Online Drift Racing Game
Race clockwise through checkpoints and build drift chains on seeded circuits, then replay the same course to improve your time and score.{{ hud.drifting ? 'Drifting — hold the line' : hud.slippery ? 'Low grip — ease the steering' : 'Follow the yellow gate clockwise' }} · {{ hud.nextGate === 0 ? 'Finish' : 'Checkpoint ' + hud.nextGate }}
Finishing a circuit quickly and keeping a car sliding are different goals. In an arcade drifting time trial, a tidy racing line preserves time, while a sustained, controlled slide earns drift points. A high score can accompany a slow or unfinished attempt, so speed and drifting performance need to be judged separately.
During a bend, the direction the car faces can change before its direction of travel catches up. The car then moves partly sideways even though its nose points into the turn. Continuing to steer changes the heading, but does not instantly remove that sideways motion.
- Racing line
- The path followed around the circuit, including where each bend is entered and exited.
- Drift angle
- The angle between the direction the car faces and the direction it is moving.
- Drift chain
- An uninterrupted period of qualifying sliding that accumulates points before they are banked, or secured.
On a narrow bend, controlling a slide matters more than making its angle as large as possible. Lower grip lets sideways motion last longer, but also makes it harder to keep the car within the road. Braking can help start a slide while steering, yet too much slowing leaves too little speed to sustain it. A shorter slide that ends cleanly can therefore be worth more than a longer one that runs off the road.
A valid lap also depends on following the required route. Ordered checkpoints prevent a shortcut or an early crossing of the finish line from counting as a complete circuit. Repeating the same route makes changes in braking and steering easier to compare, but the resulting times and scores describe arcade play, not real-world driving ability.
How to Use This Tool:
Rookie gives you the widest road and the longest time allowance while you learn to connect the bends.
- Choose a Course, Difficulty and Laps. Coastal oval has a smooth oval outline, Meadow loop adds bends and Canyon bends makes those bends more pronounced. The initial selection is Coastal oval, Rookie and one lap.
- Enter a Course seed, or keep the initial
coast-1. Keep the same seed and settings for repeat attempts on the same circuit.Use 1 to 64 characters after surrounding spaces are removed. If Start trial is disabled, replace a blank or spaces-only seed with non-sensitive text. - Select Start trial, then hold ↑ or W to accelerate. Steer with ← and →, or A and D. On a touchscreen, hold Throttle together with Left or Right. Steering changes the car's heading, so build some speed before trying to turn. Keyboard controls work while the driving area has focus.
- Follow the yellow marker clockwise through checkpoints 1 to 7, then the finish marked F. Brake into bends with ↓, S, Space or the on-screen Brake. Release the throttle when you need a stronger slowdown.
Use Recover +2 s or R when you need to return to the last cleared gate. Leaving the road triggers recovery automatically. Either kind costs 2 seconds and discards the current drift chain.
- Pause with Pause or P before taking a break. Choose Resume to continue, Restart to begin the same trial again, or End trial to review an unfinished attempt. Hiding the tab or leaving the browser window also pauses play. Moving focus elsewhere on the page only releases held controls and does not pause the clock.
- Review the result, then choose Replay same seed for another attempt or New seed for another seed with the same course, difficulty and lap count. Change setup returns to the choices. Replaying the same seed restores the circuit, not your previous steering or driving.
Interpreting Results:
Finish line crossed confirms that all required laps and checkpoints were completed within the time limit. Time is up and Trial ended are unfinished attempts, even when drift points were earned. The Lap counter names the current lap, so 1/1 alone does not confirm that a one-lap trial is complete.
Time + penalties already includes the amount shown under Penalties. Do not add it a second time. Individual lap times also include penalties incurred during that lap.
During driving, the main Drift number is banked points and the smaller +number is the current, unbanked chain. In the result, Drift points is the banked total and Best drift chain is the largest single chain successfully banked.
Browser best keeps the fastest adjusted time and the highest drift score independently, so its two numbers may come from different successful attempts. Only completed trials update these records. Compare results with the same course, difficulty, lap count, seed and rules; changing the road or the time allowance changes the challenge.
Technical Details:
A scoring drift requires enough movement and a controlled angle between the car's heading and its travel direction. Holding the brake alone does not earn points. Driving and scoring advance in 20-millisecond intervals, giving 50 intervals per second of active game time.
Drift scoring
Every scoring interval must meet all of these conditions. Speeds and distances use virtual course units, not kilometres per hour or metres.
| Condition | Qualifying boundary | Meaning |
|---|---|---|
| Total movement speed | At least 45 course units per second | Includes forward and sideways motion. |
| Absolute drift angle | 0.18 to 1.2 radians, including both limits | Approximately 10.3 to 68.8 degrees, in either sliding direction. |
| Road position | Inside the permitted centreline distance | Off-road recovery cancels the chain before that interval can score. |
The score increases with the length of the uninterrupted chain. Once the speed and angle tests are met, extra speed or a larger angle does not raise the points earned in that interval.
