On the track
League and rewards
Your championship result changes your MMR. Every race still earns resources.
Unlock the League
Complete all 32 Tour stages to enter the League. You can open the trophy icon before then to see the requirement you still need to meet.
MMR and matchmaking
You start the League at 0 MMR and climb based on your results. Matchmaking uses a fixed ±150 MMR range around the room's reference player, allowing up to 300 points between participants. The range does not widen with waiting time. The country is randomly selected from the 32 destinations.
Matchmaking takes up to 60 seconds and may finish earlier when the room is full. Any remaining slots are filled with racers whose level matches the room.
The room runs ten races and dissolves at the end of the championship. Your next championship has a new lineup. The League continues indefinitely.
How strong your opponents are
The higher the room's MMR, the stronger the opponents. Newcomers find more approachable rooms, and the difficulty ramps up gradually: to move up a bracket, you need to improve your car.
In the early League tiers, the room is built with opponents close to your car's performance, some a little above and some a little below. Players arriving from the Tour compete in the middle of the table and have opponents to overtake; a better car climbs faster. In the higher tiers, the room gathers the players in that MMR range.
The room's level is set when the championship begins and holds until it ends. Upgrading your car between rounds does not make your opponents stronger.
We keep an eye on results and community feedback to keep the League as fair as possible for everyone.
How MMR goes up and down
MMR is updated at the end of the championship, based on where you finish against the other racers in the room. Beating higher-MMR opponents earns more; losing to lower-MMR opponents costs more. With few players in the room, the change is smaller.
Only those who take part in the championship have their MMR changed. The MMR floor is zero. Points and history from completed championships are not recalculated. Normal race rewards always apply.
Overview, History, and Standings
- Overview: championships, wins, podiums, and best MMR, with a chart of how your MMR has changed. The side scale shows the highest, middle, and lowest values; hover over a point to see that championship's country, MMR, position, and change.
- History: your ten most recent championships, with country, position, MMR change, and final MMR.
- Standings: global rankings and rankings for your account's country. You must complete at least one League championship to appear. Tied players share a rank.
The national ranking uses your profile country: the one from your Steam connection, until you pick another in Edit Profile, in the Garage. Changing your country moves you to the new country's national ranking. Changing the interface language does not change your ranking country. In the global list, the country flag appears before each racer's name; in your own country's list it isn't repeated.
Standings shows the top 10 for the selected scope. If you are ranked outside the top 10, your own row appears just below the list.
Full Leaderboard, in the top-right corner of the League panel, opens the website's leaderboard in the current game language. The button remains available even before the League is unlocked. On the website, you can search by name, filter by country, browse the pages and open a player's statistics and ten most recent championships.
The public leaderboard updates periodically. Changes in the game may take a little while to appear on the website.
What each race earns
| Position | Credit · Tour | Mastery · Tour | Credit · League | Mastery · League |
|---|---|---|---|---|
| 1st | 80 | 20 | 100 | 25 |
| 2nd–3rd | 64 | 18 | 80 | 22 |
| 4th–5th | 50 | 15 | 62 | 19 |
| 6th–10th | 38 | 12 | 48 | 15 |
| 11th–15th | 28 | 8 | 35 | 10 |
| 16th–20th | 20 | 5 | 25 | 6 |
The tables show base amounts. Mastery and equipped-mascot bonuses apply to race rewards. Credit and Mastery are awarded in whole units.
There is no additional Credit or Mastery prize for winning the entire championship. Overall standings determine advancement in the Tour and MMR changes in the League.
Season
The Season is a two-month competition within the League, running from the 1st to the 1st, always at 00:00 UTC (21:00 Brasília time). Season 1 starts on November 1, 2026 and ends on January 1, 2027. Players who have completed the Tour race in the current Season.
- Standard League or Season: the trophy button next to DRIVE shows which of the two you are racing in and lets you switch. The switch applies from the next championship; the one in progress finishes the way it started. When a new Season begins, everyone goes back to racing in it.
- Class 400: everyone races with Performance capped at 400. Above that, the car's stats shrink in the same proportion, and the car stays balanced. Mastery's racing bonuses don't apply in the Season; reward bonuses still apply.
- Rewards: the Credit, Mastery, crates and TrackCards from each race are the same as in the Standard League. Your Standard League MMR is paused while you race in the Season.
- Score: each championship gives a score from 0 to 100 based on the share of the other real players in the room that you beat. With no other real player in the room, the championship gives no score. A championship that ends after the Season is over doesn't count either.
- Standings: your average score enters the standings after 10 championships in the Season. Your position follows your average, and players with the same average share the position.
Your position in the standings sets your division, from highest to lowest: Legend, Master, Diamond, Platinum, Gold, Silver and Bronze. At the end of the Season, your final division and position become your badge for that Season. Each Season's prizes are revealed halfway through it.
The Season standings also appear in the Season tab of the website leaderboard.
Season Points
Your car's Performance above the Season's Class turns into Season Points. The first point comes at 425 Performance; after that, you earn one point for every 25 Performance up to 700, every 50 up to 1,000 and every 100 above that. The TrackCards in-country performance bonus doesn't count.
- Each point increases the gain of the stat you put it in by 0.5%, already capped by the Class.
- The POINTS block sits next to the Condition bar in the Garage. The gear opens the window for distributing the points among the stats.
- Each loadout keeps its own distribution. Distributing is free, can be redone at any time and applies from the next race formed.
- If Performance drops and can no longer support all the distributed points, the race takes the excess first from the stat with the most points. Your distribution stays saved.
- Points don't change the starting order: the grid is sorted by Performance capped at the Class.
The POINTS block only appears when you are racing in the Season and have points. Before the Season starts, it doesn't appear in the Garage.
Current game modes
Automatic racing has Tour and League modes. In the League you choose between the Standard League, which moves your MMR, and the Season, raced in the same Class for everyone. Driving Mode is a separate mode, with no championship points, MMR or rewards. Teams and private leagues are not part of the available modes. Follow official announcements for news.
