A 4WD rallycross Supercar on the Faleyras dirt track at sunset, spectators on the bank

Multi-discipline racing sim · Rallycross · Drift · Rally

The real world
is your track.

Pick any place. The game builds it from LiDAR survey data. Lay out your rally stage, your rallycross circuit or your drift zone, then drive it with physics and force feedback that tell the truth, on every surface.

Two rare foundations. A real world you generate, shape and share. Physics built for dirt as much as for tarmac, and a wheel that lets you feel it.

Pillar 01 · The real world

A real place, surveyed by laser.

This is not a mock-up: these are 425,000 points of the real terrain at Faleyras, in south-west France, from the national LiDAR HD survey. The trees, the vineyards, the hill, the track.

Step 1 · Generate

Aerial imagery gives it colour.

20 cm aerial photos, infrared, maps, tree species, buildings: the game reads open public data and builds the terrain, grip surfaces, grass, every tree and every row of vines on its own. In about a minute.

Step 2 · Choose

The world is split into one-kilometre tiles.

On the world map, you click squares. Each one generates, streams in, and joins its neighbours, out to a 20 km horizon.

Step 3 · Create

You lay down your event.

In the in-game Workshop: carve a circuit into the real terrain, or route a stage along real roads. Joker lap, time controls, pits, crowds, straw bales. One road, several disciplines: rallycross, rally, drift.

Step 4 · Drive

And you drive it.

Published events are locked to their tiles: the server fetches them on its own, and lap times stay comparable as the world evolves. Public sharing and a shared world: Roadmap

Open data → playable world

Everything sits exactly where it should.

Faleyras in Xtrack, top-down view
IGN aerial photograph of Faleyras
IGN aerial photo Xtrack
4,219
real trees, each with its own height and species
70,000
vines, rows recovered from the aerial photo
2,899
spectators reacting as the cars go by
42
French rallycross venues listed, 30 already covered by LiDAR HD

Same 500 × 500 m area, north up: on the left the 20 cm IGN aerial photo, on the right a full-quality top-down view in the game (colour grading matched to the photo). Drag to compare.

The Workshop · in-game editor

Generate. Refine. Create.

  1. GenerateClick squares on the world map. Terrain, surfaces, vegetation and buildings come straight from real-world data.
  2. RefineSculpt, paint surfaces, swap a building, place barriers, tyre walls and crowds. Your edits live on their own layer.
  3. Create the eventAn invented circuit carved into the terrain, or a stage on real roads, with its gates and rules.
  4. ShareThe event is locked to its tiles and the dedicated server loads it on its own. Public publishing: Roadmap
The in-game world map, centred on Faleyras
World map · click squares, the game generates them

A multi-discipline sim

Rallycross, drift, rally. On real roads.

It started with rallycross, the hardest discipline for a physics engine: tarmac and dirt in the same lap, in every corner. Master it first, and you cover the whole range of surfaces.

Rallycross Supercar on the Faleyras dirt section
01

Rallycross

Where it all began, and the most complete discipline. A full online meeting: heats of 8, semi-finals, final. Regulation start with a random delay, joker lap, jump-start penalty.

  • Online meetings
  • Multi-venue weekends
  • Kartcross · RWD · Supercar
Rear-wheel-drive car sliding on dirt in front of the crowd
02

Drift

Scored sliding: angle, speed, combos up to ×4. Spin out and the current drift is lost. Your playground: car parks, mountain passes, dirt lanes, all straight from the real world.

  • Score and combo
  • Drift on dirt
  • Judged zones · Online
Rally car on a country road lined with vineyards in the morning
03

Rally

Two clicks on the map: the route follows the real road network, with its length, surfaces and elevation. One more click and the road becomes a special stage, with road sections and time controls.

  • Generated stages
  • Road sections and time controls
  • Pace notes · Online
04 · 05

Circuit · Hill climb

Pit lane with speed limiter, timed hill climbs solo and on dedicated servers. Dedicated cars will follow.

