A planted chassis. A generous right foot. Your first way out.
PACE
AGILITY
TOUGHNESS
NO CLEAN GETAWAYS
Take the broken line.
Four drivers. One abandoned basin. Find your line. Keep your machine alive.
Brisk pace. Rivals commit to a clean pass.
YOUR DRIVER Name & photo
DRIVING & DISPLAY Controls & graphics
Steering pad: left thumb steers; right thumb uses Gas and Brake.
AUDIO Music & effects
TAKE THE BROKEN LINEAsh Basin · original RIFT theme
RACER / POSITION04 / 04
LAP01 / 05
RACE TIME0:00.00
BEST LAP—:——.——
START / FINISH0 / 2
CHASSIS STATUSNOMINAL
↟
ENGINE100%
STEERING100%
Keep it in one piece.
W A S D DRIVESPACE DRIFTSHIFT BOOSTR RECOVER
TARMAC
000KM/H N
OVERDRIVEREADY
◀ STEER ▶
GAS ↑◀ ▶↓ BRAKE
TAKE A BREATH
Race paused.
THE ASH BASIN FIELD GUIDE
Drive it like you need it tomorrow.
Touch driving
Choose Steering pad or Joystick in the garage or pause menu. Joystick: push up to accelerate, down to brake then reverse, and left/right to steer. Release to coast with straight steering. Your right thumb handles BOOST and DRIFT. Steering pad: slide left/right to steer and use separate GAS and BRAKE buttons, with optional auto-acceleration. RECOVER retains damage and the usual hold. Landscape gives the widest view.
01 / Find the weight
WASD or arrows to drive. Brake before the bend, then feed the power in. Tap Space to loosen the rear. Shift burns overdrive; it recharges when released. The crest about 160 metres after the start gives a short hop at speed. Hold the gas along the opening straight to try it; boost is optional. Set your line before take-off, or ease off to stay planted.
02 / Every hit has a cost
Front: slower steering. Rear: less grip. Side: a pull toward the impact. Engine: less power and speed. Light scrapes and tidy landings are forgiven; hard impacts and heavy landings stay with you.
03 / Read the landscape
The obvious road isn’t the only road. The spillway dips below the basin. Look for worn rails disappearing behind old freight stacks, and through the old spillway cutting. Both shortcuts follow abandoned railway lines. The abandoned rail shed has a way through. Routes stay on your map once discovered. Nearby rivals can spot you using one and remember it for later laps in the same race. Narrow entries and debris make them a gamble.
04 / Live to finish
Five laps give damage time to add up. Sprint is three laps; Endurance is eight. Repair only when the handling or speed you regain is worth the detour. Ease onto the sweeping cyan-marked service-road detour before the finish if you need repairs. Slow below 14 km/h inside the pad to repair damage. Rivals use this same pad and repair rate, and may queue behind you. The main road never repairs your car. R puts you back on the road with a 3-second penalty; damage stays. A brief run onto the verge still counts when you rejoin nearby. If a sector is missed, a warning appears immediately; R returns you before it.
KNOW YOUR RIVALS
Choose Rookie, Racer or Veteran in the garage. Higher levels anticipate bends better, use boost more freely and commit to passing. Every level uses the same car physics, damage and repair rules. Rivals never get a catch-up speed bonus or start knowing your shortcuts.
VEX / BLUE Attacks early, spends boost freely, tolerates more damage.
MORROW / ORANGE Patient in traffic, preserves the car, repairs thoroughly.
DUST / SILVER Follows closely and learns a visible shortcut faster.
ESC / P PAUSEC CAMERAM ENGINE / EFFECTS · MUSIC HAS ITS OWN CONTROLGAMEPAD: RT / LT · LEFT STICK · A DRIFT · B BOOST