Tracks
This is the signature feature. The chart builds the terrain. A track is the shape of a real time-series chart, turned into ground you ride left to right — exactly the direction time runs on the chart.
| The chart | The track |
|---|---|
| Pump | Climb / ramp |
| Dump | Drop / chasm |
| Sharp wick | Pit |
| Sideways stretch | Calm bumpy flat — a breather |
| The biggest move on the chart | The big set-piece jump |
Because the source is real data, the content is infinite and always fresh — every new candle or chart point is a new piece of track.
AI Trackgen then helps turn that terrain into a race: it places obstacles, checkpoints, pickup arcs, breathers, and high-adrenaline moments around the shape of the chart.
The chart is the level design
A volatile memecoin rides bumpy, jittery, and dramatic. A calm blue-chip rides smooth and sweeping. A weather chart can produce long valleys and sudden storm pits; an on-chain gas chart can feel spiky and technical. You feel the difference the moment you start moving — the character of the ride is the character of the source chart.
Timeframes
Every track is built at a chosen timeframe — the candle size behind it.
- Short timeframes (minutes, hours) surface fine, rapid-fire terrain full of small bumps.
- Long timeframes (days, weeks) render broad, sweeping hills and macro trends.
Same source, different timeframe, genuinely different course.
Live vs historical
| Live tracks | Historical tracks | |
|---|---|---|
| Source | Real, current chart data | A frozen snapshot |
| Changes over time | Evolves as the source data moves | Never changes |
| Best for | Chasing today’s live chart | A stable, repeatable challenge |
On a live track each new version is its own race with its own leaderboard, and a mid-race update never breaks a run you already started — you always finish on the version you began. Historical tracks give everyone the exact same map, so times are directly comparable.
Data categories
Launch categories include crypto, forex, equities, macro, weather, on-chain metrics, prediction charts, and partner datasets. See Data Providers for the full category contract.
Themes
Tracks are dressed as biomes — a themed sky, distant scenery, a styled ground surface, and scattered props. A theme never moves the ground you ride; only the surfaces below change how it rides.
Swamps
Mountain tracks can hold a swamp — a stretch of thick green slime lying on the ground, usually at the foot of a climb. You keep riding through it, but it drains most of your speed, so carry your momentum in and drive out. Swamps only appear on mountain (forest) tracks, never on winter, candy or space, and every track with a swamp is checked to stay finishable on a stock bike.
Bear traps
Every track holds bear traps — more the longer and flatter the track — steel jaws waiting at the bottom of a pit. Touch one and it snaps shut, sending you back to your last checkpoint. A bear trap only ever sits in a pit you can jump: carry your speed off the lip and you fly clear over it. It never sits on flat road, and every trap is checked so a stock bike clears it from the checkpoint before it.
Spike traps
A row of spikes rises out of the ground, stays up for under a second, then sinks again. Just before it rises the row shakes and you hear it coming. How long it stays down changes from spike to spike and again after every respawn, so you read the trap instead of counting seconds from the start. Spikes are a small share of a track’s traps and never sit inside a tornado’s reach.
Track length
Tracks are sized by ride time, not by distance: a Sprint takes about a minute, a Classic two to three minutes, an Endurance four to six. The track card shows the ride time at full throttle.
Fuel
On tracks with fuel, a gauge drains while the race clock runs — at the same rate whether you hold gas or not. Red fuel cans fill the tank to full; ride past one, on the ground or in the air, and it is yours. A can you took stays taken for the rest of the run.
A crash sends you back to your last checkpoint with the fuel you had: nothing is refunded, so a crash costs fuel as well as time. When the tank runs dry the engine dies and you roll on momentum — reach a can rolling and you are saved. Stop making progress on an empty tank for three seconds, or crash on an empty tank, and the run ends: Out of fuel.
Every track is built so a clean ride always reaches the next can with fuel to spare; where checkpoints are close together, a ride with one crash before a can still reaches it too. Fuel is never for sale, and every rider has the same tank. Tournament attempts race without fuel.
Track events
Most tracks hold a scripted event. Events only ever act on your bike — trees, rocks and props are never broken, moved or thrown.
- Tornado — a twister rushes in from behind, catches up within a second and then rides right on your tail, shaking the screen, until it burns out a few seconds later. It never slows down for you: hold full throttle and it stays just behind; brake, stop or roll back and it catches you, which counts as a crash and sends you back to your last checkpoint — or ends the run if your tank is empty. Tornadoes only appear on stretches where full throttle stays faster than the storm, never right after a checkpoint, and never with a spike trap inside their reach. A pulsing 112: TORNADO! alert flashes about 1.5 seconds before it starts, so you can build speed in time.
- Rewind portal — one per track, two on long tracks: a glowing portal standing on the floor under a jump. Fly over its rim and nothing happens, and its glow goes out. Pass anywhere inside its rim — rolling or in the air — or stop or roll back inside its arch, and a second portal opens a short run-up behind and drops you there, standing still, to try the jump again — you can ride off at once. The run-up is always flat and clear, and every portal is checked so a stock bike from a standstill clears the jump. Crash or fall between the two and you are sent back the same way. A portal works once: after it sends you back, its glow goes out and it lets you through. A rewind is not a crash: it costs time, not a life.
Endless tracks
Data Racing has a beginning, but the content stream has no fixed end. While new market, macro, weather, on-chain, prediction, and partner data keeps arriving, the game can keep generating routes, quests, and leaderboard challenges.
See AI Trackgen for how generated terrain becomes dynamic level design.