Prepare your car
Parts and upgrades
Six part types, consistent archetypes, no upgrade level cap, and Recalibration.
Choose by type and archetype
Each car has one slot for Engine, Transmission, Tires, Suspension, Aerodynamics, and Electronics. A part only fits its matching slot and sits in one loadout at a time.
| Type | Primary stat | Also provides Durability? |
|---|---|---|
| ENGINE | SPEED | Yes |
| TRANSMISSION | ACCELERATION | Yes |
| TIRES | BRAKING | Yes |
| SUSPENSION | STABILITY | Yes |
| AERODYNAMICS | AERODYNAMICS | Yes |
| ELECTRONICS | Determined by the archetype | No |
| Archetype | Associated stat |
|---|---|
| Rush | SPEED |
| Surge | ACCELERATION |
| Anchor | BRAKING |
| Vector | STABILITY |
| Flow | AERODYNAMICS |
For conventional parts, the type determines the primary stat, the archetype determines the secondary stat, and Durability completes the set. A combination that would repeat the primary stat does not exist. Electronics use three performance stats.
Names change with rarity
The family name changes with rarity, but the archetype keeps its meaning. For example, Velkar Surge and Torqen Surge are engines of different rarities with the Acceleration archetype.
| Type | COMMON | UNCOMMON | Rare | Epic | Legendary | Mythic | Exotic |
|---|---|---|---|---|---|---|---|
| ENGINE | Velkar | Torqen | Ignivar | Vorteron | Solkaris | Prometheon | Pyrothane |
| TRANSMISSION | Kairon | Syncron | Nexaris | Chronex | Eternyx | Aeonexus | Infinitrix |
| TIRES | Vantis | Gravon | Traxen | Terravax | Apexion | Gaiaron | Gripheon |
| SUSPENSION | Rydan | Flexaris | Dampiron | Stabilon | Aegiron | Atlasyn | Colossyn |
| AERODYNAMICS | Zephyra | Ventaris | Aerion | Stratovex | Tempestra | Aetherion | Boreaxis |
| ELECTRONICS | Veltrix | Cirquon | Synaptix | Neuraxis | Quantaris | Omnisyn | Nexomind |
Equip and compare
- Click or drag a part into its matching slot.
- Use the item comparison to see stat gains and losses against the equipped part.
- When the free part and the equipped one are at different levels, the tooltip also shows what the free part would give at the equipped part's level, on the line that starts with ».
- A part's tooltip opens beside the card you're pointing at without covering it: you can still see the part, the checkbox and the padlock.
- Right-click a part to open its options.
- The part goes into the loadout the Garage is showing. To use a part from another loadout, unequip it there first.
- Equipped parts don't count toward occupied Inventory slots. Unequipping may require free Inventory space.
How upgrades work
Each upgrade level increases the part's base stats by 5%, before Mastery upgrade-efficiency bonuses. Gains are linear per level: without efficiency bonuses, +1 gives 105% of the part's base stats and +2 gives 110%.
An unupgraded part keeps the values it received when generated. Upgrade levels do not change its rarity, type, or archetype. Part upgrades have no level cap.
| Rarity | Base Credit cost for +1 | Base Scrap from dismantling |
|---|---|---|
| COMMON | 50 | 1 |
| UNCOMMON | 110 | 3 |
| Rare | 180 | 8 |
| Epic | 260 | 20 |
| Legendary | 350 | 50 |
| Mythic | 450 | 120 |
| Exotic | 550 | 200 |
Upgrading costs Credit and Scrap. Costs rise with level; Mastery discounts can reduce them. Check the confirmation screen before spending.
Recalibrate how points are split
Recalibration rerolls how a part's points are split among its attributes. The point total, upgrade level, type and archetype stay the same, and the result is always a different split from the current one.
- Right-click the part, in the Inventory or in the Garage, and choose Recalibrate. It works on free or equipped parts, locked or not.
- Check the cost in Credit and Scrap and confirm.
- The result stays on the part until you choose: Accept keeps the new split; Reject keeps the current one.
