish unlocks your next destination.

Updated October 28, 2026·English·Screenshots in English

How a championship works

20racers per room
10races per championship
32Tour stages

Your car races automatically; to drive it yourself, outside the championships, there is Driving Mode.

Between races, you can prepare your next setup. Once a race has been formed, it keeps the car, parts, stats, and Condition it started with.

Matchmaking can take up to 60 seconds and may finish sooner when the required player quota is met. The Tour groups players on the same stage. Any remaining slots are filled with racers of a matching level; the lineup stays together for the championship's rounds.

Follow the race on the Radar

Race shows the circuit and the participants: the yellow marker is your car. Championship Record is the confirmed record; Race Best is the best lap of the current race. Click to enlarge.

The Radar draws the circuit as an asphalt track, with a checkered start line and kerbs on the tight corners. Your car is the yellow marker with its position next to it; opponents are the white markers.

Hover over a racer on the Radar to see their name and country flag, plus their car from the side and the rear, with its paint, neon and plate. In the championship Standings, the flag appears before each racer's name. The country comes from each racer's Steam connection; racers with no country on record appear without a flag.

Daily weather

6weather types in rotation
1weather per day, the same for everyone
+30%weight on the favored stat

Each real-world day has one weather type, the same for every player. It changes at midnight UTC. The rotation goes through every weather type before repeating and never uses the same one two days in a row.

Mild weather icon
MildNeutralNo favored statBaseline day: no stat counts more than usual.
Sunny weather icon
SunnySpeed+30% weightDry, fast track: straights pay off more.
Rainy weather icon
RainyStability+30% weightWet asphalt: better cornering gives you the edge.
Windy weather icon
WindyAerodynamics+30% weightCrosswind gusts: the car that cuts through the air best suffers least.
Foggy weather icon
FoggyBraking+30% weightLow visibility: good braking counts for more.
Cold weather icon
ColdAcceleration+30% weightCold tires: launches and getting back up to speed make the difference.

Weather increases the favored stat's weight in the race calculations it already takes part in: performance on straights and in corners, braking and control. The other stats still count. In Cold weather, Acceleration also has a bigger effect on launches and on regaining speed.

What weather doesn't change:

  • The reference length of races: a balanced car keeps the same pace in any weather. Weather changes who has the edge over whom, not how long the race takes.
  • The Power and stats shown in the Garage.
  • Championship points, Credit, Mastery and crate chance.

A race keeps the weather it was formed with: if the day rolls over mid-race, it finishes in the weather it started in. The weather applies to every racer in the race.

The icon in the top-right corner of the racing strip shows the current weather. Hover over it to see the weather's name and the favored stat.

A favored stat doesn't guarantee a win. Each track's limits and the other stats still matter: a car with strong Speed still has to get through the corners on a Sunny day.

How do I advance?

Finish in the top three overall across the ten races. Winning a race helps, but your championship total determines whether you advance.

If you miss the podium, you stay on the current stage and start another championship with the points reset. You keep your parts, upgrades, Mastery, and Collections. You cannot go back and select an earlier stage.

Tour is the route map. The top line identifies the country, current race, and championship standing. Click to enlarge.

Points and tiebreakers

Race positionChampionship points
1st25
2nd18
3rd15
4th12
5th10
6th8
7th6
8th4
9th2
10th1
11th–20th0

Ties are broken by points, wins, second places, third places, best finish, and lowest valid time. If players are still tied, the system uses a stable final tiebreaker.

Championship points are separate from Credit and Mastery. See the League guide for the rewards awarded at each position.

The 32 destinations

The map permanently records completed stages. Stage 27 is displayed as Vietnam.

View the complete Tour route
StageDestinationQualification
1BRAZILTop 3 overall
2ARGENTINATop 3 overall
3CHILETop 3 overall
4PERUTop 3 overall
5COLOMBIATop 3 overall
6COSTA RICATop 3 overall
7MEXICOTop 3 overall
8UNITED STATESTop 3 overall
9CANADATop 3 overall
10UNITED KINGDOMTop 3 overall
11FRANCETop 3 overall
12SPAINTop 3 overall
13ITALYTop 3 overall
14GERMANYTop 3 overall
15SWEDENTop 3 overall
16POLANDTop 3 overall
17UKRAINETop 3 overall
18TURKEYTop 3 overall
19ALGERIATop 3 overall
20SOUTH AFRICATop 3 overall
21SAUDI ARABIATop 3 overall
22INDIATop 3 overall
23CHINATop 3 overall
24RUSSIATop 3 overall
25SOUTH KOREATop 3 overall
26JAPANTop 3 overall
27VIETNAMTop 3 overall
28PHILIPPINESTop 3 overall
29THAILANDTop 3 overall
30INDONESIATop 3 overall
31AUSTRALIATop 3 overall
32NEW ZEALANDTop 3 overall

The time required varies with car performance, incidents, and whether you need to repeat championships. There is no guaranteed fixed completion time for the Tour.

The tracks in each country

Explore all 32 layouts in Tour order. These images use the game's own minimap; the checkered marker shows the start/finish line. Click a track to enlarge it.

1. Brazil1.6 km per lap
2. Argentina1.3 km per lap
3. Chile1.6 km per lap
4. Peru1.4 km per lap
5. Colombia1.4 km per lap
6. Costa Rica1.3 km per lap
7. Mexico1.6 km per lap
8. United States2.5 km per lap
9. Canada1.5 km per lap
10. United Kingdom1.3 km per lap
11. France1.7 km per lap
12. Spain1.3 km per lap
13. Italy1.4 km per lap
14. Germany2.1 km per lap
15. Sweden1.2 km per lap
16. Poland1.5 km per lap
17. Ukraine2.1 km per lap
18. Türkiye1.8 km per lap
19. Algeria1.9 km per lap
20. South Africa1.8 km per lap
21. Saudi Arabia2.8 km per lap
22. India1.4 km per lap
23. China1.8 km per lap
24. Russia3 km per lap
25. South Korea1 km per lap
26. Japan1.3 km per lap
27. Vietnam1.1 km per lap
28. Philippines1.4 km per lap
29. Thailand1.5 km per lap
30. Indonesia1.9 km per lap
31. Australia2.5 km per lap
32. New Zealand1.4 km per lap

How is the starting grid decided?

For each race, the 20 participants are ranked by Power and split into groups of 5. The five strongest occupy positions 1–5, the next group takes 6–10, followed by 11–15 and 16–20. The order within each group is randomized for that race.

Every racer follows the same rule. MMR determines your League room, but does not directly set your grid position. Power includes Speed, Acceleration, Braking, Stability and Aerodynamics, excluding Durability and Condition. Upgrades confirmed before formation may move you into another group in the next round.

What if I close the game during a race?

You keep the progress you've already earned. If you return before the race ends, you can resume that same race. If it ends while you're away, you cannot claim its reward later.

The offline reward is calculated separately and does not replace race participation.

Being away and the race result are separate matters: your car may record a finishing position, but being absent removes the reward and eligible points for that participation. This does not affect the offline Credit and Mastery benefits you have unlocked in the tree.

After New Zealand

Completing the final stage unlocks the League. You keep your Garage, resources, Mastery, Collection, and completed map. From then on, every championship has a randomly selected country and a new room.