On Stream:https://store.steampowered.com/app/233610/Distance/

About This Game

Distance is an atmospheric racing platformer. Fusing futuristic arcade racing with parkour, survive a deadly, mysterious, neon-drenched city by jumping, rotating, and flying.

The roads are treacherous with obstacles around every corner. Instead of doing laps on a loop, survive to the end in the quickest time. Your car has abilities that not only allow you to drive on the track, but upside down and on buildings and walls! You can also fly to discover new shortcuts and paths. Take on the roads alone, or in multiplayer with your friends!

The game is a spiritual successor to the multi-award winning Nitronic Rush, created by ourselves and 5 others at DigiPen Institute of Technology. It was widely praised for its innovative mechanics, visual style, audio design, and atmosphere.

Key Features

  • Adventure: A short single player experience. Drive into the heart of a dark, mysterious city as you pursue an ominous threat.
  • Arcade: Race ghosts to take on the leaderboards’ best. Earn medals to unlock new tracks in several different modes.
  • Multiplayer: Online (up to 12 players) and split-screen (2-4 players) play in modes such as Sprint, Reverse Tag, Stunt, etc.
  • Trackmogrify: Random track generation with advanced seed modifiers.
  • VR: Full VR integration with support for Oculus Rift CV1 and HTC Vive.
  • Level editor: Use a powerful level editor to create levels from within the game and share them with players around the world. Over 2,500 levels have already been shared on Steam Workshop!
  • Original soundtrack: New music from the composer behind award-winning games like Nitronic Rush, Solace, and The Fourth Wall. Listen to a preview here.
    • OS: Windows 7
    • Processor: Intel Core 2 Duo 2.3 GHz or AMD Athlon X2 2.5 GHz
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce 8800GT or AMD Radeon HD 3830
    • DirectX: Version 9.0c
    • Storage: 5 GB available space
    • Additional Notes: Spec will be revised continually during Early Access


Posted: February 17, 2015
Early Access Review

This game is great, just get it. But listen to what i have to say!

FOR EPILEPTIC PEOPLE in the level editor i found i rare bug where the screen does basically the most sure thing to trigger an epileptic seizure. The entire screen just flashes at varieing speeds with random colors and shapes. DO NOT USE IF YOU HAVE A HISTORY OF EPILEPTIC SEZUIRES. Like this comment so other people know, and someone doesn’t get hurt.


Posted: December 9, 2014
Early Access Review

[Review date: Dec. 2nd, 2014; one week before Early Access]
[Edited on March 16th, 2015]

Alpha Backer here
First and foremost: For a title that just now hits Early Access the game is working surprisingly well. The implemented gamemodes work, offline and online Multiplayer works, leaderboards and steam workshop work too :3

+ postive
– negative
o neither, but wanted to mention

Gameplay / Controls
+ Car controls nicely
+ Lots of obstacles to avoid. Placement of obstacles can make for great flow in levels, ranging from hectic dodging to smooth precision driving.
+ Getting cut to pieces by lasers does not kill you. Instead it chops off a piece of your car, and you can continue with a few missing wheels, greatly impacting the car controls.
+ Flying and rotational jets allow for a great amount of agility. It feels badass to just throw in a random backflip.
+ Possible overheat from boosting too much keeps player on his toes. The best players will find ways to boost for entire levels by utilizing the stunt-system for heat-management.
+ Checkpoints are optional, allowing for offroad search for crazy shortcuts.
+ Sprint and Challenge gamemodes require a surprisingly different approach, making for nice variety.

o No AI vehicles, but to be honest who would expect that with such a powerfull level editor.

