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Time ​

Time is the game's scarce resource, and the only one. Money can be earned, cars bought, reputation rebuilt. Time cannot.

The clock ​

The in-game clock runs continuously, at one fixed rate, for everything. No activity consumes a block of time, and nothing speeds the clock up or slows it down. A race takes as long as it takes to drive; a conversation at a night meet takes as long as it lasts; a car in the workshop is unavailable until the clock reaches the moment the work is done.

RateOne in-game day lasts 24 real minutes.
Day and nightFollow the clock. Night meets, radio dayparting and Umbra's sunset-to-sunrise schedule all run on it (Radio).
WeekSeven in-game days. Rent, debt interest and district commission are settled weekly.

The clock jumps in exactly two situations, and both are cutscenes:

  1. Travelling to and from Revada. The drive is a non-interactive cutscene (Revada). Each direction advances the clock by one day.
  2. Waiting for the next festival edition, after a season ends (Between editions).

There is no other skip, no sleep, and no "pass the day" option.

What takes time ​

Nothing consumes a fixed amount of time, but several things only finish when the clock gets there:

ActivityHow long
A street event, roaming challenge, Invitational, magazine shootAs long as it takes to drive. An Invitational runs up to twenty-five real minutes — roughly one in-game day.
ConversationAs long as it lasts. Most conversations happen through the car window at meets, shops and in the paddock.
Workshop work — fitting parts, swapping a Blueprint, a repair1 to 3 in-game days of clock time, during which that car is unavailable (Blueprints). Work at a shop in the district where Jake lives finishes one day sooner, to a minimum of one (Property).
Moving houseImmediate.

The pressure is that the clock keeps running while the player decides. A player who wants a relationship, a magazine cover, a finished build and a full night of racing in the same window cannot have all four.

Before the festival ​

Acts 1 to 5 have no external deadline. The clock runs, Standing decays through neglect (Decay), and nothing expires.

Decay alone is the pressure. Keeping a relationship alive means seeing that person at least once a fortnight of in-game time. Keeping twelve relationships eats most of the time the player would otherwise spend earning, building and racing; keeping five costs almost nothing. Nothing stops a determined player from maintaining more — it means doing less of everything else, and feeling the trade every time they drive across the city to talk to someone instead of winning an event.

The festival cannot be entered until Jake holds every district in Nitroit (Campaign).

During a season ​

A festival season is fourteen scheduled race dates across about three and a half months of in-game time (Season). Between two dates the player is back in Nitroit for a window of six to eight in-game days, depending on the gap in the calendar.

  • Two days of every window are the travel cutscenes, one out to Revada and one back. They cannot be spent on anything else.
  • The rest — four to six in-game days, roughly an hour and a half to two and a half hours of play — is spent freely in Nitroit.
  • The player may leave early. Choosing to depart starts the travel cutscene, and the clock jumps to the race date; whatever is left of the window is forfeited.
  • No festival event can be missed. When the window runs out, Jake departs automatically.

Revada has no clock time of its own beyond the race date: Jake arrives, races, and the return cutscene brings him home.

Between editions ​

The festival runs one edition a year. A season ends when the team fails to qualify for the championship (Qualification) or when the championship is over.

After a season ends, the player stays in Nitroit with no window limit — the clock runs, decay continues, and the city is fully available to earn money, build cars and repair relationships. When the player is ready, they can choose to wait for the next edition: a cutscene advances the clock to the opening of the next edition's registration, and a new season can be entered (Team).

Original works and original fanwork contributions © Johnny Kestler. Fanwork franchises belong to their respective rights holders. Documents developed with Claude (AI); site built with AI assistance.