Prepare your car
Garage and cars
Build different setups and understand what each stat does.
Viewing a car doesn't make it active
The Garage arrows change the car you're viewing. You can equip that car without making it race. Only your active car participates in races. Right-click an equipment slot to open the part's options.
Buying a car with Credit does not activate it automatically. Each car keeps its own Condition and equipment. Activation and equipment changes apply when the next race is formed.
Understand the six stats
| ATTRIBUTE | What it helps with |
|---|---|
| SPEED | The ability to reach speed on straights. It won't solve a tight corner on its own. |
| ACCELERATION | Starts and regaining speed after slowing down. |
| BRAKING | Deceleration and performance in tight corners. |
| STABILITY | Cornering ability and control through demanding sections. |
| AERODYNAMICS | Performance on straights and through fast corners. |
| DURABILITY | Reduced wear per race. This is not the car's remaining Condition. |
Tracks combine straights, sweeping corners, and tight turns. A specialization that suits one track may struggle on another. Compare parts and build a setup for your next championship.
Credit cars and the Premium Car Pack
Credit-purchasable cars share the same base stats. All models available for Credit cost 5,000; the starter car is free. The pink convertible is Car 5, after the purple car, and requires no DLC. The choice between these cars is cosmetic. The three Premium Car Pack cars have their own stat distributions and are unlocked together by the pack.
Starter carAvailable from the start
Car 25,000 Credit
Car 35,000 Credit
Car 45,000 Credit
Car 55,000 Credit
Premium 1Premium Car Pack
Premium 2Premium Car Pack
Premium 3Premium Car Pack| Car | SPD | ACC | BRK | STB | AER | DUR |
|---|---|---|---|---|---|---|
| Starter car | 100 | 100 | 100 | 100 | 100 | 100 |
| Car 2 | 100 | 100 | 100 | 100 | 100 | 100 |
| Car 3 | 100 | 100 | 100 | 100 | 100 | 100 |
| Car 4 | 100 | 100 | 100 | 100 | 100 | 100 |
| Car 5 | 100 | 100 | 100 | 100 | 100 | 100 |
| Premium 1 | 100 | 105 | 105 | 120 | 95 | 135 |
| Premium 2 | 120 | 105 | 100 | 95 | 105 | 100 |
| Premium 3 | 105 | 105 | 105 | 105 | 105 | 105 |
In the table, SPD = Speed; ACC = Acceleration; BRK = Braking; STB = Stability; AER = Aerodynamics; DUR = Durability. The numbers identify the car designs shown above.
Condition, wear, and breakdowns
Condition is your car's state of repair and decreases as you race. Durability is a stat that helps reduce this wear. A race uses the Condition recorded when it was formed.
At maximum Condition, the car cannot break down; the risk increases as Condition falls. Minimum Condition forces a breakdown. Hover over the bar to see the risk information.
Finishers place ahead of cars that break down. If several cars break down, they are ranked by how far they reached and the tiebreakers; a breakdown does not automatically mean finishing last overall.
Three kinds of repair
| Situation | How it works |
|---|---|
| Manual repair | An action for your damaged active car. It costs Credit, not Scrap. Once a race is formed, repairs apply to the next race. |
| Recovery after a breakdown | Repairs the car so it can continue. The charge is limited to your available balance. |
| Mastery auto-repair | Checks Condition after wear and rewards are applied. Requires enough Credit to cover the full cost; otherwise, no repair takes place. |
The AUTO-REPAIR node unlocks automatic repairs at 25% Condition. READINESS adds 5 percentage points per level, up to 50%. Find the path in the Mastery tree.
Additional content
The in-game store offers the Premium Car Pack, Depot expansion, and soundtrack. The expansion adds ten crate slots, not ten part slots. The car pack changes the cars available to you; it does not increase crate chance.
Pack ownership is checked when you sign in. After a purchase, reopen the game to refresh your available benefits.