– Main menu does not react to mouse input at all. Only part of the game that accepts mouse input is the Level Editor.
– No way of saving ghosts or up/downloading replays. All that gets saved is the time / points (depending on gamemode) you got on the track. (Devs plan to implement this)
– Game’s physics are tied to the FPS, resulting in inconsistent physics below 60 frames per second. Can rarely cause going straight through solid objects unharmed or blowing up on steep quarterpipes that suddenly count as walls.
– Stunt-system is lackluster, making both the Stunt and the Speed&Style gamemodes kinda "meh". Not a wide variety of tricks, no comboing, cooldown given for stunts doesn’t value the aquired points / the stunt difficulty properly (One barrel roll cools 50%, two rolls cool 50%, three rolls cool 55%, so why would I ever do more than one at a time?).

+ Bright, neon-y graphics style, somewhat reminding of TRON.
+ Great futuristic racing atmosphere, scrating that itch the same way games like F-Zero or Wipeout do.
+ Decently detailed car, which can be recolored for a feeling of individualism (said recolor will be shown in online multiplayer matches!).
+ Getting cut to pieces by lasers can look entertainingly goofy.
+ Looks great even on lower graphics settings, as long as texture quality is set high.
+ A lot of graphics options.
+ The entire HUD is on a screen on the back of the car, making the game more emersive.

o Activating Bloom is often overkill, causing you to get blinded frequently.
o The entire HUD being on the back of the car takes a bit of getting used to. HUD gets pretty much disabled when you get cut in half by a laser.

+ Catchy techno soundtrack that has something fitting for every kind of level.
+ Music adjusts to surroundings, e.g. becomes muffled in tunnels or gets almost drowned out in zero-g.
+ Futuristic soundeffects that always fit their origin (shrieking sawblades, low-pitched rumble for big drones hunting you etc.)
+ Can set audio levels for several sources (car, music, environment etc.) independently

o Music can get old after grinding a level for a few hours, since musictracks are fixed for each level.

– The sound of the car’s engine is basically just a low-pitched buzz which gets old pretty quickly.

+ All tracks are available in Multiplayer, plus tracks from multiplayer-only modes Reverse Tag and Soccer.
+ Fully working splitscreen mode for 2-4 players (car collision is ON, so shove that guy off the track! 😀 ).
+ Fully working online mode for up to 6 players per server (no car collision).
+ Can connect to a server via serverbrowser or via IP, essentially enabling offline LAN play.
+ Host can set password for a lobby, making it private.
+ You can play all custom levels from the Workshop online, there even is an auto-download feature in case you’re missing a level!

o Ingame chat and server messages (e.g. "x finished the race!", "y got wrecked!") share a chatlog, making it difficult to maintain conversation. But who has time for that anyway, gotta go fast VROOM VROOM.

– No dedicated servers.
– Soccer and Speed&Style gamemodes cannot be played online, they are local-only.
– Reverse Tag mode suffers greatly under higher ping (does not affect other gamemodes).

Level Editor
+ Big amount of functionality, tons of settings for each individual object.
+ Can place, resize and rotate objects with high precision for seamless leveldesign.
+ Splices on the ends of all track-like pieces, allowing for easy connection between trackobjects as well as intuitive manipulation of tracks.
+ Can individually disable abilities of the car for a varied experience, or even set triggers for reaquiring selected abilities mid-level.
+ Atmosphere triggers like music changers, skybox changers.
+ All advanced hotkeys and shortcuts are also listed as clickable buttons under the ‘Tools’ tab, making learning the advanced functions less frustrating.

o You cannot import custom assets to the editor, like custom models or custom music.
o With complexity comes a learning curve. No "let’s just put down some trackpieces" a la Trackmania, but not too difficult either.

– UI sometimes a bit buggy, but can easily be fixed by saving, quitting to menu and re-entering the editor.
– Some moving objects have strange behaviour under extreme conditions (like very high movement speed or very small size).


Posted: November 23, 2016
Early Access Review

Strongest Community i ever experienced.
Tightest Maneuvering controls i ever experienced.
Biggest Catalogue of Racetracks i ever experienced.
Freakiest LSD-Trip i ever experienced.
Closest Finishes i ever experienced.
Most down to earth Devs i ever experienced.

