TAKE ME TO THE HAIRPIN

Master the Art of Co-Driving

Learn rally pacenotes through interactive gameplay

Voice Input
Statistics
Achievements
Story Mode

Game Features

Voice Input

Speak real rally pacenotes using the Web Speech API! Call out corners like "Left 3", "Right 2", "Square Right" and more. The game recognizes standard rally notation and gives you instant feedback on your timing and accuracy. Perfect your co-driver voice!

  • Real-time speech recognition with Web Speech API
  • Supports standard rally pacenote notation (1-6, square, hairpin, etc.)
  • Instant feedback on timing and accuracy
  • Voice-only mode for maximum immersion
  • Works in Training Mode (voice + typing) and Full Co-Driver Mode (voice only)

Statistics & Analytics

Track your performance with detailed statistics! Monitor accuracy, reaction times, stage completion rates, and more. See your improvement over time and identify areas to focus on. Compare your stats against different car setups and stages.

  • Accuracy percentage per stage and overall
  • Reaction time tracking for each pacenote
  • Stage completion rates and crash statistics
  • Performance comparison across different cars
  • Historical data to track improvement over time

Achievements System

Unlock achievements as you progress! From "First Pace Note" to "Era Master", earn badges for your accomplishments. Each achievement tells a story of your journey from beginner to expert co-driver. Can you unlock them all?

  • 9 unique achievements across different skill levels
  • Persistent storage - your progress is saved
  • In-game notifications when you unlock achievements
  • Track your completion percentage
  • Achievements include: First Pace Note, No Looking Down, Group B Survivor, Engineer Brain, Walter's Apprentice, Clean Sweep, Speed Demon, Era Master, Occupational Hazard

Story Mode

Experience a narrative-driven career mode! Start as a rookie co-driver, work your way through different rally teams, and face the challenges of professional rallying. Make decisions that affect your career path and unlock new opportunities.

  • Narrative-driven career progression
  • Multiple rally teams to join and work with
  • Branching storylines based on your decisions
  • Unlock new cars and stages as you progress
  • Experience the journey from rookie to professional co-driver

Car Tuning System

Customize your rally car with realistic tuning options! Adjust suspension, brakes, turbo, and more. Each car has unique stats that affect gameplay - stability reduces damage, handling improves cornering, and tuning choices have visible consequences.

  • 18 legendary rally cars across 5 eras (Group B, WRC 90s, Rally2/R5, Rally1, Classic)
  • Each car has unique stats: acceleration, handling, stability, turbo lag, expertise
  • Realistic tuning options: ARB stiffness, damping, turbo boost, brake bias, tire pressure
  • Car stats affect gameplay - stability reduces damage, handling reduces crash probability
  • Visible tuning warnings - see the consequences of your setup before the stage

Legendary Rally Cars

Tuning Guides

Master the art of rally car setup with these proven builds

Beginner

Tuning Fundamentals

Learn the basics of each tuning parameter and how they affect your car's behavior.

  • ARB Stiffness: Controls body roll. Higher = flatter cornering but more wheel lift risk
  • Damping: Controls how fast suspension reacts. Too stiff = unstable on bumps
  • Turbo Boost: More power = faster but higher failure risk
  • Brake Bias: Front bias = understeer, Rear bias = oversteer
  • Tire Pressure: Higher = less grip but faster response
Starter Setup: ARB: 50% | Damping: 50% | Turbo: 60% | Brake: 55% F | Tires: 32 PSI
Intermediate

Gravel Specialist

Optimized for loose surfaces with maximum grip and stability for rough terrain.

  • Softer ARB to absorb bumps and maintain contact
  • Higher damping for quick weight transfer recovery
  • Moderate turbo for controllable power delivery
  • Balanced brake bias for predictable braking
  • Lower tire pressure for larger contact patch
Gravel Setup: ARB: 40% | Damping: 65% | Turbo: 55% | Brake: 50% F | Tires: 28 PSI
Intermediate

Tarmac Master

Designed for smooth asphalt with sharp cornering and maximum responsiveness.

  • Stiff ARB for flat cornering and quick turn-in
  • Lower damping for faster suspension response
  • Higher turbo for maximum acceleration out of corners
  • Forward brake bias for late braking points
  • Higher tire pressure for reduced rolling resistance
Tarmac Setup: ARB: 70% | Damping: 40% | Turbo: 75% | Brake: 60% F | Tires: 35 PSI
Advanced

Ice & Snow

Extreme conditions setup for minimal grip and maximum control recovery.

