A mobile arcade racer — phones and tablets, iOS and Android

RACE & RETRO

Thumb on the glass, foot flat. Sixteen-bit stages, a garage you actually use, and a campaign that runs with the signal off.

  • Offline campaign
  • Weekly ghosts
  • Hand-drawn sprites

The case for a racing game that fits in one hand

Most phone racers are built around the wait. A countdown before the grid, a fuel bar that empties while you are at work, a garage that is really a shop. We started RACE & RETRO from the opposite end: the two minutes between a train pulling out and the next station, and what a racing game has to be to survive them.

It has to start instantly. Tap the icon, tap the track, and the lights are already dropping. There is no cinematic flyover of a car you do not own yet. The campaign remembers which corner ended you last time and puts you back on the line in front of it.

It has to be readable at arm's length on a cracked screen in daylight. That is why the art is pixels and not a blurry attempt at chrome. Every car is drawn by hand as a sprite sheet, every stage has its own palette — coast dusk, tunnel sodium, snow at dawn — and the braking marker on a hairpin is a shape you learn in one lap and never misread again.

And it has to be worth doing twice. The handling model is arcade, unapologetically: you throw the car sideways, you feather the throttle, the back end comes round and the lap time drops. Drift is not a cutscene you trigger; it is the fastest way through a bend once you stop fighting it. We tuned it until the difference between a good lap and a great one was something you could feel through your thumbs rather than read on a screen.

What that means in the build

We are a small studio and the game is still being tuned, stage by stage. If you want in early, want files to write about it, or want to put something of your own on a car, the form at the bottom reaches the people building it — not a ticket queue.

What's in the cartridge

On the grid in two taps

No loading corridor, no forced tutorial after the first race. The game opens on the stage you were last beaten by.

A garage with real settings

Paint and decal layers, ride height, gear ratios, tyre compound. Changes show in the sprite and in the lap time.

Full campaign offline

Tunnels, planes, the bottom of a car park. Everything but the leaderboard works with no signal and syncs later.

Weekly ghost times

Chase another player's actual lap down the same stage. Beat it and your line becomes the one other people chase.

Controls you can move

Tilt steering or a two-thumb layout, with brake and handbrake you can drag anywhere on the glass.

What people ask us for

Four things the studio hands out. Name the one you want in the form and it goes straight to whoever handles it.

Most asked

Playtest access

Early builds of stages before they ship, with a direct line back to the people tuning them.

  • Build for iOS or Android
  • The track list currently in progress
  • A channel to send laps and bugs to
  • Your name in the build notes

Press and creator kit

Everything you need to write about or stream the game without filming a phone with another phone.

  • Clean 60fps capture of each stage
  • Key art, logo and sprite sheets
  • Car and track fact sheet
  • Permission to monetise the footage

Livery collaboration

A car in the garage wearing your colours, drawn in the same hand as the rest of the grid.

  • Sprite drawn by our artist
  • Unlock condition agreed with you
  • Appears in the garage decal layer
  • Review of the art before it ships

Event and tournament build

A closed leaderboard season for a show, a shop floor or a community run.

  • Private leaderboard for your entrants
  • Chosen stage and car restrictions
  • Shared ghost for everyone to chase
  • Results export at the end

Nothing here is sold from this page — these are requests, and the reply comes from the person who would do the work.

Talk to the studio

Playtest, press kit, livery, event — or a question about how the handling works. Two fields and a line about what you need.

  • A person from the team reads it, not a ticket queue
  • The reply comes from whoever would do the work
  • First answer says what we need from you to start