One of the biggest Addictions i ever experienced.


Posted: July 23, 2015
Early Access Review

Dear Refract Studios,
Nitronic Rush was a revolutionary racing game and the only car game I used to play. Turning such a good idea into this, its incredible. I know this comment will most likely get lost in the others… so sadly yo may never see this… but thank You. Thank you so much for all the hard work obviously put into making this amazing game.

A Fan


Posted: January 18, 2015
Early Access Review

It’s probably a good time to review now. The developers behind Nitornic Rush made Distance after a successful Kickstrater compaign, in which I was a backer. I played the game since pre-EarlyAccess beta and it’s one of those titles that doesn’t have a long-lasting attachment feature, yet immediately sinks in as being something unique and great.

The production quality of this indie racer made by 6 people is 100 times better than something like The Crew, which shows something… At the very least a clear ability to estimate the workload and project scope in regards to the team’s resources. There is no question that the game will be delivered exactly as was promised, if not better, and completely bug-free with great performance. Because it already is. I have no qualms with recommending this even under Early Access because really it is complete. All features promised by Kickstrater campaign have been delivered in time and as advertised. It is strange to praise a company so much just for doing things how they have to be done, but lately so few have been doing so, that as sad as it is, Refract really do stand out as being exceptionally professional and honest about their goals. And having a solid vision to boot.

Now the actual game. It’s a survival racer where you can drive on tracks, under tracks, on walls, on roofs, you can fly, jump, there are zero-gravity sections and generally a complete and glorious cluster♥♥♥♥ every time you spawn on a level. No signle race will be the same because at some point, someone will decide "Racing on track is 2lame4me" and jump on a nearest skyscraper, ride on it’s wall to cut, screw up the jump-off, fall onto a lazer and cut off his front wheels (the car doesn’t die from that, as long as you can get it to a next checkpoint where it will regenerate any missing parts, it will keep going until it overheats or smashes into something). After that they will make a best attempt to use side thrusters to turn and sprint thruster to get more airtime, overheat, explode and everyone will laugh hysterically.

This game is one of those LAN party games that becomes and instant must-have. It is full of hilarious moments. But if Goat Simulator, which is similar in that respect, only has funny moments, Distance posses a huge mechanical depth and complexity unparallelled by any racing game other than Simulators. If you can get past the flying controls and master the "EveryTHING is a race track" mechanic of switching between tracks, walls, ceilings, portals, all the while avoiding obstacles and performing tricks to get cooldown and boost more or get more flytime, you will find a very satisfying experience due to the amount of ways every track can be completed in.

You can drive to next checkpoint. You can fly to it. You can jump to a wall, drive up, jump off, do a 180‘ flip to land on the part of the track above you and skip to the next checkpoint. You can fly off the track at any time and use building rooftops to skip track parts. And it’s not cheating because it takes an enormous amount of skill and training to pull that off without meeting your demise and being reset far back. There is really nothing like this. Distance takes the "alternative route" of racing games to a completely new level.

Also a very advanced level editor, a ton of levels on Steam Workshop, incredible soundtrack, great graphics and atmosphere, fantastic production quality and a fair price. If you can find friends for a LAN party or organize a group to play in online multiplayer (because generally that part is pretty dead, if you don’t organize and host, there are no random servers to join and race), you will have a blast. It is very difficult to properly master this game’s 4-dimensional racing, but it’s worthit and if you don’t want, you don’t have to do it. I had a blast taking 14 minutes to reach finish line, just because in those 14 minutes I discovered 34 ways to reach it. Also I love driving half a car. I mean look at my screenshots.

WTF I can FLY?
Вitch Ima fly past whole track and finish in 15 seconds!
*explodes and respawns*
Ok, Ima fly to the building, drive on it’s wall and jump off 3 checkpoints later!
*Does it all*
I am so pro biаtches! *Accidently cuts off half a car while flying, with left thuster gone car spins out of the track*
♥♥♥♥! Boost! Fly! Next checkpoint! *Explodes from overheat and resets*
Ok screw this, I am driving on track…

What’s that glowy thing over there? Can I get there? Oooh I can…

10/10 would explode again.

