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IdleRevs

Racing, progression and weekly events

More character for your cars, clearer tracks and tuning, a new progression balance, and weekly events with scouting and class prizes.

  • Racing
  • Progression
  • Weekly Events

Racing now follows the road, corner by corner. Acceleration, top speed and grip are your three main car stats. Different cars suit different tracks, so a car that struggles in one place may shine somewhere else. Smaller upgrades count too, with stats displayed to four decimal places.

Tuning has three adjustments: power delivery, gear setup and suspension setup. Use them to sharpen your car's strengths or soften a weakness. Pushing every slider to an extreme won't always give you the best run.

Normal tracks now show their sections, lengths and turns to help you understand the road ahead. Run logs report the peak speed actually reached during the lap. Times and peak speeds vary a little between runs, and driver feedback can point out where the car struggled without giving you the answer every time.

Cash, parts, building and merging costs, driver XP and track unlocks have been balanced together. Driver levels unlock tracks; they no longer make every car faster. Better cars and upgrades open up more places to earn drops. Normal-track part drops still require matching or beating the track's reference time, so the starter car is useful early on but won't comfortably farm every track.

Build components can drop before you own their car. Normal-track upgrade parts start dropping once you own their target car, and you can earn them while driving any car that meets the reference time.

Have spare build components for a car you already own? You can now use Study components in the Workshop to turn them into mastery for that car. Learning car and track mastery through racing stays at the same pace. Their bonuses now grow along curves with smaller gains at higher levels. Car mastery improves all three stats; track mastery improves your use of acceleration and grip without raising the car's top-speed ceiling.

Weekly events share one mystery track. During scouting, race to uncover clues together and reach your own reward milestones. Each milestone gives cash, reputation and a random upgrade for a car you used between the previous milestone and this one. If you tried several cars, you choose which one receives the upgrade. The shared scouting bonus is for players who completed a scouting lap.

Competition has separate standings for each car class. A completed competition lap earns you a placement prize in that class: cash and build components for a random car of that class, favoring cars you don't own yet. Better placements award more, and podium finishes earn extra reputation. Competition prizes arrive automatically after results settle. The Rewards tab keeps your rewards and any unclaimed scouting upgrades together, including those from older weeks.

Your cash, cars, part quantities and rarities, mastery and driver level carry over. Old normal-track times have been archived because the new racing system makes them hard to compare. Saved tuning starts at the middle again. Start a new race and try a fresh setup to set times with the new system.

Older upgrade parts now use the same strength scale as new drops. Their car, slot, rarity and quantity are kept, including installed parts. After earned progress is settled, existing race queues continue automatically with the same car and track under the new system. Offline limits still apply, and weekly queues continue only while their phase remains open.

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