How Apex Racing Works
Apex Racing is a passive (idle) racing game on Solana. You don't drive — your cars do. Buy a car, fuel it, drop it into a race, and earn APEX tokens based on where it finishes. This page explains every mechanic in plain language.
Start here
The Gameplay Loop
The whole game in one line: buy a car, fuel it up, drop it into a race, and get paid in APEX for where it finishes — then do it again.
You can run this loop by hand, or buy Autopilot once per car and let it race around the clock for you.
Buy a Car
Open a Mystery Box and unlock a random racer with its own speed and rarity.
Refuel
Fill the tank with APEX — a car needs a full tank to enter a race.
Enter a Lobby
Drop your car into a 24-car race lobby. You can run up to 2 cars.
Race (1h–1h50)
Cars race on autopilot around one of 12 circuits. Where you finish = your speed plus a little luck.
Earn APEX
The top 19 are paid by position — the higher you place, the more you earn.
Repeat or Cash Out
Refuel and race again, reinvest your APEX, or withdraw it to your wallet.
Top 19 get paid — every race pays out the top 19 finishers by position. Winners simply earn the most.
Your racers
Cars & Rarities
Every car has a speed stat and a rarity. Each rarity has its own speed band: when you unlock a car its speed is rolled randomly inside that band (±13%), so two cars of the same rarity are never identical. But the bands never overlap — a higher rarity is always faster than any lower one, which is why rarer cars hold their value on the market. Rarer cars also survive more races before needing repairs. New cars come from Mystery Boxes, which give a random car based on the drop odds below.
| Rarity | Box Chance | Speed range | Durability |
|---|---|---|---|
| Common | 60% | 122–158 | 300 |
| Rare | 25% | 174–226 | 280 |
| Super Rare | 12% | 244–316 | 250 |
| Special | 3% | 326–424 | 200 |
Bands never overlap, so a higher rarity is strictly faster (and tougher) — just rarer to pull. Within a band, a lucky roll makes one car faster than another of the same rarity, and bots race on these exact same speed bands.
The core
Races & Lobbies
Races are idle — you don't drive, your car does. A lobby holds 24 cars. When it fills up (or after a short wait) the race starts on one of 12 circuits and runs anywhere from 1 hour to 1h50, depending on the circuit and its lap count. The instant one lobby starts racing, a new one opens — so there's always a race to join.
How finishing position is decided
Each car gets a score from two ingredients:
Faster (rarer) cars win more often — but luck keeps every race unpredictable, so upsets happen.
Public & always full
Every race is public — open any race in the top-down live view and watch each car's position update in real time. If a lobby doesn't fill with real players, bots take the empty slots so races always run on time. Only real players earn tokens.
Where & how to watch
Circuits & Live View
Every race is assigned one of 12 distinct circuits — fast ovals, technical twisties and street tracks — each with its own lap count and length (that's why a race runs anywhere from 1 hour to 1h50). The lobby tells you everything before you commit a car.
Know the race before you enter
Each open lobby shows the circuit name, its lap count, the estimated race time and a weather forecast — the chance the race runs in the rain.
Watch it live, top-down
Open any race in a full-screen top-down arena and watch all 24 cars lap the circuit in real time. Positions update live as cars battle and overtake, incidents send cars to the pits, and the grid settles onto the final result exactly at the chequered flag — with your own cars and live reward highlighted.
The result is decided fairly and locked in the moment a race starts; the live view is a faithful, real-time replay of that outcome — never a different one.
Keep racing
Fuel & Refuel
A car needs a full tank (Fuel 100) to enter a race, and each race burns the whole tank. To send it out again you refuel with APEX.
The burned portion of refuels funds the Fuel Station rewards pool — so the more the game races, the more stakers earn.
Wear & tear
Durability & Repair
Cars wear down. Every race chips away at durability; when it runs out the car needs a repair (paid in APEX) before it can race again. Tougher, rarer cars last more races between repairs.
Drama on track
Race Incidents & Weather
A race is never a sure thing. Every race rolls its own weather, and cars can hit trouble: two of them can collide and both abandon, or a car can suffer a mechanical breakdown — a blown engine, a transmission failure, a puncture. A car that abandons earns no reward, takes no finishing position, and loses all of its durability — it must be repaired before it can race again.
Incidents are random and capped — most cars finish every race. You can watch them unfold in the live top-down view as cars peel off into the pits. The exact odds, the caps and the weather chance are tuned by the team and can change over time.
Upgrade your car
Consumable Items
Finish a race and you have a chance to win a consumable item. The chance is the same for everyone who finishes — first place and last place are equally likely to get a drop. What changes is the item's rarity: rarer items are stronger and drop less often.
Equip it — forever
Attach an item to one of your cars to boost it. Equipping is free but permanent — an equipped item can never be removed. A car has 5 slots and holds one item per slot, so every car can carry up to five.
A car's items add value
Because items stay on the car for good, a well-equipped car is worth more on the marketplace — when you sell a car, its items go with it and the buyer inherits every bonus.
The five slots
| Slot | What it boosts | Example items |
|---|---|---|
| Engine | Top speed (better finishing position) | Nitro · Aero Wing · ECU Remap |
| Mechanical | Lower chance of a breakdown | Reinforced Components · Cooling System |
| Driver | Lower chance of a collision | Driver Boost · Anti-Collision Radar |
| Weather | Safer in the rain | Rain Master · Wet Tyres |
| Support | Consistency, fuel saving, crash recovery or bonus reward | Race Telemetry · Flex Engine · Survival Cell · Sponsorship Deal |
Trade items too
Don't want to equip a drop? List it on the item marketplace and sell it to another player for APEX (the same 7.5% fee applies). Only unequipped items can be traded — once an item is on a car, it's part of that car for good.
