MULTIPLAYER GUIDE

One room.
A shared starting grid.

Overdrive race rooms connect two to four drivers. One browser hosts the race, everyone readies their build, and the host decides when the grid starts.

The host sets the starting point.

  1. Open Multiplayer → Host a race. Choose a race route and a grid size of two, three or four drivers.
  2. Set public or private access. A public room accepts anyone with its invite or code. A private room also needs the host's separate key, between four and 64 characters. Share that key directly with the intended drivers.
  3. Choose the rules. Set car collisions, NOS permission, factory or custom builds, randomization and traffic where available. Leave a virtual-credit wager at zero if you want a run without a stake.
  4. Create the room and invite friends. The lobby has Copy for the six-character code and Invite link. Private keys are not included in invite links.
  5. Keep the host tab open and the device awake. The host browser runs the race simulation. Closing or reloading it ends that room.

Guests and registered players can join. Sign-in is optional; a registered career adds recovery across devices. Online racing still needs internet access and the connection services to be reachable.

Use the same game release

Refresh the game on every device before creating a new room after an update. The same current release keeps car models, controls and room rules consistent.

Ready is a deliberate choice.

  1. Open the invite or choose Join a race. Enter the six-character code, and the private key if the room requires one. Keep both browsers open while connecting.
  2. Inspect the lobby. Check the route, rules and starting grid. Each driver card shows the current car, paint, modifications and readiness. Drag a car preview to rotate it.
  3. Choose your build, then press Ready to race. In a career room, use your owned car and parts unless the host has enabled the borrowed garage.
  4. Wait for the host. Every connected driver, including the host, must be ready. With at least two drivers and everyone ready, the host presses Start race. The race does not begin just because the last person joins.

A host changing the route resets everyone's readiness. Look at the new route and ready up again. If the Start race button is disabled, check for a driver still in the garage, a disconnected driver or a grid with only one participant.

Pick a fair comparison or a surprise.

Race-room options and what they mean
OptionBehaviorWhen it helps
Car collisionsOn allows contact between race cars. Off uses ghost racing.Turn contact off for a cleaner time comparison; on for a shared physical grid.
Allow NOS boostPermits boost when a NOS system is fitted. It does not fit one for you.Agree on whether boost belongs in your comparison before starting.
Factory builds onlyUses factory configurations rather than customized parts.Learn the cars without bringing different upgrade purchases into the run.
Random cars and modificationsThe host randomizes builds for the grid and can reroll them in the lobby.Try a surprise race instead of your familiar garage setup.
Same random car for everyoneGives the drivers the same selected model; modifications still randomize individually.Compare driving the same base car with varied builds.
Unlock all cars and modsLends everyone the full garage for this room. It does not grant ownership.Try the catalog together. Wagers, cash rewards and leaderboard entries are disabled.
City trafficOff, Light or Normal where the route allows it. Aurelia Grand Prix disables this selection.Keep it the same across rematches when comparing results.

Ordinary career randomization draws from each driver's owned garage. Same random car for everyone selects a model owned by every driver; fitted parts can still differ. Unlock-all rooms can use the full catalog. Check the resulting cars in the lobby before readying up rather than assuming random modifications will match.

CR wagers are virtual game credits. Each driver accepts the shown stake when ready. If you choose a wager, read the displayed room terms; borrowed-garage rooms disable stakes. A no-stake room is the straightforward way to try a first online race.

Return to the lobby for the next run.

After the race, choose Return to room. Drivers can change cars and parts, confirm the route and ready up again. The host then starts the next race. Results show each driver's finish or DNF; leaving the room returns you to the menu.

Do not reload the host to reset a race. It ends the room rather than moving its simulation to another driver. A disconnected guest can have a short resume grace period when the page session remains available, but host migration is not supported.

When a browser room will not connect.

The game uses browser WebRTC connections with a signaling service and network traversal. A connection depends on both devices and their networks. Some managed school, work or public networks block these connections even while ordinary websites load.

  • Check the code and key. Use the current room's six-character code and, for a private room, its separate key. An old code can refer to a room that has ended.
  • Check the host. Its original tab must still be open and awake. If it was closed, the host needs to create a new room and share a new invite.
  • Refresh before creating a new room. Use the same current game release on all devices. Do not refresh an active host you want to keep.
  • Read the connection status. Give a connection time to settle. If the network blocks WebRTC or its connection service, try another network you are allowed to use.

No player-side server download or port-forwarding setup is part of the normal room flow. External connection services can be unavailable. The host browser is still responsible for keeping the actual race running once the grid starts.

A car meet uses a different connection.

Motor Social is the shared online plaza with parking, a drift apron and an outer track. It supports up to 50 guests or account players with their owned cars and fitted parts. It has no player host; the managed meet service exchanges nearby car positions.

Cars use ghost contact in the meet. Public names and plain-text chat appear to other participants. Motor Social does not replace the two-to-four-driver checkpoint race room, and it does not borrow the full garage for you.

RACE TOGETHER

Share the code. Ready the grid.

Create a room, choose the rules and invite your friends.

Play free