  • Very soft ARB to prevent wheel lift on slick surfaces
  • High damping for rapid recovery from slides
  • Low turbo for smooth, controllable power delivery
  • Rear brake bias to help rotate the car
  • Lowest tire pressure for maximum surface contact
Ice Setup: ARB: 25% | Damping: 80% | Turbo: 40% | Brake: 45% F | Tires: 24 PSI
Advanced

Group B Beast

Aggressive setup for 500hp monsters. Requires expert handling skills.

  • Moderate ARB to manage massive power without wheel lift
  • Balanced damping for both straight-line stability and cornering
  • Maximum turbo for raw acceleration (high risk!)
  • Neutral brake bias for balanced handling
  • Moderate tire pressure for grip vs response balance
Group B Setup: ARB: 55% | Damping: 55% | Turbo: 90% | Brake: 50% F | Tires: 30 PSI
Beginner

Safe & Stable

Forgiving setup for learning. Minimizes crashes and damage.

  • Soft ARB for maximum grip and stability
  • Higher damping to control body movements
  • Low turbo for predictable power delivery
  • Forward brake bias for safer braking
  • Moderate tire pressure for balanced grip
Safe Setup: ARB: 35% | Damping: 70% | Turbo: 45% | Brake: 60% F | Tires: 30 PSI

Tuning Parameter Effects

ARB Stiffness High = Flat cornering, wheel lift risk | Low = Grip, body roll
Damping High = Stable on bumps, slow response | Low = Quick response, unstable
Turbo Boost High = Fast, failure risk | Low = Controllable, slower
Brake Bias Front = Understeer, stable | Rear = Oversteer, rotation
Tire Pressure High = Fast response, less grip | Low = More grip, sluggish

About the Developer

Eva-Liisa Aibast

Eva-Liisa Aibast

Tallinn, Estonia

I'm a game developer passionate about creating immersive and educational gaming experiences that make complex concepts accessible through interactive gameplay.

With a deep interest in motorsports and rally racing, I developed PACENOTE after actually trying co-driving at a grassroots rally event - it was SO intense and I realized this is a skill people can learn! My goal is to bring the art of rally co-driving to everyone through this game.

JavaScript Python SQL NoSQL Databases HTML5 CSS3 Game Design UI/UX Mobile Development Web Speech API PWA Development

contact@ela-studio.ee

Devlog & Updates

September 2026

Difficulty Rebalance, Daily & Weekly Challenges, Performance Analytics & Signature Stages!

Major gameplay expansion focused on making all five difficulty levels feel deliberate and distinct. Base timing is now balanced across the full ladder: Easy 20s, Normal 16s, Hard 13s, Insane 11s, and Chaos 9s. Each difficulty now has its own crash thresholds, weather effects, rhythm-shift multipliers, forgiveness windows, and timing clamps so the jump in difficulty comes from meaningful gameplay pressure rather than arbitrary speed.

Timing math is now comprehensive and transparent. Dynamic note limits account for difficulty, note complexity, weather, rhythm shifts, streaks, urgency, and gameplay modifiers, while forgiveness windows and clamps prevent extreme combinations from producing unreasonable timings. The result is a tighter but more predictable co-driver challenge.

Added a full performance timeline to the results breakdown with reaction-time analysis. Players can now see how quickly they answered individual pacenotes, where reactions slowed down, and how consistency changed throughout a stage.

Daily and weekly seeded challenges are now part of the core game loop. Challenges use deterministic seeds so everyone receives the same stage conditions, with dedicated tracking for challenge attempts, personal bests, completion data, and leaderboard results. A new Share Result button also generates a social-ready result card through the Canvas API.

Onboarding has been expanded from 6 to 12 comprehensive tutorial steps, giving new players a clearer path through pacenote vocabulary, timing, modifiers, mistakes, and advanced co-driving concepts. Added contextual tooltips for 18 gameplay modifiers, including CARE, DONTCUT, FESHFESH, REGEN, SAND, RUTS, WET, GRAVEL, and other note conditions, so players can learn what each modifier means without leaving the stage.

