// Free-to-play reaction racing

Qualify fast.
Race smarter.

ReactionRacing combines reaction-time gameplay, precision and strategy. Every qualifying lap and race turn starts the same way: five red lights, lights out, then a CLICK ME target at a random position and size. In the race, that result moves the cars; if you finish the turn in battle range, an attack or defend slide follows.

One reaction turn. Every lap.

Five lamps build red one by one. After the final dwell they go out, and CLICK ME appears somewhere new and at a different size. The inner green target is the clean hit. Touch the yellow ring and you spin; miss wide and you can crash. Speed matters, but only when it stays accurate.

01

Read the sequence. The five lamps come on one by one, then lights-out timing varies. Anticipation alone will not carry you.

02

Find the target. CLICK ME appears at a random position and size. Visual awareness and a clean first response matter as much as raw speed.

03

Turn reaction into pace. Your measured response combines with the car’s circuit performance to produce the lap or race-turn result.

Auto preview
01 · Normal turnFive lamps, lights out, then a random target. Green is clean; yellow spins; a wide miss can crash.
02 · Attack attemptRead the defender, choose the route and cross the battle line cleanly before the window closes.
03 · Defend attemptDrive into green, avoid red and finish inside the timing target to hold the place.

Illustration only. The real controls are tuned for fast touch input on a phone, so the website shows the flow rather than offering a slower mouse imitation.

Set the pace. Then fight for position.

The normal turn always comes first. In qualifying, it sets each lap. In the race, it moves the field turn by turn. When that movement puts cars into battle range, the battle phase follows with a separate attack or defend slide.

01
Qualifying

Four flying laps, each using the normal five-lamp and random-target turn. Your best lap sets the grid, with driver response and the car’s circuit score both contributing.

02
Race turns

Every race turn starts with the same lights → target sequence. Fast, accurate execution creates pace and distance; early touches, spins and crashes can reshape the order.

03
Wheel-to-wheel

After the normal turn resolves, cars in fighting range enter a battle. Attack and defend are different timed slide challenges built around perception, decision-making, control and precision.

Find a way through

You are the car behind. Read the defender, commit left or right, slide around the car and finish above the battle line. A clean, fast path strengthens the move; contact with the defender or the outer wall can end it in a spin or crash.

Hold the position

You are under attack. Slide into the green target while staying clear of the red zone and the outer border. Reach green inside the timing target: red means a spin, while border contact can become a big spin or crash.

What the driver is doing

Spot lights-out, the target, rival movement or the active battle zone.

Read what the moment demands: hit, attack, defend or avoid danger.

Choose the right response and, in a battle, the right route or level of commitment.

Act quickly, accurately and under control while the timing window is still open.

Build the right car

Every turn produces driver performance; your car converts it into pace. Circuit layouts reward different strengths, so a balanced build works everywhere while a specialist can dominate one weekend and struggle the next.

ENG

Engine. The only upgrade that helps on every circuit equally. Your baseline.

FST

Fast corners. High-speed sweepers where aero grip decides everything.

MED

Medium corners. Mid-gear turns where mechanical balance sets your exit speed.

SLW

Slow corners. Hairpins and chicanes where traction defines the next straight.

Upgrades and consumables are bought with Race Credits. You can earn every performance upgrade by racing; optional Gears can also be converted to Race Credits for faster progression.

Bastion SR in Racing Blue

Bastion SR · Racing Blue

Boosters

−50ms on one response. Two on a standard car, up to six fully upgraded.

Turbos

+1 race distance on one turn. Earned through upgrades, never required.

From R4 to R1

Start in R4.7 and work through the R4 divisions before R3, R2 and ultimately R1. Ranking up unlocks tougher grids, stronger cars and bigger competitions.

Earn 500 race points

Points accumulate across every cup, championship and tournament you enter at your current rank.

Earn the promotion

Once eligible, finish in the top three of a qualifying cup or tournament to prove you are ready for the next level.

Unlock the next tier

Promotion opens the next rank, its tougher grids and the next stage of car development.

Ready. Set. React.

Free to play. Start your first race and build your way up the grid.

Optional in-game purchases. Check store availability for your device.