  • Dedicated cars
START SPLIT 1 SPLIT 2 FINISH
Length8.4 km
Tarmac62 %
Dirt · gravel38 %
Total climb214 m
Example preview from the "on real roads" tool: illustrative values.

Rally · the generated stage

Pick a road. The game turns it into a stage.

Your clicks snap to the real road network. The preview shows the length, the share of tarmac, dirt and tracks, the total climb and the road names. Standing start, a split every kilometre, a finish gate sized to the road.

First test: the "Vallée de Munster" stage from the 2014 Rallye de France, rebuilt over 18.5 km, from 478 to 1,165 m above sea level. Its return to the tiled world: Roadmap

Pace notes, rally signage, long stages streamed seamlessly, online rally: Roadmap

Pillar 02 · NinjaPhysics

Elsewhere, dirt is a grip setting. Here, it's a material.

A vehicle dynamics engine written from scratch in Rust, designed from its very first line for dirt as much as for tarmac. The ground gives way, shears, ruts, and remembers.

lateral force (µ) slip angle

Tarmac

Illustrative chart, based on the engine's orders of magnitude: ~1.1 g on tarmac, ~0.7 g on gravel, 0.47 g on grass.

The tyre is not a magic formula

A flexible ring of 36 segments and 3 ribs, carrying thousands of bristles that deform in contact with the ground. Self-aligning torque and pneumatic trail emerge from the geometry: nothing is faked.

1,000Hz

Physics step on its own thread. If the frame rate drops, the physics doesn't.

8,000Hz

Inside the tyre and steering column: test-bench rates.

35mm

Ruts in gravel, with raised edges. 100 mm in snow. The tyre feels the edge.

9surfaces

Tarmac, rubbered, dirty, dirt, packed, loose, gravel, grass, snow. Blended wheel by wheel.

Under the body

  • Double wishbone, 3D MacPherson, multi-link: every wheel has its own mass and bounces on its own
  • 4WD with active or locked centre diff, limited-slip diffs, turbo with anti-lag
  • No ABS, no traction control: traction lives in your right foot
  • Jumps and rolls without artificial damping, bodywork that deforms in 32 zones
903

automated tests, ISO 4138 and 7401 benches, real tyre data. Validated, not "felt".

Bit-exact

Deterministic physics across Windows and Linux: the same race, everywhere, to the last bit.

Pillar 02 · Force feedback

The wheel tells the truth. Even on dirt.

Steering modelled after a scientific paper (Pfeffer, 2008): column, torsion bar, rack and power assistance. Your wheel's encoder is inside the loop, 1,000 times a second, in newton-metres.

  • No canned effects: the bumps come from the road
  • The wheel goes light when the grip goes
  • On dirt you feel the front ploughing, the tyre biting, the edge of the rut
  • Independent of your frame rate
Tarmac Dirt Wheel torque · Nm

Behaviour illustration: demonstration traces, not a measurement.

Is your wheelbase supported?

116 wheelbases from 30 brands detected automatically, from direct drive to entry-level wheels. A dedicated mode for weak wheelbases: on a 6 Nm base, +40 to +73% measured readability.

    Online

    A real meeting. Against humans. Tonight.

    A player books a server and sets up the meeting: venue, class, format, weather, 2 to 16 grid slots. Everything runs on a single server, from first practice to the podium.

    1. PracticeFree running
    2. Q1 · Q2 · Q3Heats of 8, points on time
    3. Semi-finals2 × 6 drivers
    4. Final6 cars
    5. PodiumVerified by the server

    A verified podium

    Every driver simulates their own car locally, force feedback intact. The server then replays every car bit for bit before publishing the result. A non-compliant car is disqualified.

    Ping costs you no time

    Lap times use the car's own timestamps. The start lights wait until everyone is in sync. Contacts use your opponent's real mass.

    A start like the real thing

    Four reds, then a random 2 to 6 s delay that is never announced. Clutch, throttle and handbrake are live on the grid. Jump start: +30 s.

    Next Roadmap

    Official meetings every evening, seasons, speed and safety ratings, licences, and Time Attack with ghosts and verified leaderboards.