Zydras (Furryous)

Posted: December 30, 2018
Alright, so most reviews say this is a good game, but the most in-depth ones either says the game has only went downhill or they’re from the alpha period. So, i’m going to explain you exactly what Distance is currently and how it’s an underrated masterpiece.

Distance is, in the fewest words possible, a futuristic parkour-based arcade racing game.

If you’re too lazy and you don’t want to read the whole thing, here’s the ups and downs of the game.

+++ VERY good soundtrack
++ Beautiful and varied graphics
++ Creative in-depth level editor with a lot of various assets
++ Relatively low specs requirement
+ Enough options to make Totalbiscuit proud (if he was still there)
+ Easy-to-learn mechanics
+ Enough workshop content to always have something new
+ Windows, Mac and Linux compatibility
+ VR compatibility

– – Base game isn’t quite long (around ten hours) (workshop content makes the game longer)
– Low amount of players means multiplayer is often barren
– No real "progression" other than Adventure mode

If you liked Metroid’s aesthetic, Trackmania’s editor, F-Zero’s speed and Synthwave-ish OST, this game might as well be made for you.

Originally posted by you, the reader:
Sounds cool! How about you tell me more?


As of my review, this mode currently consists of three different campaigns, each different and unique. They slowly graduate from easy to difficult.

Adventure mode is an introduction to all game mechanics and to the general game atmosphere. An infection has attacked the array, which consists of multiple sectors orbiting earth, and you must prevent it from spreading to the earth below.

Lost to Echoes is a reproduction of Distance’s predecessor, Nitronic Rush. Your goal is to stop the Echo Engine which has disturbed a long forgotten utopia.

The newest campaign is called Nexus: you must deliver a package to the nexus while the city’s security protocols try to stop you. Each of these campaigns are not necessarily related, but offer good narratives.


Arcade mode is a jumbly match of user-made and developper-made maps that do not have any link with other stories. You do races in levels, earn medals depening on your completion time and slowly unlock new maps to race. A lot of maps with cool aesthetics ranging from retrowave to natural landscapes, passing by brutalist hellscapes and happy-looking candylands. A good place to learn and use tricks.

Originally posted by also you:
Neato, but how come you have so many hours from a game you say doesn’t last long?


This is my personal favorite part of the game. It’s also the reason why I said this game was Trackmania on LSD, because the level editor is bigger than any other i’ve seen. I’ve probably wasted more hours in the level editor testing than in any other gamemodes.

The level editor is where all maps, including the ones in campaigns and in the arcade are made. Basically a dev tool, this lets you create from the ground up maps for you or other players to try out. It might be confusing at first, but multiple tutorials are up to explain you better how it works. Now, of course, what i love the most from the level editor is the ability to turn all my ideas for racetracks into something real. Despite me not finishing many levels, the single act of creating maps and testing them out is enough to give me a whole sack of fun.

I grouped the workshop part with the level editor because you can’t have one without the other. Basically, you finish a map, you try it once (to make sure it works) and you upload it to the steam workshop. It’s simple, it’s fun, and it lets my creativity flow in a game made for that.


Despite multiplayer being as active as my dead grandpa, you might find a server from time to time. In multiplayer, you race through maps for the fastest time between eachother. You can’t ram other cars like an angry Forza player, no, and instead you get to see the "ghosts" (which is a fancy term for the colored outlines of cars) of other racers. Saves you from worrying about getting rear-ended.


This game is my personal favorite racing game for its style, its mechanics and its general uniqueness, and I believe this is an extremely underrated game. I gladly say that this game is my personal favorite that I always go to when i’m bored.

I give this a good 9/10. Because perfection is impossible, yknow.

Violent Raccoon

Posted: June 11, 2017
Early Access Review

First off

YES it has been in early access for a long time we know it all.