- While a choice is pending, the part can't be recalibrated again.
| Rarity | Credit | Scrap |
|---|---|---|
| COMMON | 200 | 5 |
| UNCOMMON | 500 | 10 |
| Rare | 1,000 | 20 |
| Epic | 1,500 | 40 |
| Legendary | 2,500 | 60 |
| Mythic | 3,500 | 80 |
| Exotic | 5,000 | 100 |
The cost depends only on rarity and has no Mastery discount. Rejecting the result doesn't refund the cost.
[M] parts and consumables, such as DTR Coin, can't be recalibrated. If the part is sold, dismantled or consumed while a choice is pending, the choice is discarded.
Sell or dismantle a part
An unequipped part can help in two ways: Sell grants Credit; Dismantle grants Scrap. Right-click the part in your Inventory and choose an action. The confirmation shows the part's name and the total amount you will receive.
Equipped parts must be unequipped first. The base value depends on rarity, not on the part's type, archetype or rolled attributes. The same in-game rule applies to [M] versions.
| Rarity | Base sale value: Credit | Base dismantling yield: Scrap |
|---|---|---|
| COMMON | 50 | 1 |
| UNCOMMON | 150 | 3 |
| Rare | 400 | 8 |
| Epic | 1,000 | 20 |
| Legendary | 2,500 | 50 |
| Mythic | 6,000 | 120 |
| Exotic | 10,000 | 200 |
The action consumes the part and its upgrades. Selling does not return Scrap; dismantling does not return Credit. Contributing to the Collection also consumes the part, but helps complete a set and grants permanent attributes instead. To trade five parts for one of a higher rarity, use Part Fusion.
Sell or dismantle in bulk
To clear out your Inventory in one go, select several parts and apply the same action to all of them.
- Select the parts. Click the checkbox in the card's right corner, or Ctrl + click the card (Cmd + click on macOS).
- Check the batch bar. It appears below the Inventory and shows how many items are selected.
- Choose Sell or Dismantle. The confirmation shows how many parts are included and the total Credit or Scrap you will receive.
- Confirm. The parts leave your Inventory together.
The total is the sum of what each part would yield on its own, including the return from upgrades. A batch is all or nothing: if any selected part can't be consumed, none are sold or dismantled.
Only unequipped, unlocked parts can be selected. A plain click doesn't select a part; to act on a single part, keep using right-click.
Lock the parts you want to keep
Locking protects a part from slip-ups. Right-click the part and choose Lock; Unlock takes the same spot in the menu. Locking is free, needs no confirmation and can be undone whenever you like. It works whether the part is unequipped or equipped.
| Action | With the part locked |
|---|---|
| Equip and unequip | Allowed |
| Upgrade | Allowed |
| Recalibrate | Allowed |
| Sell | Blocked |
| Dismantle | Blocked |
| Contribute to the Collection | Blocked: the part doesn't even appear among the candidates |
| Fuse | Blocked: the part doesn't even appear among the candidates |
| Send to Steam Inventory | Blocked |
| Select for a batch | Blocked |
A locked part shows a padlock on its card in place of the checkbox, and the line LOCKED in its tooltip. Blocked actions remain visible in the menu, but disabled. Consumables, such as DTR Coin, cannot be locked.
How do upgrades affect the return?
An upgraded part returns its base value plus 25% of the total standard upgrade costs, from +1 through its current level. Selling uses the Credit costs; dismantling uses the Scrap costs.
The calculation uses the current cost table without Mastery discounts. Each level's cost follows the usual upgrade rounding, and any fractional amount in the final bonus is discarded. Parts of the same rarity and level return the same amount, even if their owners used different discounts.
For example, a Rare +5 part has accumulated standard upgrade costs of 2,375 Credit and 32 Scrap. Selling returns 993 Credit: 400 for its rarity plus a 593 bonus. Dismantling returns 16 Scrap: 8 for its rarity plus an 8 bonus.
The 6,000 Credit value for a Mythic part is its base price. An upgraded part can sell for more. If upgrade costs are rebalanced, returns follow the new cost table. Check the amount shown in the confirmation.