Drop chance, rarity weights and each item's exact effect are tuned by the team and can change over time.
Equipment
Car Gear & Equipment
Gear is a separate kind of equipment from consumable items. A car has 6 gear mount points — one per gear type — and each mounted gear adds +Speed based on its rarity. Unlike items, gear is detachable: you can attach and remove it freely, and trade each one independently on the marketplace.
Effective speed
A car's race speed is computed on the server as base speed + the capped sum of its gear bonuses. There is a single global ceiling — the gear bonus cap — so no matter how generous individual gear is, the total it can add is bounded.
The balancing rule
The cap guarantees a hard ordering: a fully-geared Common can never reach a base Special (in fact it stays below even the slowest Super Rare). Gear makes a real difference race-to-race, but it can never upset the rarity tiers — a higher-rarity car is always faster than a lower-rarity one, geared or not.
Luck Box (token sink)
Gear comes from the Luck Box — a gacha crate priced in USD and paid from your APEX balance (converted at the live token price). Each open is a server-authoritative, provably-fair random draw: first a rarity from the box's drop table, then a gear type. Every open burns APEX, so the Luck Box — alongside the 7.5% marketplace fee — is a token sink that removes tokens from circulation.
Gear speed values, the bonus cap, the Luck Box price and its drop rates are tuned by the team and can change over time. Equipped gear must be detached before it can be listed for sale.
Level up
Merge
Got two cars of the same rarity? Fuse them into a single car one tier higher. Merging costs APEX and is the fastest way to climb toward the rare, faster cars without relying on box luck.
Special is the top tier — it has nothing higher to merge into.
Heads up: any consumable items equipped on the two cars are not carried over — the merged car starts fresh.
Play 24/7
Autopilot
Races run 1–2 hours, all day — nobody wants to babysit a tank gauge around the clock. Autopilot is a one-time upgrade you buy per car (paid in SOL) that does the grind for you: it auto-refuels from your balance and auto-enters the next lobby, non-stop.
No Autopilot? No problem — you simply play manually: refuel and enter each race yourself whenever you like.
Money in
Deposit
Fund your account by sending APEX from your Solana wallet to the game. The transaction is verified on-chain, and once confirmed your in-game balance updates automatically — ready to spend on cars, fuel, repairs and merges.
Money out
Withdraw
Cash out your in-game APEX back to your wallet. A small fee applies and there's a once-per-day limit to keep the economy healthy. Withdrawals are processed after a quick review.
Bring friends
Referral
Share your unique link. When someone signs up through it and plays, you earn 5% in APEX on every deposit they make. It's single-level (level 1) — you earn from the people you bring in directly.
During the pre-launch event, referrals also score points on the Referral Ranking — the top racers win exclusive rewards.
View eventCompete
Tournaments
On top of per-race payouts, every season runs a Tournament. Finish in the top 10 of any race to score season points — 25 for a win, scaling down to 1 for tenth. Points stack across every race you run, and the top 50 racers on the leaderboard win prizes.
Trade
Marketplace
Buy and sell cars directly with other players for APEX. List a car, set your price, and when it sells you receive 92.5% — the other 7.5% is burned, permanently removing APEX from supply.
Passive income
Fuel Stations — Staking
Fuel Stations turn the fuel economy into passive income. Stake APEX into a station and earn a daily cut of the refuel pool: 30% of every token burned on refuels across the whole game is shared out each day (00:00 UTC) among all stations, split by how much you've staked. The bigger your stake — and the bigger the station's total — the bigger your slice.
The numbers
Token & Economy
APEX is the in-game token (an SPL token on Solana). You earn it by racing, staking and referring; you spend it on cars, fuel, repairs and merges. Two mechanics constantly remove APEX from circulation — the 7.5% marketplace burn and the refuel burn — while race rewards are tuned so a car pays for itself over time.
All values shown are defaults and can be tuned by the team as the economy evolves.
Token recycling
Daily Lottery
Every race quietly feeds a shared prize pool. A configurable 1% rake is skimmed from each race payout — taken from the winnings, so you receive gross − rake (the breakdown is shown on your reward). No new tokens are minted: the lottery is a pure token sink that recycles a slice of race rewards back to players.
Once per day at 00:00 UTC the system snapshots every wallet, builds the eligible set — any wallet whose balance is worth at least $5 at that moment's token→USD rate — and draws one winner. The draw is uniform: 1 wallet = 1 ticket, whales and minnows alike. The winner is credited the entire pool in tokens and the pool resets. If no wallet is eligible, the pool simply carries over to the next day.
Before each draw the server commits to a hidden random seed (its SHA-256 is published on the draw) and to the sorted eligible set (a SHA-256 root). After the draw the seed is revealed, so anyone can confirm the commit and replay the winner selection — the outcome is fixed by math, not trust. Eligibility, the rate snapshot, the winner and the payout are all computed server-side from the authoritative custodial balance; the client can never influence any of them.
Ready to race?
Connect your wallet, grab your first car, and drop it on the grid. The top 19 finishers earn APEX.