New “Why did I fail that?” post-note analysis explains mistakes after a miss or crash. The breakdown identifies likely causes such as late reaction, early call, wrong direction, wrong severity, missing modifier, sequence reversal, or insufficient timing margin, turning failures into actionable feedback instead of simply saying “you crashed.”

Signature Stages are now a centerpiece feature with three hand-tuned pacenote stages for each rally era. Dedicated Signature Stage tracking records personal bests and completion history, while the new screen lets players browse legendary stages and compare their performance. ⭐

New UI screens and menu buttons were added for Daily Challenge, Weekly Rally, and Signature Stages, with responsive layouts, interactive challenge cards, performance timeline hover states, modifier tooltip animations, and signature-stage card transitions. Existing career, quick play, tuning, story, voice, car, and achievement systems remain intact.

September 2026

Roadbook Chaos, New Rally Worlds & ALL The Co-Driver Stuff!

I also remastered the UI across the experience and expanded the core racing into three distinct styles: the basic WRC-style rally format, Street Racing, and Dakar.

September has been absolutely PACKED! The rally experience got a massive upgrade with new career themes, deeper roadbook gameplay, better voice systems, new stages, new visuals, and enough tiny fixes to make me question every life choice that led to writing JavaScript. Totally worth it though!

Added new Street and Dakar career routes with their own story paths, finales, dialogue and overall vibes. The different rally worlds are finally starting to feel like actual different rally worlds instead of me just changing a background and pretending nobody would notice.

Roadbook gameplay got a HUGE upgrade! Added recce + call-back gameplay so you can write down shorthand during reconnaissance and then actually call those notes back during the stage. Also added Jemba-style notation and driver/team preference mapping for even more authentic co-driver chaos.

Timing and scoring got seriously smarter too. Added real-time pressure scoring, early/late penalties, complexity-aware timing, and better handling of difficult note combinations. The goal is basically to make the game punish you because you genuinely messed up, not because the timer woke up angry that morning.

Added a local mistake analyzer through the Race Engineer system! Instead of just crashing and getting a sad little "you failed" message, the game can now help explain what went wrong. Late reaction, wrong direction, missed modifiers and other mistakes can actually become something you can learn from.

Voice systems got another big pass too! Added shared voice selection, improved speech recognition, better fallback handling and more reliable pacenote matching. The Vosk voice engine can fall back to Web Speech API when things go sideways, because apparently even microphones need a backup plan.

New gameplay modes are also here! Added Group B survival gameplay and a night street-racing mode with police chases, branching routes and blind notes. Because apparently normal rallying wasn't stressful enough.

The visual side got a serious glow-up as well! Added new Cyprus, Giza and Shuto Expressway photography for the different themes, plus new pixel-art driver rosters and themed cursors. The Street, Dakar and Roadbook themes now have their own visual identities instead of all looking like they attended the same design meeting.

The theme system itself was expanded with per-theme layouts, fonts and palettes, plus persistent theme selection so your chosen setup actually sticks around.

The Track Editor also got some love! Fixed map interactions, improved drawing/marker switching, moved the map integration over to CARTO basemaps and bumped the editor cache so browsers stop serving ancient versions of the game like they're protecting historical artifacts.

Added PostHog analytics too! This gives me better insight into how the game is actually being played, what systems are being used and where players are getting stuck. Data! Numbers! Statistics! Humanity has finally achieved something useful with spreadsheets.

The debrief and results screens got upgraded with per-note timing charts and better performance analysis. Timing ratios are persisted so you can actually see where your reactions were good, where they fell apart, and hopefully learn something before immediately doing the exact same thing again.

Also added new UI polish across the game: improved boot flash, skippable intro handling, better accessibility, updated coaching terminology, multiplayer lobby icon cleanup and various smaller layout/visual fixes.

Overall September has basically been about turning BLIND CREST from a pacenote game into a much bigger rally experience. More worlds, more routes, more ways to play, more ways to mess up, and thankfully more ways to understand WHY you messed up.

September 2026

Legendary Name Recognition, Era Modifiers & Expanded Driver Roster!

Massive roleplay depth update! The game now recognizes when you name yourself after a real rally legend — 100+ drivers across multiple eras with bespoke co-driver reactions. Tone guardrails in place: reverent lines for tragedy-adjacent names (no death references), respectful homage for living legends.

Three-tier recognition system: Tier S legends get unique clean-run/crash dialogue, broad "nag" tier gets generic one-time winks for 50+ surnames, and all processing is protected by profanity blocklist with silent fallback. Safety first, fun second.

