An arcade drift game. Slide through a city at night, link corners into a chain, and decide when to bank it — or push one more corner and risk the lot. Drift the city for score, take three lives into a branching run, or drive until the wall catches you.

Sign in to add this item to your wishlist, follow it, or mark it as ignored

Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Slowdrift is a scoring game, and a scoring game lives or dies on numbers I
can't tune on my own.

Everything in it — what each bonus pays, how fast the wall closes, how much
clock a chase gives you — has so far been balanced against one pair of hands
that already knows every street in the city. That's a bad sample size. I can
tell you what the numbers do, but not whether they're fun on the hundredth run
for someone who isn't me.

Early Access puts the leaderboards in front of people who'll break them. I want
to see which moves get farmed, which levels read as unfair rather than hard,
and where a run stops being worth finishing — because those are the things I
can't find alone, no matter how long I keep playing my own game.”

Approximately how long will this game be in Early Access?

“I plan to be in Early Access for around a year.

That's a working estimate rather than a commitment to a date. If the feedback
points somewhere I didn't expect, I'd rather follow it and take longer than
leave at a fixed time with the balance still wrong.”

How is the full version planned to differ from the Early Access version?

“I plan to grow the game in three directions.

Environments. Right now every challenge tier is built out of the same city.
I plan to give the higher tiers places of their own — a docks tier of container
stacks, sheds and gantry cranes, and a refinery tier of tanks, pipe bridges and
flare stacks — so that climbing through a run visibly takes you somewhere,
rather than deeper into the same streets.

Cars and skins. More cars to earn with credits, and more unlockable skins.
Since the skins are also the achievement list, each new one is another thing to
go and do, so I plan to keep adding both.

Modes. Drift, challenge and chase cover three different reasons to play, and
I'd like to add at least one more alongside them. I'm deliberately leaving the
shape of it open until Early Access tells me which of the existing three people
actually keep coming back to.

Alongside that I plan to keep tuning the scoring economy and the difficulty
curve throughout. How much of the above lands, and in what order, depends on
what the feedback says is worth building.”

What is the current state of the Early Access version?

“Playable end to end, and not a demo — all three modes are finished and in.

DRIFT is the full hand-built city, the same streets for every player, with a
day/night cycle and a rolling course of gates to chase if you want a line to
follow.

CHALLENGE has three tiers of branching maps built from generated levels, with
run conditions, hazards, a boss at the end of each tier and credits to spend in
the garage.

CHASE is the endless mode, on three difficulty settings, scored on distance
survived.

The garage has four cars, primary and secondary paint, a pixel-art sticker
editor with per-car placement, and fifteen unlockable skins that double as the
game's achievements. Steam leaderboards cover best drift, best session and best
chase, ranked over today, this month and all time, against friends or globally.
Full controller support.

What's thin is content variety rather than features: every tier currently wears
the same city, and there are four cars rather than a garage full. Scoring and
difficulty are also still live — I expect to retune both during Early Access as
the leaderboards show me what people actually do.”

Will the game be priced differently during and after Early Access?

“Yes. I plan to raise the price when the game leaves Early Access.

The Early Access price reflects what's in the game today. Buying in now means
backing it before it's finished and putting up with the rough edges that come
with that, and I think that should be worth a lower price than the finished
version.”

How are you planning on involving the Community in your development process?

“I'll be reading the Steam Community forums and running a Discord, and I'd
rather hear the specific complaint than the polite version — the corner that
always kills you, the bonus that feels like a cheat, the tier you gave up on.

The leaderboards help here in a way that's specific to this game. They tell me
what people are really doing, not what they say they're doing: if one move
turns out to be the cheapest way to the top of a board, that shows up in the
scores long before anyone thinks to mention it. I plan to use the boards and
the forums together — the numbers to find what's broken, and the conversation
to work out why it feels that way.

I also plan to be open about what I'm changing and why, so that when a bonus
gets cut in half or a difficulty gets reworked, it's clear which feedback led
there.”
Read more
This game is not yet available on Steam

Coming soon

Interested?
Add to your wishlist and get notified when it becomes available.
 
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

Slowdrift is an arcade drift game. Slide through a city at night, link corners
into a chain, and decide when to bank it — or push one more corner and risk the
lot.

