We have sent another 200 keys in response to the massive waiting list on Firstlook.gg!
As usual, please refer to our Discord server for support, bug reports, and feedback!
Welcome to the second playtest! Here's everything that's changed since last time.
We've worked deeply on the race, and it now revolves around one core idea: you manage a living athlete, not a speed stat. Performance isn't decided by a single number - it emerges from multiple attributes interacting under pressure.
What that means on the track:
Managing speed - three zones (cruise, push, surge). Each buys you pace, and each sends the bill to your stamina.
Stamina - it's finite, and the exhaustion curve is a cliff, not a slope. Spend it too early, and there's nothing left for the line.
Slipstream - the pack isn't just an obstacle, it's a resource. Draft in a rival's wake to save energy. The HUD shows your draft percentage.
Sprint - a single finishing weapon. One well-timed surge beats three desperate ones: timing wins races.
Rival AI - opponents now think and adapt to your moves. Every race is a conversation, not a script.
The HUD displays speed band, stamina, and draft in real time, alongside live placings.
First round of technical optimization for the race. During the race, press keys 1 to 6 to test the different quality levels - gathering your feedback on performance across settings helps us a lot.
You'll find a first look at the open world! It's pure exploration for now, no mechanics yet - a taste of where we're headed.
We've reworked many sections based on your suggestions (for example, training). Keep the feedback coming - it works.
The management hub now has a mail system: through a first integrated tutorial, the player receives the information they need, right when they need it.
You'll now find game instructions directly in the main menu.