Six classes, E to S
Every car and every part belongs to a class. The ladder runs from Class E, where every career starts, through D, C, B and A up to Class S. A car takes parts of its own class or one class below, so you can carry your old parts up one rung while you save for new ones.
Class E is open to everyone. Each class above it needs a licence, bought once with Gold when you reach the required level: Level 5 for Class D, 10 for C, 16 for B, 22 for A and 25 for S. The economy guide lists the prices.
Higher classes cost more Energy per race, wear more expensive parts and pay more Gold per race in return.
Platforms and bodies
Each car model is built on a platform designed by its manufacturer. The platform decides the car's class, its powertrain type, which part slots it has, and the maximum power and torque it can safely take. The body adds its own weight, drag and downforce, and those differ from model to model.
A car fitted with parts of its own class from the dealership always stays within its platform's limits. Going over them makes the car Overpowered, which lowers its corner speed; the physics guide explains the trade-off.
Three powertrains
Petrol
An engine and an optional turbo. Huge top speed on the straights and a lighter body.
Electric
A motor fed by a battery. Instant torque, limited by how fast the battery can discharge.
Hybrid
An engine plus a motor and battery, with electric all-wheel drive for stronger launches.
Within a class the three are balanced to race level with each other, so choose the one whose character suits your tracks.
Eight part types
| Part | What it adds |
|---|---|
| Engine | Power and torque for petrol and hybrid cars |
| Motor | Electric power and torque, only with a battery fitted |
| Battery | Capacity and the discharge power the motor can use |
| Turbo | Multiplies the engine's power and torque |
| Suspension | Grip, plus some braking and acceleration |
| Brakes | Stopping power; every car needs brakes to race |
| Wheels | Grip; racing without them is very slow |
| Spoiler | Downforce and drag, in a low-drag or a high-downforce version |
Each class sells two versions of every part type at the same price, and neither is better on every track. Parts can be Forced to higher levels, repaired, overhauled with Gems or salvaged for Gold.
Getting a car
- Your starter car: every new driver gets a Class E car, ready to race.
- The dealership: new cars are on sale in one city at a time and arrive after a delivery wait.
- The player market: buy used cars from other players in the city you are in.
- The Black Market: auctioned cars carry an unregistered VIN. They race on the street and in underground tournaments, but sanctioned tournaments refuse them until you pay to homologate them.
- Crew seasons: members of the winning crew can win a free car.
Cars wear out as they race: a new car has 300 uses before it needs a repair. You can own several cars and pick one as your active ride.











