KORS STUDIO
Warming up the engines…
Catch your breath. The race can wait.
Esc — back to the raceAuto adapts shadows and effects without progressively reducing resolution. Performance uses contact shadows; Quality stays fixed. Weather follows the location.
Original scores · Apex Lights / Iron Signal / Selene Drift / Iron Covenant / The Commandant
Auto gas frees your other thumb for weapons and boost. Hold BRAKE to slow down, then reverse.
Slide from where your thumb lands. Small moves give gentle turns; release to straighten. Buttons offer a simpler alternative. Landscape gives you more room.
Campaign checkpoints last for this session. Arena progress is saved on this device.
Your color, settings and best time are saved on this device.W / ↑ to accelerate. A D / ← → to steer.
S / ↓ to brake, then reverse.
Defeat both tanks in Harbor Run, cross the open exit and finish Selene Circuit.
Hold Shift to boost on straights. Ease off before corners. Rivals fight each other, attempt sideswipes and spend their own nitro to chase or defend.
Most pickups carry weapons. Heavy rockets hit hard and assist your aim ahead; shockwaves blast nearby rivals. Blue shields protect you, and green repair kits restore your car. Press E / USE to activate the icon in your item slot.
On the road, a wreck costs time, position and your held item. Stuck cars return automatically without repairs. Every defeated rival returns with heavier armor. Each boss attempt gives you two lives, including your starting life. The first wreck keeps damage dealt to the boss; the second ends the attempt. RETRY restores the boss to full health and gives you two lives. Checkpoints after every event keep earlier victories safe for this session. Repeated boss introductions are skipped.
Air cover signals an enormous tank convoy. All cars form up behind the tank; rivals dodge shells and fight one another without targeting you. Stay behind the tank until its armor breaks: no car can overtake the convoy. Steer out of the red target circles before shells land. Press E / USE to launch a tank-seeking rocket: it targets only the tank, leaving rivals unharmed. You start with one loaded rocket. Collect the visible rocket pickups on the road to reload: during the encounter, every pickup is a rocket. Each hit tears armor and parts off the tank. Five direct hits destroy it.
Break the blockade without losing your car to capture an automatic turret. Normal racing and the full mix of pickups return when the encounter ends. Keep racing while it aims and fires at rivals. Losing your car removes the turret; completed stages stay completed for this race.
After the first convoy falls, a short recovery stretch gives way to a pack of alien hunters. They stalk every racer, regardless of position. Watch their orange eyes and crouching windup, then dodge, ram them at speed or fire rockets. Hits sever the parts you actually touch.
Rivals also fight the pack. Bites damage and slow any car caught in reach. Survive the hostile window until the pack withdraws; the red boss approaches after a short break in the same district. The pack is a road event, not a boss.
A massive red tank with two turrets brings faster artillery salvos. Watch the ground warnings and move into the open lane. After several salvos its guns overheat: use the cooling window to collect rockets and attack. Your missiles lock only onto the boss; road supplies remain rockets throughout the encounter.
Its armor breaks away with each impact. The health bar shows your progress. Your first wreck respawns you in the fight without healing the boss. Your second wreck ends this attempt. RETRY restarts only this boss; earlier victories stay completed. Both tanks must fall before the exit opens. Until the bosses fall, there is no finish line on the road. After victory a stage line forms ahead. Cross it in any position to reach Selene Circuit. On the Moon, keep the throttle through the two elevated corkscrews. Braking on an inverted section loses grip: normal gravity pulls the car down. The Selene Archon hunts the lunar circuit. Move out of the marked plasma impacts, collect road rockets and fire during its recharge. After it falls, two squads of six lunar raiders ambush the road. Their slime slows every racer: dodge the glowing globs, ram the creatures or use rockets. Every raider in both squads must be destroyed. Their slime also corrodes exposed bodywork. After the headquarters interlude, the stage line leads through a red portal into the Citadel. Your combat chassis is ready for the third lap.
Follow the Citadel road to the open plaza. No road pickups are needed here. Your car transforms automatically and draws its blade and shield from the chassis. On PC, move with W A S D and aim with the mouse. Hold the left mouse button to attack with your selected blade or blaster. Hold the right mouse button for a directional shield. Press F to switch weapons and Space or Shift to roll. On mobile, the left stick moves; the right stick aims and attacks while displaced. Release or center the right stick to raise your shield in the last aimed direction. Tap the weapon icon to switch and ROLL to evade. Guard and energy recover when you ease off. Local hits chip armor and can sever limbs. Losing a leg forces an emergency hop. A lost right arm activates the backup blaster and disables the shield. Respawning or reaching the next encounter repairs the chassis.
Defeat the first pair of ALR units, then the second pair. Leave the marked artillery zones before their cluster shells break apart. ALR-10000 arrives with blade and shield; its second phase deploys guns. Keep moving, watch the warnings and attack during recovery. Rivals also transform and battle the Division and one another. You do not need to defeat rival racers to clear the Citadel trial. After the Division falls, the racers enter the Citadel together. This completes the prologue. Replay the campaign from the results screen; Arena Mode has its own preview screen, with battles coming later.
At half armor, the commander calls his reinforcements. MICA then offers three upgrade points across blade and shield, blaster, mobility and chassis branches. Follow linked modules to unlock stronger systems. Battle and the race timer pause while you choose. Installed upgrades survive recovery and RETRY for this run. CHASSIS RAM unlocks E / CAR RAM: fold into a car and charge through enemies, then reform. It costs 30 energy and has a 12-second cooldown.
Each squad and the commander have a checkpoint and two lives. Your first defeat retains enemy damage; a second defeat ends that attempt. RETRY restores only the current encounter. Earlier squads stay cleared.
On mobile: slide your left thumb to steer. Auto gas is on for new players. Use your right thumb for BRAKE, BOOST and USE. Release the slide pad to straighten. In Settings, choose arrow buttons, adjust sensitivity, swap sides or switch to manual gas. In mech form, use two dynamic sticks: left to move, right to aim and attack. Release the aim stick to raise your shield. The weapon icon switches blade and blaster; ROLL evades danger. Both screen orientations work; landscape gives you a wider view.
Two lives spent. This attempt is over.
Retry this encounter with full armor and two lives. Its enemies start at full health. Earlier victories stay cleared.
Checkpoints last for this session. Starting a new race clears them.COMING NEXT
The arena is being prepared.
Rules and battles will be revealed later.