Apex Racing
Whitepaper

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.

01

Buy a Car

Open a Mystery Box and unlock a random racer with its own speed and rarity.

02

Refuel

Fill the tank with APEX — a car needs a full tank to enter a race.

03

Enter a Lobby

Drop your car into a 24-car race lobby. You can run up to 2 cars.

04

Race (1h–1h50)

Cars race on autopilot around one of 12 circuits. Where you finish = your speed plus a little luck.

05

Earn APEX

The top 19 are paid by position — the higher you place, the more you earn.

06

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.

RarityBox ChanceSpeed rangeDurability
Common60%
122–158
300
Rare25%
174–226
280
Super Rare12%
244–316
250
Special3%
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.

24 cars per lobby Up to 2 cars per player (team) New lobby ~every 30 min 1h–1h50 per race Top 19 of 24 get paid

How finishing position is decided

Each car gets a score from two ingredients:

60% Speed+40% Luck

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.

Circuit & name Lap count Estimated time Rain forecast %

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.

Full tank required to race Each race empties the tank Refuel costs APEX (default 500) Part of every refuel is burned

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.

Common
300
durability
Rare
280
durability
Super Rare
250
durability
Special
200
durability

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.

Collisions take two cars out Breakdowns: engine, gearbox, brakes… Rain → off-track spins Abandon = no reward + full repair
Clear weather
≤ 20%
of the grid may have a problem
Rain
≤ 35%
wet track raises the risk

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

SlotWhat it boostsExample items
EngineTop speed (better finishing position)Nitro · Aero Wing · ECU Remap
MechanicalLower chance of a breakdownReinforced Components · Cooling System
DriverLower chance of a collisionDriver Boost · Anti-Collision Radar
WeatherSafer in the rainRain Master · Wet Tyres
SupportConsistency, fuel saving, crash recovery or bonus rewardRace Telemetry · Flex Engine · Survival Cell · Sponsorship Deal
Flat drop chance for every finisher Rarer item = stronger effect Equipping is permanent 5 slots per car · 1 item each Items travel with the car when sold

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.

Tire Set
Gearbox
Cooling System
Fuel Kit
Suspension
Power Steering

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.

effective speed = base speed + min( Σ gear bonus, GEAR BONUS CAP )

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.

2× Common2× Rare2× Super RareSpecial

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.

One-time purchase per car Paid in SOL (~$5) Permanent — never expires Auto-refuel + auto-enter

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.

Send APEX from your wallet Verified on-chain Balance credited automatically

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.

Minimum 200 APEX (configurable) 1 withdrawal per 24h 7.5% fee — you keep 92.5%

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.

5% of every referred deposit Level 1 only Paid in APEX, straight to your balance

During the pre-launch event, referrals also score points on the Referral Ranking — the top racers win exclusive rewards.

View event

Compete

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.

Top 10 of a race scores 25 points for a win → 1 for 10th Top 50 win prizes each season
See the leaderboard

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.

Set your own price in APEX 7.5% fee on each sale — burned Listable 5 days after acquiring Never while a car is racing

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.

30% of refuel burns → daily payout Bigger stake = bigger share Up to 30 owners per station Minimum stake ~$50 Locked 45 days Profit lands in your balance
Open Fuel Stations

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.

Token
APEX
SPL on Solana
Cars / Lobby
24
bots fill empty slots
Cars / Player
2
race as a team
Circuits
12
each with its own laps
Race Length
1h–1h50
varies by circuit
Finish Formula
60 / 40
speed / luck
Refuel Burn
30%
to fuel-station pool
Withdraw Fee
7.5%
1 per 24h
Marketplace Fee
7.5%
burned
Referral
5%
level 1, on deposits
Staking
45d lock
30 owners / station
Tournament
Top 10
score · Top 50 win
Box Odds
60/25/12/3
C / R / SR / S
Item Drop
~18%
per finisher · flat
Item Slots
5 / car
1 per slot · permanent
Gear Slots
6 / car
1 per slot · detachable

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.

Rake
1%
of race winnings
Eligibility
≥ $5
verified balance
Draw
00:00 UTC
one winner daily
Odds
1 : 1
uniform per wallet
Provably fair

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.