A quarter mile, two buttons, and a tenth of a second. Stage on the tree, launch clean, shift in the green — then spend the winnings making the car faster. Six classes, twenty-three cars, ten strips. No online, no in-game store, nothing asking for your attention tomorrow.

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About This Game

Two buttons. A quarter mile. Three-tenths of a second between you and the other car.


Hold the throttle. Watch the tree — three ambers, then green. Leave a hair early and
it is a red light and the run is over. Leave late and you have given away the race
before you have moved a foot.

Then it is just the shifts. Every engine has a band where the next gear starts pulling
harder than the one you are in, and the light on your tacho is pointing at it. Take it
there and the car keeps pulling. Take it early or hold it too long and you pay, every
time, on the clock.

The car is doing something under all that


Grip is not a number that gets added to your speed. The tyres have a real slip curve,
the clutch is a torque capacity that can overwhelm them, and weight moves onto the rear
axle as you pull — which is why a drag car hooks harder the harder it pulls, and why
lighting the tyres off the line costs you the run.

You will feel it before you read about it: too many revs on the line and the car goes
up in smoke, too few and it bogs. Somewhere between is your best sixty-foot, and it is
different for every car you own.

Earn it, spend it, go faster


  • Twenty-three cars across six classes, from a tired hatchback to a nitro rail.
  • Five upgrade slots — engine, forced induction, transmission, tyres, weight — and every rung of every ladder is worth real time on the clock.
  • A tuning bench that matters: launch RPM, tyre pressures, individual gear ratios, final drive.
  • Ten strips, each with its own light — high desert noon, industrial dusk, neon midnight.
  • Paint your car and take it down the strip.

A weekly run, against yourself


A spec car on a spec track, chosen by the week. Your rival is your own best ghost from
that week — the exact run you made, played back beside you. It resets every Monday and
it is generated from the calendar, so there is no server to go dark and nothing to log
in to.

What is not in it


No online. No in-game currency you can buy. No daily login, no season pass, no timers,
nothing that pings you. You buy it, you own it, and it works on a plane.

Built for it


  • Full controller support — the whole game is two buttons and a menu cursor.
  • Keyboard, and every menu reachable without a mouse.
  • Windows, macOS and Linux/SteamOS, one native build each.
  • Deterministic simulation at a fixed 120 Hz, so a run is the same run whatever your frame rate.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Quarter Mile contains no AI-generated art, music, voice or in-game text.

Every visual in the game is rendered in real time from geometry and materials authored by hand in code — there are no image assets. Every sound is synthesized by the game while you play, from a physical model of the engine; no audio files ship with the game. All car data and track layouts are hand-authored.

The store page capsule art and screenshots are rendered by the game itself, using the same renderer that draws the game — they are not concept art, not painted, and not AI-generated.

The game description and other store page text were written with the assistance of an AI writing assistant, and portions of the game's source code were written with the assistance of an AI coding assistant. All of it was reviewed and edited by the developer.

The game does not use generative AI at runtime. Nothing is generated while you play, there is no network connection of any kind, and the game is fully playable offline.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS *: Windows 7, 8, 10, 11 x64
    • Processor: Intel Core i3
    • Graphics: OpenGL 2.1 compatible graphics card, integrated graphics
    Recommended:
    • Requires a 64-bit processor and operating system
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.
    Minimum:
    • Requires an Apple processor
    • OS: macOS 11 (Big Sur) or later
    • Processor: Any Intel or Apple processors
    • Graphics: 4 GB RAM
    Recommended:
    • Requires an Apple processor
    Minimum:
    • OS: Any SteamOS version
    • Processor: Works on SteamDeck
    • Graphics: Works on SteamDeck
    Recommended:
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