New "Living Up To The Name" hidden achievement — unlock by completing a clean stage with a legendary rally name. One-time beat, not an ongoing grind. The achievement itself tells a story about the legacy you're carrying. ⭐

Era-based starting modifiers — your car choice now affects story state from day one. Group B adds +10 stress (monsters with no limits), Rally2 adds +5 trust (modern, forgiving), Rally1 adds +5 stress (hybrid management), Classic reduces stress by -5 (lower power, more relaxed). Narrative texture without combinatorial explosion.

Era-flavored story variants — Meeting Mikko and Mechanic Jorge scenes now have era-specific dialogue. Group B Mikko talks about 600 horsepower and life-or-death notes, Rally1 Mikko complains about hybrid complexity. Classic Jorge reminisces about carburetors and the old days, Rally2 Jorge reviews telemetry data. Two scenes, five eras, richer world.

August 2026

Interior View, Voice Recognition Fixes & Story Integration!

Added dynamic interior view video background to gameplay screen — immersive pixel shader effect plays behind all UI elements with full opacity and transparent overlays. Makes the game feel like you're actually sitting in the co-driver seat!

Voice recognition significantly improved — added Vosk crash mid-session handling with automatic fallback to Web Speech API. Fixed similarity short-circuit threshold (lowered to 20% overlap) to avoid false positives on legitimate but different vocabulary. Fixed Web Speech auto-restart logic to properly handle cases where Vosk hasn't taken over yet. Second note submissions now work reliably!

StorySystem fully integrated with DriverProfileSystem — driver states now affect gameplay mechanics. Drunk driver state adds +2 seconds to AdaptiveDifficulty base time (slower reaction). High mental stress (>70) tightens timing window by -0.5 seconds (more pressure). Low driver trust (<40) triggers in-character coaching dialogue from Mikko, Reko, or Elin instead of generic tips.

Enhanced Coach detection logic — missed_sequence detection now catches reversed/scrambled corner sequences, not just missing corners. Leverages the new order-aware matcher's ability to detect reversals like "L3 INTO R4" vs "R4 INTO L3".

August 2026

Audio Controls, Easter Eggs, Achievements & Major Systems Overhaul!

Added always-visible volume sliders for soundtrack and voice — now you can adjust audio levels directly from the main menu and gameplay screen without digging into settings. Separate controls mean you can have loud co-driver calls with quiet music, or vice versa.

Added a rare Easter egg (2% chance per stage) where the driver angrily tosses a granola bar at the co-driver with a bonk sound effect. Subtitle: "Eat something before you start calling notes." Thanks to Reddit user ElmoLibre for the snack bag idea!

New Steam-style achievement: "Occupational Hazard" — get hit in the head by an emergency granola bar. One-time unlock with a special notification that includes the credit note. Doesn't affect gameplay, just a fun moment to share with friends.

Created dedicated Achievements screen accessible from main menu — now you can view all 9 achievements in a trophy cabinet grid layout. Visual distinction between locked (grayscale) and unlocked (gold border) with status badges.

Story logic refined — story now only appears in Career Mode when you select a route. Quick Play and other modes are story-free for pure gameplay focus. Removed the story toggle button since it's no longer needed.

Added driver-specific pacenote profiles — 4 unique drivers, each with their own note format style. Career mode now assigns a driver profile per round, and when it changes, a briefing modal shows the new driver's quirk before the stage. On-screen note display gets remapped to that driver's symbols (e.g.,!→C, INTO→> for Jemba-style). Scoring remains untouched — compares against the pre-written English answer string, not displayed symbols.

New Team Management system: budget earned from career stage points (pts × 20), a 4-person hireable staff roster, and 4 tire compounds. Staff and tires feed real modifiers into the existing crash-probability and timing systems — no second parallel difficulty system. New " Team & Garage" button on Career screen opens the management interface.

Hiring unlocks story dialogue — hiring Jorge or Sara sets a flag that unlocks one new gated scene each in story_data.js (jorge_hired_bonus, sara_hired_bonus). Real, reachable content, not decorative.

Speech recognition completely overhauled — fixed the crash from missing checkAnswer/calculateScore functions. Fixed infinite retry loop on fatal errors (now backs off after 3 failures with visible feedback). No-speech now treated as normal (co-driving has gaps) instead of hard failure. Considers up to 3 speech-recognition alternatives per result and picks the best match.

