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Release date TBA·DevSpace·
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An arcade drift game. Slide through a city at night, link corners into a chain, and decide when to bank it — or push one more corner and risk the lot. Drift the city for score, take three lives into a branching run, or drive until the wall catches you.

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About Slowdrift

Slowdrift is an arcade drift game. Slide through a city at night, link corners into a chain, and decide when to bank it — or push one more corner and risk the lot.

Slowdrift screenshot 1

Commit, Or Lose It

Chain scoring: link corners without straightening up and the multiplier climbs, but everything you've earned sits unbanked until the chain drops. Crash before it does and you were never holding it.
Close calls: the biggest points in the game come from passing a wall near enough to feel it — and they pay more in the dark, or in fog, when you didn't know the wall was there
A move for every corner: SIDEWAYS, SWITCHBACK, STRIKE, CLEARED IT, SEND IT. Each one bumps the multiplier and buys another second of chain
One ring on the HUD: time until this pays out and resets. Everything you do is aimed at that ring
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DRIFT

One fixed city, the same streets for every player, running from midday through to deep night. No lives, no run to lose — just the layout and however long you want with it, until you know it block by block. A rolling chain of gates pulls you through the grid if you want a line to follow, and X-ray vision cuts a hole through the building between you and the corner you can't see round.

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CHALLENGE

Take three lives into a branching map of generated levels and see how far you get. Every node shows its speed, technicality and exposure before you pick it, and the generator lays out the streets from those same three numbers. Deeper into a run, the levels start pushing back.

DRIFT OR DIE: a clock that only refills while you're sideways, and takes a second off you every time you lose the drift
THE RED WALL: something grinding up the road behind you that never stops, and closes the moment you get comfortable
GAUNTLET: no respawns. Crash, and you're back at the start line
NIGHT RUN and FOG: these don't kill you. They just take the corner away until you're already in it

Each tier's boss becomes the next tier's ordinary evening. THE CITY teaches you the conditions one at a time and stacks all three on its boss. NO LET UP runs the clock and the wall on every level. ONE LINE caps how many drifts you're allowed to start at all — and its boss allows exactly one, start line to finish. Bosses stay shut until you've banked the reputation to face them. Play it safe on the way there and you'll arrive with nothing to show.

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CHASE

Drive until it catches you. No finish line, no checkpoints, one life. The red wall sets off behind you and the drift clock starts draining, and the only thing that refills it is being sideways. The wall's top pace sits just under yours, so a good run is one you spend a few car lengths ahead of it for kilometres — every mistake paid out of a margin you never had. Easy, medium and hard change how long your leash is, how fast the wall builds, and how much clock you're given. Distance survived is the whole score.

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Make It Yours

Four cars, bought with credits earned on challenge runs
Paint: primary and secondary panels, fourteen colours
A sticker editor: draw 32x32 pixel art in the game, keep a library of your designs, and wear four of them on any car — steer each one around the bodywork, spin it, size it, fade it
Fifteen unlockable skins: mirror chrome, an oil slick that moves, holographic interference, a starfield. They're the achievement list as well — there's no separate screen, you just see what a locked one is asking for and go and do it

Some want a boss beaten. Some want ten kilometres of chase. One wants five switchbacks inside a single banked drift, and it is not as easy as it sounds.

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Leaderboards

Best single drift, best session and best chase, ranked over today, this month and all time, against your friends or the world.

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