Commit, Or Lose It


  • Chain scoring: link corners without straightening up and the
    multiplier climbs, but everything you've earned sits unbanked until the chain
    drops. Crash before it does and you were never holding it.
  • Close calls: the biggest points in the game come from passing a wall
    near enough to feel it — and they pay more in the dark, or in fog, when you
    didn't know the wall was there
  • A move for every corner: SIDEWAYS, SWITCHBACK, STRIKE, CLEARED IT,
    SEND IT. Each one bumps the multiplier and buys another second of chain
  • One ring on the HUD: time until this pays out and resets. Everything
    you do is aimed at that ring

DRIFT


One fixed city, the same streets for every player, running from midday through
to deep night. No lives, no run to lose — just the layout and however long you
want with it, until you know it block by block.

A rolling chain of gates pulls you through the grid if you want a line to
follow, and X-ray vision cuts a hole through the building between you and the
corner you can't see round.

CHALLENGE


Take three lives into a branching map of generated levels and see how far you
get. Every node shows its speed, technicality and exposure before you pick it,
and the generator lays out the streets from those same three numbers.

Deeper into a run, the levels start pushing back.

  • DRIFT OR DIE: a clock that only refills while you're sideways, and
    takes a second off you every time you lose the drift
  • THE RED WALL: something grinding up the road behind you that never
    stops, and closes the moment you get comfortable
  • GAUNTLET: no respawns. Crash, and you're back at the start line
  • NIGHT RUN and FOG: these don't kill you. They just take the corner
    away until you're already in it

Each tier's boss becomes the next tier's ordinary evening. THE CITY teaches you
the conditions one at a time and stacks all three on its boss. NO LET UP runs
the clock and the wall on every level. ONE LINE caps how many drifts you're
allowed to start at all — and its boss allows exactly one, start line to finish.

Bosses stay shut until you've banked the reputation to face them. Play it safe
on the way there and you'll arrive with nothing to show.

CHASE


Drive until it catches you.

No finish line, no checkpoints, one life. The red wall sets off behind you and
the drift clock starts draining, and the only thing that refills it is being
sideways. The wall's top pace sits just under yours, so a good run is one you
spend a few car lengths ahead of it for kilometres — every mistake paid out of a
margin you never had.

Easy, medium and hard change how long your leash is, how fast the wall builds,
and how much clock you're given. Distance survived is the whole score.

Make It Yours


  • Four cars, bought with credits earned on challenge runs
  • Paint: primary and secondary panels, fourteen colours
  • A sticker editor: draw 32x32 pixel art in the game, keep a library of
    your designs, and wear four of them on any car — steer each one around the
    bodywork, spin it, size it, fade it
  • Fifteen unlockable skins: mirror chrome, an oil slick that moves,
    holographic interference, a starfield. They're the achievement list as well —
    there's no separate screen, you just see what a locked one is asking for and go
    and do it

Some want a boss beaten. Some want ten kilometres of chase. One wants five
switchbacks inside a single banked drift, and it is not as easy as it sounds.

Leaderboards


Best single drift, best session and best chase, ranked over today, this month
and all time, against your friends or the world.

System Requirements

Windows
macOS
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: 64-bit dual core, 2.4 GHz
    • Memory: 4 GB RAM
    • Graphics: GPU with Vulkan 1.0 support — NVIDIA GTX 660, AMD Radeon HD 7750, or Intel HD 4400 or newer
    • Storage: 500 MB available space
    • Sound Card: Any
    Recommended:
    • OS: Windows 11 64-bit
    • Processor: Quad core, 3.0 GHz
    • Memory: 8 GB RAM
    • Graphics: Dedicated GPU with 2 GB VRAM
    • Storage: 500 MB available space
    • Sound Card: Any
    Minimum:
    • OS: macOS 11.0 Big Sur
    • Processor: Apple Silicon or Intel
    • Memory: 4 GB RAM
    • Graphics: Metal-capable GPU
    • Storage: 700 MB available space
    • Sound Card: Any
    Recommended:
    • OS: macOS 13.0 Ventura or later
    • Processor: Apple M1 or later
    • Memory: 8 GB RAM
    • Graphics: Apple Silicon integrated GPU
    • Storage: 700 MB available space
    • Sound Card: Any
* Starting February 15, 2024, the Steam Client will no longer support 32-bit games or macOS 10.14 or lower.
Review Filters