Store data
- Store status
- Coming soon
- Scheduled release
- 12 October 2026
- Positive reviews
- —
- Total reviews
- 0
- Release date
- 12 October 2026
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
You were an office worker in Shinjuku.
You stepped into the road to pull a hamster out of the way of a bicycle.
You didn't get up.
You wake in another world with whiskers, cheek pouches, and an enormous gate at the bottom of a mountain pass that only opens for the champion.
Nobody is going to explain any of this to you.
Up here, people come down at night with their engines screaming at the limiter and their headlights off.
There is only one thing that matters.
The clock.
Six Japanese golden-age body shapes.
Six blank canvases waiting to be turned into something that barely qualifies as a car.
Weld on a full bōsōzoku kit and keep going until there is nothing subtle left.
Up to five exhaust pipes per side, emerging from the flanks, climbing over the roof and pointing at the sky.
Completely useless.
And the best part of the car.
On the overrun they spit flame, while sparks shower from the underbody.
The "buck tooth": a front shovel nearly a metre long, permanently hunting for kerbs.
A three-tier wing mounted on a metre-and-a-half tower.
A bookshelf at 120 km/h.
The body slammed over the wheels, riveted over-fenders, side skirts and chrome bumpers the size of a girder.
Neon underneath.
Obviously.
And then there are the details:
Banners with your gang's name streaming from the rear.
Your slogan painted across the back window.
Whip antennas with a ball on the tip.
Everything is bought and upgraded in the garage, with five levels of bodywork , from:
Stock → Full Gang Car
The cockpit view is the default.
And the inside of the car is the same car you see from outside.
Purple quilted velour with gold cord and a button at every crossing.
Two neon tubes: magenta along the edge of the dashboard, pulsing with the revs, and cyan underneath.
A chain-wrapped chrome steering wheel with velour grips, a deep dish and 特攻 stamped into the boss.
A 夜露死苦 plate riveted to the dashboard.
A chrome shifter with a pink crystal knob.
Seventeen tassels hanging from the windscreen, swinging with the lateral load.
And the hamster's hands are actually hands.
Palm. Thumb. Jacket cuff.
They let go and grab the wheel again when you wind past a turn and a quarter of lock.
Because that is what a driver does.
There are no prefab track pieces here.
Every mountain route is generated entirely in code, with elevation, camber, guardrails, hillsides and forests shaping every run.
The one you learn on.
A fast S at the top, an honest hairpin at the bottom, and enough room to get it wrong.
Daytime, through the cherry blossoms.
The technical one.
Four hairpins back to back and not a metre of margin.
Night.
Headlights on.
The fast one.
Enormous sweepers and a blind crest halfway down.
You cannot see what is waiting behind it.
Dawn, beneath a thousand torii.
The gorge.
The narrowest and steepest route of them all.
A 15% descent between towering rock walls.
The sea of bamboo.
Not one straight in the entire lap.
Just corner after corner, with fog sitting deep in the valley.
The quarry.
A turn and a half of spiral road clinging to the wall of a huge pit.
A tunnel takes you underneath the rings.
Then the road climbs back up the outside.
Sunset.
The crater.
Five hairpins descend the wall of a volcano.
A lap around the lava lake with no guardrail.
Then a lava tube becomes your way out.
Night, beneath a red sky.
The shrine stairway.
Three real jumps:
A kicker.
Eleven metres of nothing.
And then road again.
Maples in autumn.
The dead line.
An abandoned railway has been paved over.
Two tunnels.
An iron bridge with no railing.
A sheet of ice.
Dawn.
And snow.
Nobody in the Burrow can explain why they exist.
Nobody knows who built them.
People race them anyway.
And whoever comes back...
doesn't always come back the same.
The roof of the bullet train.
Two trains running side by side at 240 km/h.
Steel gangways at each end let you switch trains.
The gaps between carriages have to be jumped.
Two mountain tunnels leave you completely blind.
The pass that sinks.
Down from the headland to the breakwater, then back up again.
But the tide is coming in.
The first lap is dry.
The final lap is run with water over the sills.
Inside the hamster wheel.
An impossible-banked velodrome built into a gigantic wooden drum that rotates around you.
Crossbars sweep over your head as you race.
32 chapters across four volumes , with dialogue, rivalries, progression and a story that actually goes somewhere.
Level up and spend points on:
Speed. Acceleration. Handling. Boost.
Your garage has four part slots .