Timing system upgraded from metronome to complexity-aware — calculateNoteComplexity() scores notes by actual content (linked corners, caution marks, distance numbers, modifiers). Wired into calculateDynamicTimeLimit() so busy notes get more time, simple notes get less. Stacks on top of existing weather/streak/urgency systems.

Fixed tight/right ambiguity in voice mode — added voice-only scoring tolerance: if mic transcribes "right" when "tight" was said (or vice versa), gets partial credit instead of dropped word tanking the score. Typed scoring untouched.

CSS and video sizing fixes — capped layout width, re-enabled menu overlay as gradient scrim, dialed back video opacity/brightness so it reads as backdrop. Added visual depth (subtle body gradient, hover lift/shadow on menu buttons).

Game title renamed to "TAKE ME TO THE HAIRPIN" across title tag, menu bar, and academy header.

Skip button and story overlay completely fixed — removed inline display styles, centralized close logic, added S keyboard shortcut for Skip Story. PACENOTE_TEMPLATES fixed — answer strings now generated from PacenoteSystem.translate(raw) instead of hand-written, preventing drift.

August 2026

Onboarding Overhaul: Quick Play, Rally Notebook UI & Optional Story!

Major onboarding improvements based on player feedback! Added prominent "Quick Play" button that skips all setup and jumps straight into gameplay — time to first pacenote is now under 10 seconds. No more wading through menus before the actual game!

Redesigned note presentation to look like a real rally co-driver's notebook — paper texture background, handwritten-style font, red accent stripe mimicking actual rally notebooks. Feels like reading real pacenotes, not a typing test!

Story mode is now optional — toggle on/off from main menu. Mechanics first, narrative second. Players can focus on learning pacenotes without story interruptions. Story still available for those who want the full experience.

Clarified pacenote severity system to match real WRC conventions: 1 = tightest (hairpin), 6 = fastest (open sweep). Vocabulary panel now shows number meanings clearly. Authentic co-driver experience!

Goal: Get players to their first "aha!" moment — understanding what a pacenote means and translating it correctly — in under 2 minutes. Holding off on long-term features (3D, advanced customization) until the core loop feels authentic. Focus is on making the co-driver role feel real.

July 2026

Gameplay Overhaul: Cars, Tuning & Achievements!

Major gameplay update! Added car-specific stats (acceleration, handling, stability, turbo lag, expert level) to all 18 cars across Group B, WRC 90s, and Modern WRC eras. Now your car choice actually matters - Audi Sport Quattro has insane acceleration but heavy handling, Lancia 037 is lightweight RWD chaos, Subaru Impreza is balanced and forgiving.

Tuning now has visible consequences! Get real-time warnings for bad setups: too much ARB stiffness causes wheel lift, excessive rebound leads to unstable crest landings, aggressive turbo increases failure risk, wrong brake bias causes lockups or oversteer. Engineering knowledge now tells stories!

Achievements system added with 8 unlockable milestones: First Pace Note, No Looking Down (voice-only mode), Group B Survivor, Engineer Brain (25 tuning changes), Walter's Apprentice (perfect accuracy), Clean Sweep, Speed Demon, and Era Master. Persistent storage with animated notification popups!

Voice-only toggle implemented with pulsing mic indicator and automatic listening restart in Game Mode. Training Mode allows both typing and voice, while Full Co-Driver Mode forces voice-only for maximum immersion.

Added temporary placeholder soundtrack (Texas blues rock energy) generated by Suno AI. If you can make similar music or have ideas with your band, hit me up! Looking for custom rally garage anthem vibes.

July 2026

Brand Launch: BLIND CREST

Exciting news! The game has been officially rebranded to "BLIND CREST - A Rally Pacenote Experience"! The new name captures the essence of rally co-driving - navigating blind crests with complete trust in your notes.

Added the Xenogears font for that edgy, racing aesthetic across the website and game menu. The cleaner, punchier name fits perfectly with the checkered borders and rally theme. Ready to take on the crests!

July 2026

Accessibility & Voice Magic!

OMG just added the coolest features ever! Voice input support for pacenote answers using Web Speech API - now you can literally SPEAK your answers! How cool is that?! Also added keyboard shortcuts (S to skip, R to replay, P to pause) because who has time for clicking?

