Race hard.
Think faster.
Unlike an ordinary reaction test, the challenge happens while you race. Six performance domains are measured through gameplay and reported as one Reaction Index.
A racing game built around how you perform under pressure
Performance in motorsport is not simply seeing a light quickly. It is detecting the stimulus, identifying what it means, selecting the right response, and executing a coordinated movement — under time pressure, repeatedly, without losing accuracy. Our gameplay is built around exactly that chain.
Game
Racing, championships, progression and cars you want to look at.
Performance
Reaction, attention, timing and decision demands built into the racing.
Measurement
The Reaction Index, tracking six domains over every race you run.
Research
Independent research into whether gains show up outside the game.
Illustrative profile. The Reaction Index is an in-game performance measure, not a medical or clinical assessment.
Put your mental skills into practice
Start with reaction-time practice, work on focus and consistency, or explore decision-making under pressure. These are in-game practice guides; our evidence guide explains the limits of broader claims.
Six domains. One driver.
Each domain maps to something you actually do while racing. The Reaction Index tracks the pattern across normal turns, attack attempts and defence attempts over time.
Reaction Speed
In the game: normal turns in qualifying and racing use five lights followed by an unpredictable target.
Measured as: clean response time across repeated turns, with false starts and misses treated separately.
Attention Consistency
In the game: unpredictable turns repeat across qualifying, races and complete events, so focus has to hold rather than peak once.
Measured as: variability, lapses and performance drop-off as a session continues.
Decision Speed
In the game: wheel-to-wheel moments force rapid choices about how to attack, defend or hold without losing control.
Measured as: how quickly the correct battle response is selected under time pressure.
Response Accuracy
In the game: hit the target cleanly, stay out of danger zones and avoid contact or wrong moves in battles.
Measured as: misses, incorrect actions, contact and other execution errors relative to speed.
Timing Control
In the game: normal turns punish early actions, while battles reward completing the move inside the window without rushing into danger.
Measured as: false starts, premature actions and how precisely responses are timed under pressure.
Visual Awareness
In the game: targets change position and size, while battles add moving rivals, safe zones and hazards that must be read quickly.
Measured as: detection and response quality across changing visual locations, sizes and race situations.
Getting better at our game is expected
The valuable result is transfer: whether people who train with ReactionRacing also improve at independent tasks they have never practised. That is the question we are setting out to answer honestly.
Choice reaction
From racing battles to a standard choice-reaction task: same chain, different context.
Vigilance & tracking
Attention Consistency and multiple-object processing on tasks with no racing in them at all.
Hazard response & multitasking
Driving hazard response and operational multitasking. The most valuable result, and the hardest to earn.
How the study is designed
Baseline
Measured before any structured play.
After six weeks
The training window itself.
Four to eight weeks later
No structured training in between — this is what tells us whether gains hold.
A randomised group and a control group, identical hardware for every participant, and participants not told the exact purpose of the tests. The battery combines a choice-reaction task, a psychomotor vigilance task, a multiple-object avoidance task and a driving hazard-perception measure, with an operational multitasking battery added later.
We will publish what we find, including results that do not favour us.
ReactionRacing makes no clinical or guaranteed cognitive-improvement claims. The Reaction Index is an in-game performance measure and is not a diagnosis, therapy or medical device.
Five minutes before you go out
A short mode built for karters, sim racers, track-day drivers and speed athletes who want to arrive at the first session already switched on, rather than using the first ten minutes to wake up.
Response block. Unpredictable prompts to get your timing live.
Choice block. Left or right under pressure, accuracy scored.
Hold block. Prompts you must not respond to.

Axiom XR · Chrono Green
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.