Some parts are cursed.
The Forbidden Spark makes the car fly — but from lap 3 onwards, it overheats and starts eating away at your top end.
Your rivals train too.
Beat them and they take it personally.
They level up.
They improve.
They never go back down.
Before every duel, a tactics board lays out the race. Someone chalks your ideal line onto the road and marks where your opponent makes mistakes.
Whether you follow the advice is up to you.
Every pass belongs to somebody.
Their banners hang in the ditches.
Their cars sit at the viewpoints.
Their drivers know every corner.
Win on their mountain — and win clean — and the pass becomes yours.
A skill tree with three branches:
Chain drifts without losing your charge.
Use slipstreaming and raw power to make up the difference.
Land straight after jumps.
See through the darkness.
Keep control when everything starts going wrong.
Build the driver you want to become.
Every rival has a bond with you.
And it doesn't increase simply because you win.
It increases because of how you drive .
Don't touch them.
Give them space.
Respect their line.
Earn their trust.
They'll tell you who they were before all this.
Then they'll show you their secret line.
And eventually...
they'll lend you their car.
Eleven foods.
Eleven temporary effects.
Each one lasts for one race.
Wasabi gives you more top end — and takes away your steering.
Daifuku increases the gold you earn.
Curry bread launches you off the starting line.
Eat carefully.
You only get one stomach.
Because this is another world.
Things are going to get weird.
It sits on the dashboard, filled to the brim.
Every time you pull more than 1.35 G , a few seeds bounce out.
At the end of the race, you're told how many are left.
It does absolutely nothing.
You will become obsessed with it.
Your best lap is recorded.
Next time you race, it comes down the mountain with you.
It is the only person in this world who knew you before.
When the engine stalls, you have to run on a hamster wheel to bring it back to life.
On the beat.
Its battery slowly runs down.
It receives messages from people who shouldn't have your number.
And yet somehow...
they do.
A pirate station broadcasts from a van parked at some unknown viewpoint.
Nobody knows exactly where it is.
It plays six tracks from the mountain.
Between songs, the DJ talks about what happened up there this week.
Who won.
Who spilled their bowl.
Which gang is losing ground.
The show isn't scripted.
It is assembled from your save.
It knows your name.
It knows what you did.
An entire chapter in darkness.
You know the corners.
Or you don't get down.
After the storm, half a corner disappears down the mountain.
And it stays that way in your save.
Forever.
Beat someone and their lap is recorded.
Come back whenever you want and challenge their best version.
The story is over.
You're the one left standing at the top.
Now other drivers begin climbing the mountain to find you.
Each has their own car.
Their own name.
Their own face.
Lose once...
and the count goes back to zero.
Everything is cel-shaded .
Not "toon-ish".
Banded.
Light doesn't fall off smoothly.
It steps.
There is a hard edge between light and shadow, and the shadow isn't simply a darker version of the same colour.
It's violet.
Every object in the world also carries an inverted-hull ink outline.
That is what makes the frame feel drawn instead of rendered .
The asphalt has visible grain.
The rubber of the racing line is painted across it and opens up through the corners.
Hard apexes have striped kerbs.
The sky is procedural, with clouds that drift overhead.
Cherry petals blow across the road.
Fireflies appear at night.
Paper lanterns glow beside the mountain.
Volumetric fog settles in the valleys.
A print-paper overlay adds halftone dots and registration drift.
Manga speed lines explode across the screen when you get on it.
And when you drift...
onomatopoeia jumps onto the screen.
Six eurobeat tracks by ZTMusic play on the car radio, alongside a menu theme written specifically for the game.
Everything else is synthesised inside the project:
• Three engine loops. • Tyre scrub. • Gear changes. • Turbo. • Blow-off valve. • Wind. • Crowd noise.
Nothing is sampled from anywhere.
It's a racing game.
So it plays on a gamepad from start to finish.
Real analogue triggers.
Rumble.
Menu navigation.
Even dialogue advances from the controller.
Keyboard works too, of course.
You died saving a hamster.
You woke up as one.
Now you've got a ridiculous Japanese car, a mountain full of gangs, twelve impossible tracks, rivals who remember you, and a gate at the bottom of the pass that only opens for the champion.
There is no prophecy.
No chosen sword.
No legendary hero.
Just you, four wheels, and the clock.
Start the engine.
Take the mountain.
Become 峠の主.
Steam currently lists 12 Oct 2026 as the release date.