A mobile racing game — made for smartphones, raced anywhere

RACE ADVANCED

Launch, pick a car, and you are on the grid before the kettle boils — live opponents, real tuning, and circuits that reward a clean exit.

  • Live multiplayer
  • Deep tuning
  • Short sessions

Ten seconds to decide, one corner to know

Most racing on a phone asks you to sit through a lobby, a loading screen and a cutscene before anything moves. RACE ADVANCED is built the other way round. You open it, you pick a car, and the lights go out. The whole design question behind the game was simple: how little should stand between a thumb and the first braking zone?

What comes after that first corner is the part that keeps people. The handling model has weight in it — the car rolls onto its outside tyres, the rear steps out if you lift mid-bend, and a late apex costs you the whole straight. You feel the difference between a soft compound and a hard one. You feel the difference between brake bias forward and brake bias back. Nothing about that is hidden behind a number in a menu; it shows up in the lap time, on the next lap, straight away.

It is a game you can finish a session of on a train platform and still be thinking about at your desk, because you know exactly which corner you threw away.

What racing here actually feels like

Grid to flag, no waiting room

No lobby to wander around in. Pick an event, get slotted onto a grid, go. A race is a race, not a menu with an engine noise behind it.

Tuning that changes the lap, not a bar graph

Gear ratios, downforce, brake bias, tyre compound, ride height. Change one, drive the same lap again, and you can hear and feel where the time went.

Circuits with opinions

Tight city blocks that punish greed on the brakes, coastal sweepers that reward commitment, night ovals where the draft decides everything. Each one wants a different setup.

Opponents who are actually awake

Competitive multiplayer against other players on a live grid — qualifying, a real start, and a rematch button for when you lose it on the last lap.

A garage you earn into

Vehicles unlock by driving: finish events, hit targets, open the next class. Then make the car yours with paint, liveries and wheels that stay with it on the grid.

One thumb, whole race

Controls sized for a phone held in one hand on a bus, with tilt, wheel and tap steering all tuned properly rather than bolted on as an option.

Ways to race

Four modes, four different reasons to open the game.

Most played

Quick Race

One short race, straight from the home screen, for when you have a few minutes and nothing else to do with them.

  • Instant grid, no lobby
  • Rotating circuit of the day
  • Your current car and setup

Ranked Multiplayer

Live grids against other players, with a qualifying lap that decides where you start and a result that follows you.

  • Qualifying then race
  • Grids matched by pace
  • Rematch on the same circuit

Circuit Season

A run of events across the full circuit list, with points carried between rounds and cars unlocking as you climb classes.

  • Multi-round points
  • Class promotions
  • Vehicle unlocks along the way

Time Attack

Empty track, your ghost, one corner you keep getting wrong. The mode where tuning turns into tenths.

  • Ghost of your best lap
  • Sector splits
  • Setup saved per circuit

Modes and car classes are expanded as the game grows — ask us what is live in the current build.

Built for the phone in your hand

A racing game lives or dies on frame time. Ours is tuned on ordinary handsets first and flashy ones second — if a grid of cars into turn one drops frames on a mid-range phone, the handling model is wrong, not the phone. That constraint shapes everything: the track geometry, the number of cars on a grid, how much of the scenery moves.

The other half of the work is feel. Steering, braking and throttle are retimed by hand until a correction you make with one thumb lands where you expected it to. We test with the phone held the way people actually hold it — one hand, upright, half-watching the road ahead of them. If a control scheme only works with two thumbs and a table, it does not ship.

Talking to us

If you run a creator channel, an esports event, a publishing partnership or a press outlet, the form below reaches the team directly. Tell us what you are after and we will come back with what we can actually offer, including access to current builds where it makes sense.

What racers say

★★★★★
Two stops on the metro is exactly one race. I have stopped reading the news in the morning.
Dani
★★★★★
Dropped the brake bias back two clicks and finally stopped understeering off the coastal hairpin. That is the whole game for me — small change, better lap.
Marcus
★★★★☆
The night oval is brutal. You can sit in the draft for three laps and still lose it on the line. I keep coming back for the rematch button.
Ife

Talk to the RACE ADVANCED team

Partnerships, creator access, events, press — leave your details and tell us what it is about.

  • A person on the team reads every message, not an autoresponder
  • The first reply tells you whether we can help and what we need from you
  • Build access and assets are arranged from there, case by case