YES the developers are working hard and the game has endlessssss replayabilty due to the map editor and workshop support

The physics are fun
The damage model is cool
The races are intense
The game can be a nice challenge to casual gamers

The game is worth it and the developers deserve the support


Posted: February 15, 2018
Total Score = 58/85. Worth a buy, for who enjoy car jumping & flying, low gravity racing, ghost racing. However, for who want realistic stimulator, drifting, don’t buy it

Valuable than Normal Price!
Worth Normal Price
Not Recommend

2013 GRAPHIC VALUE = B (Score +8)
( ) Artistic Design in User Interface
( ) High Quality Vehicle Model
( ) High Quality Terrain & Building
( _ ) High Quality Particle Effects
( ) High Quality Weather
( ) Advance Video Setting
( ) Gamma Setting
( _ ) Screen effect on impact
( ) Motion Blur
( ) Window Mode

testing on Nvdia GT650M, Intel Core i7-3630QM CPU, 2GB VRAM
( ) Well Optimized 60fps, sometime
( _ ) Great Optimized 60fps+ at all time
( ) Fast Loading
( ) Update Fix Some Bug
( ) Bug Free
( ) Control Button Rebind
( ) Support Keyboard + Mouse
( ) Support Gamepad
( ) Support Wheel Controller (Recommended)
( ) Support VR gaming

CONTENT VALUE = B (Score +14)
( ) Arcade Handling (Casual Gamer)
( _ ) Stimulation Handling (Expert Gamer)
( ) Nitrous / Super Boost
( ) Sprint Race
( _ ) Able to set specify vechile to My Favorite
( _ ) Allow to sell bad handling vehicle
( ) Difficulty – Forgive if player make mistake
( ) Difficulty – Not allow player make any mistake
( ) Difficulty – Allow to proceed if player cannot get top 1
( ) Difficulty – Long endurance races on single track
( _ ) Difficulty – Allow rewind / undo mistake
( _ ) Difficulty – Opponent is Defensive
( _ ) Difficulty – Opponent is Offensive
( _ ) Difficulty – Allow to change difficulty in mid game
( _ ) Difficulty – Customization
( ) Selection – Artistic Livery / Paintwork
( _ ) Selection – Music Station
( ) Selection – Random Track Challenge
( _ ) Customization – Vehicle Body Part
( _ ) Customization – Downloadable’s Design
( _ ) Diversity – Vehicle Type
( ) Diversity – Environment Design
( ) Diversity – Gameplay Design
( _ ) Beautiful Camera View on Vehicle while Racing Countdown
( _ ) Beautiful Camera View on Vehicle at the end of each race
( _ ) In-game shopping
( ) Unlockable Offical Cheats
( _ ) Microtransactions (Pay to Win)
( _ ) Progress Statistic
( ) Numerous Profile to Save

REPLAY VALUE = A (Score +17)
( ) Cloud Save
( _ ) Login Reward
( _ ) Daily / Weekly / Monthly Challenges
( ) Many Steam Achievements
( ) Mini Challenges – Online Player versus Player (>1 players)
( _ ) Mini Challenges – Online Cooperative (1 – 4 players)
( ) Mini Challenges – Offline Multiplayer / Split Screen (1 – 4 players)
( _ ) Mini Challenges – Easy to find human to play Multiplayer
( ) Mini Challenges – Solo (Score Attack / Time Attack)
( ) Leaderboard – Mini Challenges
( ) Leaderboard – Singleplayer Career
( ) Leaderboard – Among Friend
( ) Leaderboard – Compare to who near player ranking (Not world record)
( _ ) Leaderboard – Valve-Anti-Cheat System
( ) Personal Best – Grade on each Track
( ) Personal Best – Notify if player beat Personal Best
( ) Personal Best – Notify comparision from the previous
( _ ) Personal Best – Show on Screen while racing
( ) Personal Best – Recorded as a Ghost Car
( ) Personal Best – Download Friend’s Ghost Car
( _ ) Failure still able to earn something
( ) Quick Restart after Failure
( _ ) Unlockable Artworks
( ) Photo Mode (no HUD + Free Camera)
( ) Mod Support (Steam Workshop)
( _ ) Level Editor
( _ ) Optional DLC (New Content)
( ) Optional DLC (Artwork & Soundtrack)

