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
A mobile arcade racer — phones and tablets, iOS and Android
Thumb on the glass, foot flat. Sixteen-bit stages, a garage you actually use, and a campaign that runs with the signal off.
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.
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.
No loading corridor, no forced tutorial after the first race. The game opens on the stage you were last beaten by.
Paint and decal layers, ride height, gear ratios, tyre compound. Changes show in the sprite and in the lap time.
Tunnels, planes, the bottom of a car park. Everything but the leaderboard works with no signal and syncs later.
Chase another player's actual lap down the same stage. Beat it and your line becomes the one other people chase.
Tilt steering or a two-thumb layout, with brake and handbrake you can drag anywhere on the glass.
Stages, the garage, and the parts of the build that normally stay in the studio.
Four things the studio hands out. Name the one you want in the form and it goes straight to whoever handles it.
Early builds of stages before they ship, with a direct line back to the people tuning them.
Everything you need to write about or stream the game without filming a phone with another phone.
A car in the garage wearing your colours, drawn in the same hand as the rest of the grid.
A closed leaderboard season for a show, a shop floor or a community run.
Nothing here is sold from this page — these are requests, and the reply comes from the person who would do the work.
Playtest, press kit, livery, event — or a question about how the handling works. Two fields and a line about what you need.
Someone from the studio will get back to you by email shortly.
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