Meet the six Reaction Index domains, from reaction speed to visual awareness. Use the profile to choose an in-game practice goal and understand its limits.
A driver can have a brilliant best time and still lose a race through lapses, early actions or unsafe slides. A single millisecond record cannot describe all of that. The Reaction Index gives you a wider view of how you respond to the game's challenges, while Race Pace and Racecraft answer different questions.
Three boards, three different questions
Race Pace uses milliseconds. Fastest Race compares each driver's best average across qualification, race turns and battles in one race. Overall Average compares career race averages within the same rank band; it requires at least 30 completed races. Lower values are faster. The game also accounts for mistakes in its race scoring, so this is not simply a collection of your best taps.
Reaction Index is a calibrated 0–100 composite of six reaction skills. Higher scores are better within that measure. Racecraft is a separate calibrated strategy score covering choices, resources, gaps and risk. A high Reaction Index does not automatically mean you make the best tactical decision, and a fast race average does not establish an equally strong score in every skill.
The website rankings use the same materialized boards as the app. Pick the board family first, then the individual skill. Overall Average needs a rank band because that comparison is deliberately scoped; changing a country or name filter does not create a new official global position.
The six skills, translated into racing situations
- Reaction Speed: how quickly you respond after a valid cue. Waiting for lights out and acting promptly is the racing example; guessing the rhythm is not an equivalent success.
- Attention Consistency: how reliably you stay alert and avoid lapses. A string of solid turns can tell you more about consistency than one extraordinary response between several slow ones.
- Decision Speed: how quickly you choose the appropriate attack or defence response. Recognising which route or target applies comes before executing the movement.
- Response Accuracy: whether the response is correct and valid. A quick hit outside the safe area is not the same performance as a clean hit inside it.
- Timing Control: precision around starts, reversals and false-start risk. The skill is controlling when you act, not merely moving sooner.
- Visual Awareness: recognising directional, peripheral and changing hazards. Looking at the right information in the current layout matters more than memorising the last one.
What calibration means
A missing score is not a zero. A driver or individual domain may still be calibrating because the game does not yet have enough suitable evidence for that measure. Published performance boards exclude calibrating scores. A skill that depends on battles can therefore become available on a different schedule from a skill that receives evidence from ordinary turns.
Do not fill those gaps with an estimate from a raw reaction time. The composite is not “1,000 minus your milliseconds,” and a domain score is not a count of wins. Scores also belong to the game's current calibration and reference model. Compare like with like when a model or game version changes.
Use the profile to choose one practice goal
Suppose your clean responses feel quick, but mistakes arrive late in a session. Start with attention and accuracy rather than trying to make every tap faster. Choose one cue—such as locating the green target before moving—and see whether you can repeat that action reliably. If battle choices are your weak point, separate reading the layout from controlling the slide.
Keep a short note of the goal and the result. “Three unsafe defence slides became one” is more actionable than “my score felt disappointing.” The five-minute warm-up offers a structure for choosing that goal, while the consistency guide explains how to review lapses without chasing a single personal best.
Why the recent race benchmark is a different measure
In our ten-race September sample, clean normal-turn duration had a median of 416 ms, compared with 483 ms for defence and 517 ms for attack. Those numbers describe separate in-game actions. They do not convert into a Reaction Index score and cannot tell you a driver's six-domain profile. The full benchmark explains how the observations were selected.
Use the Index as feedback about performance in this game. It is not a diagnosis, an IQ score or proof of a benefit outside the trained activity. If you want to know what would count as evidence of broader transfer, read the research framework.