Timer color customization is now a thing - pick your fave color! And dark/light theme toggle because sometimes you need that bright aesthetic. Accessibility for the win!

May 2026

Story Mode & Surface Vibes!

Story mode is LIVE! Created 6 whole story scenes with actual nuanced dialogue - meeting Mikko, girlfriend confrontation (drama!), mechanic Jorge, the blame game, Laurent rivalry, and the epic final service. It's like a movie but you're IN it!

Also added SVG rendering for ALL the new surface modifiers - REGEN, HYBRID, FESHFESH (yes that's real!), SAND, RUTS, WET, GRAVEL. The parser is SO smart now - it handles distance numbers, "INTO" separators, treats "FLAT" as R6, and accepts "EASY"/"BUMP" as modifiers. It basically reads my mind at this point!

May 2026

TTS & Typewriter Magic! ⌨

Text-to-speech integration is HERE! The story mode now has actual voice acting (well, robot voice but still!). Added a typewriter effect that's super interactive with a Continue button. Speed is perfect now - not too fast, not too slow, just right!

Fixed that annoying apostrophe bug that was breaking everything (why do apostrophes hate me?!). Also improved visibility handling and completion callbacks. The story system is SO smooth now!

May 2026

Translation Party!

ALL the corner translations got a glow-up! Now everything uses "left tight", "right medium" etc. - so much more natural! Example: "Left tight, caution hairpin, into right medium." Sounds like actual rally co-driver talk!

Updated ALL stage notes - Group B, Monte Carlo, Safari, Olympus, WRC 90s, Modern WRC. Every single era now has consistent, beautiful translations. It took FOREVER but so worth it!

May 2026

Car Collection!

Added ALL the rally car images! MG Metro 6R4, Mitsubishi Lancer Evo IV, Audi Sport Quattro, Citroën C3 Rally2 (fixed the typo!), Ford Escort WRC, Ford Puma Rally1, Ford RS2000, Hyundai i20N Rally1, Lancia 037, Peugeot 205 T16, Renault 5 Maxi, SEAT Córdoba WRC, Škoda Fabia R5 Rally2, Škoda Octavia WRC, Subaru Impreza WRC97, Toyota GR Yaris Rally1, Toyota Corolla WRC, VW Polo GTI R5. That's 18 cars!!

Enhanced car button styles for better layout and added the Ford Escort I totally forgot about (oops! ). Now the car selection looks AMAZING!

May 2026

Crash Animation & Security!

Added a STICKFIGURE crash animation! It's hilarious and tragic at the same time When you crash, you get this cute little stickfigure crash modal. UI is now scrollable to fit everything properly. No more cut-off content!

Also updated password hashing to bcrypt because security is important! Added server installation instructions so anyone can set this up. Safety first!

April 2026

Big Code Refactor!

Did a HUGE code cleanup! Extracted all game logic from index.html into rally.js - SO much cleaner now! Created rally_systems.js with all the system enhancements and functions. The codebase is actually readable now!

Added complete styling in styles.css - video backgrounds, tuning system, all screens, animations, accessibility features. Everything is beautifully organized!

April 2026

Backend Server & Account System!

Built a complete Node.js backend server with Express! User authentication system with secure password hashing using bcrypt. Account registration, login, and session management - players can now save their progress and compete on leaderboards!

Server handles career data persistence, statistics tracking, and multiplayer coordination. Added comprehensive installation instructions so anyone can host their own BLIND CREST server. The game is now a full-stack application!

April 2026

Project Birth!

Rally Pacenote Academy was born! The whole idea started when I actually got to try co-driving at a grassroots rally event - it was SO intense and I was like "wait, this is a skill people can learn?!"

Spent weeks researching pacenote systems, watching rally footage, and interviewing co-drivers. Created this massive design document with learning objectives, progression systems, and accessibility considerations (totally had a plan, I swear! ). Started with rally_maxpower.html, evolved to index.html, and the adventure begins!

Initial roadmap included: Phase 1 - Basic note recognition, Phase 2 - Career mode with story, Phase 3 - Multiplayer, Phase 4 - VR integration (okay maybe I got a little carried away with the planning ). But hey, dream big right?!

Ready to Start Your Rally Journey?

Jump into the co-driver's seat and master pacenotes!

PLAY NOW