AUDIO SYSTEM = B (Score +5)
( ) Unforgettable Vocal
( ) Powerful Sound Effect
( ) Touching Music
( _ ) Music add/change base on circumstances
( ) Individual Volume Adjustment
( ) Subtitle Toggle
( _ ) Diverse Languages Interface, or Audio

( _ ) Overwhelmingly Positive (+4)
( _ ) Mostly Positive (+3)
( ) Very Positive (+2)
( _ ) Positive (+1)
( _ ) Mixed (0)
( _ ) Negative (-1)
( _ ) Very Negative (-2)
( _ ) Mostly Negative (-3)
( _ ) Overwhelmingly Negative (-4)

LIKES (Score +14)
+Auto download ghost car as opponent
+Allow to choose ghost car’s level
+Splitscreen up to 4 players
+Artistic Design
+Surpise here and there
+Dodge, Jumping, Flying & Rotating challenges
+Deadly traps
+Restore nitrous & repair damage on checkpoint
+Many game modes
+Allow to rate the community map
+Many interesting community map to download
+Great music sound strack
+Fantasy Cockpit cam
+Custom tracks list
+Boom Box Mode (music effect)

DISLIKES (Score -6)
-Lack of music variation
-No car customization, except color
-Few confusing track design
-Early access since 2013
-No slow motion in replay mode
-No Cloud save

*TrackMania 2: Valley, Grip, Forza Horizon 3, The Crew

*Longest: Around 3257 hours+
*Majority: Around 10 hours
*Personal: Maybe 50 hours
*Speed Run: Around ? hours

*Choose your country to view Lowest Price[steamdb.info]
( _ ) Shuffle Sales, happen 6-8 time in a year
( ) Sales Time, happen 3-5 time in a year
( _ ) Once a year, or sales never happen

*Random video review:
*Game File Size: 5 GB
*Subscribe my Curator for more Review!
*Gaming Expectation Checklist – Steam Group

► Please give me a Credit if you use/modify my Review Format◄
► Copyright © SecretAgent:KiiN’s Review Format (v3.1)◄


Posted: June 2, 2015
Early Access Review

This is the most entertaining and satisfying action game i played since … i don’t know… 10 years?

A 37 years old, moderate geek shouting loud in the spirals devastated by deadly lasers and fire blades. Can’t remember when was the last time when my fingers were sweating on the keyboard…

Stunning visuals, greatly designed tracks filled with surprises over every corner. Excellent play with gravity. I didn’t know that i needed neon lights and lasers so bad. Music is also good, fitting well to the scenery. Hm, what else..

If you have little time, but need some distraction from everyday weariness after a long working day, this will shake you up!


Ps. hopefully the devs won’t stop here and finish the game. It’s already a great take, but still has a lot of potential to be even greater. Big up Refract Studios!


Posted: March 16, 2015
Early Access Review

The developers are very active within the community and are an easy bunch to contact if need be. There is no downside I can speak of when talking about the developers in the time I’ve participated in the community thus far – they are an amazing team and I’m glad they are the ones to be making this great game. Anyone active in the Distance community has probably talked to them at some point, whether it be about a bug report, feature suggestion, or just discussing some of the many community workshop tracks. Occasionally they will host a livestream event to show off some of the community-created tracks on their Twitch[twitch.tv] and we have some great fun asking questions while they host a multiplayer server. All of their contact info is in the bottom-right corner of the Distance homepage[survivethedistance.com].

