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.

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

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.

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.

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.

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.

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