Here, N is the number of consecutive qualifying intervals, n counts each interval starting at 1, and C is the chain's point total. The floor brackets round down. Each interval adds at most 3 points.
| Consecutive qualifying intervals | Qualifying duration | Points added per interval |
|---|---|---|
| 1 to 99 | 0.02 to 1.98 s | 1 |
| 100 to 199 | 2.00 to 3.98 s | 2 |
| 200 onward | 4.00 s onward | 3 |
A qualifying slide lasting 3.00 seconds covers 150 intervals. The first 99 contribute 99 points and the next 51 contribute 102, giving a chain worth 201 points. The higher rate already applies on the 100th interval, rather than starting one interval later.
A chain is banked when an on-road interval no longer meets the speed or angle requirement. Finishing, running out of time or choosing End trial also banks any surviving chain. Automatic or manual recovery clears the chain first, but leaves previously banked points intact.
Difficulty, time allowance and penalties
Difficulty changes road width, the cap on forward speed and the time allowance. The allowance is multiplied by the selected lap count to create one budget for the entire trial. There is no separate deadline for each intermediate lap.
| Difficulty | Road width, course units | Forward-speed cap, course units/s | Time allowance per lap, s |
|---|---|---|---|
| Rookie | 88 | 155 | 60 |
| Club | 76 | 180 | 45 |
| Pro | 66 | 205 | 35 |
Each recovery adds 2 seconds to the adjusted elapsed time, reducing the remaining budget by the same amount. Both time calculations below use seconds.
A is active game time in seconds, R counts automatic and manual recoveries, b is the per-lap allowance in the table, and L is the selected number of laps. For example, a two-lap Club trial starts with 90 seconds. After 50 seconds of driving and two recoveries, the adjusted time is 54 seconds and 36 seconds remain.
Times advance in 0.02-second increments and display two decimal places. Pausing freezes both the car and active time. Completing the final required gate exactly at the adjusted time limit still counts as a finish. Reaching the limit without that valid finish, or reaching it through a recovery penalty, ends the trial with Time is up.
Grip and steering
Sideways motion decays as grip pulls the travel direction back toward the car's heading. Each 20-millisecond interval retains 83% of that sideways velocity under normal grip, or 97% while braking or on either of the two dark low-grip patches. The higher retention allows a slide to persist. A patch has no separate points bonus, and braking is not required when a slide already meets the scoring conditions.
Steering has no effect at a standstill and becomes progressively stronger up to a total movement speed of 45 course units per second. The listed speed cap applies only to forward motion, so sideways motion can make total movement speed higher. Braking does not override a held throttle, and it cannot make the car reverse.
Checkpoint order and road boundaries
Each lap requires checkpoints 1 through 7 followed by the finish. Only the next required gate can advance progress. The car must cross it in the forward, clockwise direction, moving from on or behind the gate line to beyond it. At the end of that crossing movement, the car's centre must be no farther than half the road width from the gate's centre. Crossing backward, skipping ahead or merely reaching the line does not count.
Recovery is triggered when the car's centre is farther from the nearest road centreline than half the road width minus 9 course units. That permits a centreline distance of up to 35 units on Rookie, 29 on Club and 24 on Pro, including those limits. This reserved clearance means the car's centre cannot use the entire painted road width.
Recovery places the car just beyond the last cleared gate, facing forward and stopped. Before the first checkpoint, that location is just beyond the starting line. Already-cleared checkpoints remain cleared, but recovery does not award the next gate. A missed checkpoint must still be crossed in the correct direction.
FAQ:
Where are my personal bests kept?
Driving and scoring run in your browser. Personal bests are stored in that browser, not a shared leaderboard, with room for up to 24 distinct combinations of rules, settings and seed. Drift points have no monetary value. They are not a saved, resumable trial. Clearing the site's browser data removes the records. If browser storage is unavailable, driving still works, and a save failure leaves the current result available to read.
Is my course seed private?
Do not treat it as private. Editing the setup can put the course choices and seed in the page address, and the seed is also shown under Run details. Use a non-sensitive word or phrase rather than personal information. The seed chooses repeatable course variation and patch positions; it does not predetermine your score.
What should I do if the track cannot be displayed?
When Track renderer unavailable appears, select Retry renderer. The circuit needs the browser's two-dimensional drawing support. If an active trial is restored successfully, it is paused so you can choose Resume. If the warning remains, a playable circuit has not been restored.