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FAQ / Straight answers

Frequentlyasked.

Something missing? Ask me directly on Discord. The good questions end up here.

What is World of Drift?

World of Drift is a PC drift simulator I'm building in Unreal Engine 5. You battle other drivers in tandem, as leader and chaser, and every run is scored zone by zone on speed, angle and proximity. Wind, rain and snow change the grip, and a cinematic replay system lets you film and share your runs.

It's in development, published by my company, Joace SRL. The best way to follow it is the Discord.

Who is developing this game?

World of Drift is being developed by me, Roberto Filip, and published by my company, Joace SRL. I'm a 13-year veteran with deep experience in Unreal Engine. This project is the culmination of my professional skills and a lifelong passion for drifting and sim racing.

The goal of the upcoming Kickstarter is to fund the expansion of the team with key specialists.

What platforms will the game be released on?

The initial launch will be on PC via Steam and the Epic Games Store. A future console release for PlayStation and Xbox is a long-term goal and will be part of my stretch goals during the Kickstarter campaign.

Will this be a Free-to-Play or a paid game?

The plan is a two-phase launch. The game will first launch in Early Access as a premium, paid title for my Kickstarter backers and early supporters.

After the major features are complete and the community is established, the goal is to move to a Free-to-Play model to grow the community for the long term. Early Access owners will be rewarded with a special Founder's Pack when this happens.

What kind of support will there be for steering wheels and controllers?

Full support for a wide range of hardware is a top priority. The game is being developed and tested with everything from standard controllers (with native support for PlayStation and Xbox gamepads) to high-end direct-drive steering wheels with force feedback (FFB) and pedal sets.

Is the multiplayer peer-to-peer (P2P) or will there be dedicated servers?

The current multiplayer is built on a P2P framework for Random Battle mode. One of the key funding goals of my Kickstarter is to hire a multiplayer specialist to implement dedicated servers for the competitive tournament and ranked modes, for a stable, lag-free experience in serious competition.

The second most important role to hire as soon as possible is an audio engineer, to improve the car sounds.

When can I play the game?

There's no release date yet. The first opportunity to play will be for my backers! I will run a Closed Alpha exclusively for higher-tier Kickstarter backers, followed by a Beta/Early Access launch for all backers who pledged for a copy of the game.

Keep an eye on the Roadmap and our Discord for specific dates.

How can I best support the project right now?

The single most valuable thing you can do is join the community. Follow my social channels and, most importantly, join the Discord server. That's where I share the most frequent updates, ask for your feedback, and build the community that will shape the future of this game.

Spreading the word about what I'm building is also a massive help!

Is World of Drift on Steam?

It will launch on PC through Steam and the Epic Games Store. The store pages aren't public yet. When the Steam page goes live, the wishlist link will be here on the site and on Discord first.

Can I play with friends, and is there splitscreen?

Yes. Online, Random Battle mode puts you against other players on a random track and layout. Locally, up to 4 players can play splitscreen, and Ghost Mode lets you race against your own best times.

How does scoring work in World of Drift?

Every course is split into zones. In each zone you're scored on speed, angle and proximity, and the results screen breaks your run down zone by zone. An initiation zone judges your entry flick, outer zones cover the big sweepers, and inner clips test precise apexes: hit the cone and that zone scores zero.

I explain how it's built in Devlog #2.

Will World of Drift support mods and custom tracks?

That's the plan. Mod support is on the roadmap, starting with community-made tracks built with the same procedural tools I use, and eventually cars.

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