Appearance
Production Scope
The scope the design commits to. Platform targets, budget and market positioning are separate decisions and are not set here.
| Structure | Single-player campaign: five acts plus an open-ended Epilogue. See Campaign. |
| Campaign length | 30 to 40 hours to the end of Act 5; 60 to 80 hours to the championship. |
| Post-championship | Uncapped. City and festival both remain fully open. See Ending. |
| Cars | 110 to 140, across classes D to X, all road cars. Three starter options at the opening lot; none is ever awarded free. See Cars and building. |
| Property | Rentable and purchasable across all seven districts, garage capacity 0 to 12. See Property. |
| Licensing | Assumes licensed real manufacturers. The class system, the district entry rules and Meridian's S/X restriction all depend on a real hypercar roster; fictional substitutes would weaken all three. |
| Named NPCs | Roughly 40: the named cast, plus crew members, magazine editors and festival rivals. |
| Locations | 7 districts in Nitroit; 10 festival venues across Revada. |
| Festival layouts | 18 to 24, drawn from the 10 Revada venues. |
| Camera and control | Entirely in-car. No on-foot movement at any point; every location is driven into. Jake appears outside the car only as a fixed pose in photography (Magazines and Photo Mode) and in cutscenes. |
| Narrative delivery | In-world and diegetic: garage dialogue, radio during events, conversation at night meets and in the paddock, magazines and television in the world. |
| Cutscenes | The only time the player is out of control of the car. Four story cutscenes — the opening sequence, the end of Act 5, the final sequence, and the post-credits scene — plus the travel sequence, which plays every time Jake drives to or from Revada (Time). |
| Starting position | A hostel bunk, $15,000, and no vehicle. The inherited account is story context only and does not exist as a system. See Backstory. |
| Online | Asynchronous only; fully playable offline. See Blueprint Network. |