    Garage

    Equal machinery. Your style.

    No performance to unlock or buy. You progress through licences, ratings and trophies, and your car wears your colours.

    Kartcross R6 cross car
    Cross car

    Kartcross R6

    Weight
    425 kg
    Power
    118 hp
    Redline
    16,000 rpm
    Rear-wheel-drive 242, "The Brick"
    Rear-wheel drive

    "The Brick" 242

    Weight
    1,150 kg
    Power
    ~420 hp
    Torque
    580 Nm
    4WD rallycross Supercar
    4WD Supercar

    Supercar

    Weight
    ~1,300 kg
    Power
    ~600 hp
    Torque
    870 Nm

    Livery editor

    22 patterns, 4 colour zones, gloss, satin, matte and metallic finishes. Race number, name, wheels, helmet, suit, gloves. Seen by the whole grid online.

    Roadmap

    What already drives. What's coming.

    Already in the game

    • NinjaPhysics at 1,000 Hz, 9 surfaces, deformable terrain
    • Force feedback in Nm, 116 wheelbases, weak-wheelbase mode
    • Real-world tile generation from LiDAR
    • Workshop: sculpt, paint, place, route
    • Stages on real roads, rallies with time controls (single player)
    • Full online rallycross meeting, race weekends
    • Scored drift, circuit, hill climb (single player)
    • Replay Studio, VR, SimHub, head tracking

    Roadmap

    • Public event sharing, a shared world
    • Official meetings, seasons, licences, ratings
    • Time Attack: challenges, ghosts, verified leaderboards
    • Pace notes, rally signage, online rally
    • Judged drift zones, online drift
    • New cars: rally, drift, circuit, hill climb
    • New countries: Scandinavia, Germany, Poland
    • AI drivers and a solo career

    FAQ

    Frequently asked questions

    What is Xtrack?

    Xtrack is a PC racing simulator covering rallycross, drift and rally. Its world is generated from real-world public data (LiDAR surveys, aerial and satellite imagery), and its in-house physics engine, NinjaPhysics, is built for dirt as much as for tarmac.

    When and where will Xtrack be released?

    Xtrack is planned for Early Access on Steam, on Windows PC. The date will be announced on this site and on Discord; wishlisting the game is the best way to be notified.

    Do I need a steering wheel?

    No. Xtrack is designed for force-feedback wheels, but it can be played with a gamepad, with declared driving aids. A wheel is what brings out the force feedback in newton-metres.

    Is my wheelbase compatible?

    Xtrack automatically recognises 116 wheelbases from 30 brands, including Fanatec, Moza, Simagic, Simucube, Logitech, Thrustmaster and DIY bases. Any other DirectInput wheel works with manual torque setup, and a dedicated mode brings out detail on weaker bases.

    Are the tracks real places?

    Yes. Venues such as the Faleyras rallycross circuit in France are rebuilt from LiDAR and 20 cm aerial photos: terrain, surfaces, every tree and vine row. The same pipeline can turn any place into a drivable area.

    Can I create my own tracks and rally stages?

    Yes. The in-game Workshop lets you generate real-world tiles, refine them, and create events on them: rallycross circuits carved into the terrain, rally stages on real roads, drift zones. Public sharing of events is on the roadmap.

    Is there multiplayer?

    Yes. Players can host full rallycross meetings online for 2 to 16 drivers, with heats, semi-finals and a final on dedicated servers. Official scheduled meetings, seasons and ratings are on the roadmap.

    Will there be a subscription or microtransactions?

    No. Xtrack is a premium game: no subscription, no loot boxes, and no performance to buy or unlock. Every car in a class is equal.

    Does Xtrack support VR, triple screens and motion rigs?

    VR runs through OpenXR (validation on headsets is in progress), triple screens use proper geometric projection, and telemetry goes to SimHub natively and to motion rigs through DiRT Rally 2.0 compatible output.

    "No physics engine did what dirt demands. So I wrote one. Then I wrote the world around it."

    Take the wheel of the real world.

    Early Access on Steam. Wishlist Xtrack and join the Discord for playtests.