In short. You only steer — there is no throttle and no brake. Your speed falls away on its own, fuel cans put it back, and skimming the edge of the road pays a bonus. Sliding sideways earns points that bank only when the slide ends: past 30 m, 55 m and 85 m the multiplier steps up to ×1.5, ×2 and ×3. Empty gauge or a wheel past the edge, and the run is over.
The controls
Two steering modes, picked from the menu or from the game-over screen. The choice is remembered between sessions.
- Tap (the default): hold the left half of the screen to steer left, the right half to steer right. All or nothing.
- Keyboard: left arrow or A to steer left, right arrow, D or space to steer right.
- Mouse: the same as touch — hold on one side of the screen, or drag in stick mode.
Speed is your fuel
Two things put speed back: picking up a fuel can, and skimming the edge.
The edge pays, and it is not where the fuel is
Skimming the edge pays, but the fuel cans sit near the middle of the road. The line that pays and the line that feeds you are not the same line.
How a drift is scored
A drift is the gap between where the car points and where it is actually going. Points build up per metre slid, weighted by that angle, and land only when the slide ends.
They are counted in distance, not in time. On a clock, crawling would be the easy way to hold a slide; on distance, a tier arrives twice as fast at full speed.
| Slide length | Multiplier | On screen |
|---|---|---|
| 11 m to 29 m | ×1 | DRIFT |
| 30 m to 54 m | ×1.5 | NICE DRIFT |
| 55 m to 84 m | ×2 | BIG DRIFT |
| 85 m and up | ×3 | INSANE DRIFT |
While you slide, the HUD shows the tier, the metres so far and the running total, so the next threshold is something you can drive towards. Two things end a slide: straightening up for a moment, and swapping which way the back is stepping out — a left-right-left chain is three drifts, not one. Crash mid-slide and the pending points are gone, though your longest drift of the run still appears on the game-over screen.
The road
The corners are the same as long as you keep replaying: the road only changes when you reload the page. So a replay is a second run at a track you have already seen — you learn where the tight ones come, and that is where a better score comes from.
Fuel arrives in waves: a cluster of cans, then a stretch with nothing. The dry stretches get longer as the run goes on, exactly when you can least afford them.
The trees and rocks along the verge are scenery — nothing collides with them. Only two things end a run: the edge of the road, and an empty gauge.
And if you are good enough, nothing stops you doing donuts on the spot rather than going anywhere.
Frequently asked questions
Can I brake or accelerate?
No. Steering is the only input in the game. Your speed falls away on its own; what you pick up puts it back — fuel cans and near misses.
Why did my drift score nothing?
Three possibilities: it was shorter than 11 m, so the game read it as a correction; you crashed before it ended, which cancels the pending points; or the back of the car stepped out the other way, which banks the slide and starts a fresh one.
Does the road ever end?
No. It is generated ahead of the car for as long as you last, and no two runs get the same one. There is no finish line, only your score.
Which steering mode should I use?
A matter of preference. The buttons are all-or-nothing and simple to hold; the stick gives you a finer line but asks for a steadier thumb. Try both — the choice is saved, so switching costs you nothing.