Level Editor
The level editor is very complex, and a few reviews have listed that as a con, but I see the complexity of it as a good thing. The more complex it is, the more can be done in it. Yes, it won’t be easy to do, but the complexity means that it can be done. There are a few level editor tutorials out there, so they should help new players learn how to use it more easily. If you have the patience to sit down with it for a while and just play around, then you’ll find that it is a very extensive editor that allows you to create pretty close to anything you want. I’d highly recommend coming by the official Discord[discord.gg] and chatting in the #editor channel if you want some help with the editor or even just to have someone playtest your map before you publish it.

Pros List
I’ll be stealing some of my pros and cons from other reviews, but we are all talking about the same game so the lists would be fairly similar anyway. I suggest taking a look through Icebound777’s review for a comprehensive pros/cons listing, though keep in-mind the game has changed since that review was written.
  • The controls are tight, and the game supports many, many types of controllers including racing wheels and flight sticks.
  • There is a lot of track variety and full Steam workshop support for the level editor.
  • The agility of the vehicle makes the game handle more like a platformer than a racer, giving it a "new" feeling to the racing genre.
  • There is no concept of "out of bounds" in Distance – any surface can be driven on and treated as a potential track. This leads to some crazy routes to get to the end of some tracks.
  • The competition on the global leaderboards is tight, even with all the off-road routes driving on buildings.
  • The community encourages players to use the vehicle mechanics to their full potential, and even publishes videos of how to complete tracks faster to help any players improve their times (people don’t keep "fast" routes a secret).
  • You can watch a replay of any time on the global leaderboards and race ghosts of them.
  • There are currently 5 vehicles to unlock through Steam achievements.
  • The vehicles can be recolored with completely custom colors and those colors show up in multiplayer.
  • There is splitscreen with up to 4 players, fairly rare on pc games – as well as online multiplayer with up to 12 per-server.
  • Extensive graphics settings to be configured, including things such as "Film Noir" for a black and white look or "Stylized Outlines" for the Borderlands look.
  • The car can be cut into pieces by lasers or saws, making for some interesting gameplay trying to control the vehicle without a couple wheels.
  • The soundtrack. Seriously, just go listen to it[soundcloud.com] and then go buy it: https://store.steampowered.com/app/947820/
  • All audio levels can be edited separately (music, car, environment, etc.)
  • Local custom music support to play mp3’s and have the game lights react/pulse to it (Windows only currently). This has been temporarily removed because the audio engine the game uses got an update which no longer has support for this feature, but the devs are trying to find a workaround to make it function again.
  • All official and workshop tracks are available in multiplayer. Only the host needs to have the tracks locally in order to play them.
  • Not having a workshop track in multiplayer is no big deal, it will automatically download from the workshop.
  • There is the option of creating private, password-protected, servers, and a "connect via IP" to allow for offline LAN play.
  • Comprehensive and complex level editor allowing you to run wild with whatever crazy ideas you may have.
  • Multiple gamemodes including:
    • Sprint (point a to b race/time trial)
    • Challenge (similar to Sprint, but no checkpoints and no deaths allowed)
    • Stunt (do stunts to get the highest score)
    • Reverse Tag (capture the flag/king of the hill type gameplay where you try to hold onto a bubble for a cumulative 3 minutes and the bubble enlarges the longer you hold it making it harder to keep)

Cons List
  • No option of a standard HUD apart from the back of the vehicle, making getting cut extremely annoying in some situations, and some vehicles don’t have a carscreen or heat meter, so you don’t have as much information displayed with those vehicles.
  • Currently no dedicated servers, the host has to be playing the game and picking which tracks to play – however, there are some unofficial modded servers that run through some tracks; these have "Auto" in the name and a higher server cap (25 instead of 12).
  • No custom assets in the level editor – that means objects or music. Local custom music is supported, but no workshop support (devs working on a workaround for local music).
  • Difficulty and skill curve could use some tweaking but if you stick with it, it is possible to learn the ropes fairly quickly.
  • Some minor general bugs/glitches