Missions & cars

The Drift Bang campaign is 12 missions long and runs across all five stages. Finish one and the next unlocks; five of them hand you a new car. Everything below is in the free build — there is nothing to buy.

Start the campaign Open the garage

How progression works

Objectives, not lap times

Every mission is a short list of goals — distance, near misses, drift seconds, nitro cells, combo, score or top speed. Meet all of them in one run and the mission is complete.

Limits end runs early

Some missions add a hard constraint: a collision budget or a countdown. Break it and the run ends there, whatever your progress. The objective panel shows your headroom live.

Medals for the score

Passing earns bronze. Beat the silver and gold thresholds in the same run for the better medal. Your best score per mission is kept on your own device.

Progress is stored in your browser's local storage under a single key. There is no account, no server-side save and no way for us to see your progress — clearing site data resets the campaign.

The 12 missions

The garage — 6 cars

Cars are not skins. Each one changes top speed, acceleration, cornering grip, damage resistance, nitro efficiency and how much a drift is worth, and the silhouette you see is drawn from the same dimensions the 3D model is built from.

Street KingBalanced coupe

The car every run starts in. Nothing about it is remarkable, which is exactly why it is the right car to learn every stage in.

Speed
6
Accel
6
Grip
6
Body
6

Best all-round pick for the early campaign and for setting a clean endless run.

Available from the start.

Vector GTLow-slung GT

Wide track, long nose, a rear wing you can see from the radar. Quicker than the Street King everywhere except the moment you get it wrong.

Speed
8
Accel
7
Grip
5
Body
4

Rewards early corrections. The low grip figure means it slides sooner, which is free drift score if you are ready for it.

Reward for mission 3 — Canyon Sprint.

Canyon BullOff-road pickup

Two tonnes of steel on tall tyres with a light bar across the roof. Slow to wind up and slower to stop, but it shrugs off hits that end other runs.

Speed
4
Accel
4
Grip
7
Body
10

The verge barely hurts it. Use the shoulder as a real overtaking lane on Pine Pass and Midnight Mile.

Reward for mission 5 — Cell Hunter.

Ion WispElectric hatch

Small, light and absurdly quick off the line. The battery pack feeds nitro far more efficiently than a combustion car, at the cost of a body that folds on contact.

Speed
7
Accel
10
Grip
8
Body
3

Its nitro goes roughly a third further. Chain short bursts out of every bend instead of saving for straights.

Reward for mission 7 — Night Shift.

Nightfall RDrift special

Built for angle, not for lap times. Deliberately loose at the rear, with gold trim and a wing sized for a much faster car.

Speed
7
Accel
7
Grip
3
Body
5

Scores around 40% more per second of drift than anything else. Take it into Chain Reaction and Drift School.

Reward for mission 9 — Coast Runner.

Apex OnePrototype

A closed-canopy prototype with no road-legal pretence. Fastest and sharpest car in the game, wrapped in bodywork that barely survives a kerb.

Speed
10
Accel
9
Grip
9
Body
2

One bad collision ends the run. Take it out only once you can hold a clean line for a full stage.

Reward for mission 12 — Apex Trial.

Where each mission takes place

StageSpeed capTrafficCharacter
Neon Harbour 92 m/s 55% Rain-slick dockside boulevards under tower blocks. Wide sweepers, light traffic — the stage where you learn the drift model without paying for it.
Dust Canyon 100 m/s 70% Open red rock with long sightlines. The best visibility in the game, which makes it the right place to spend nitro and chase top speed.
Pine Pass 108 m/s 80% Tight forest switchbacks with the treeline crowding the verge. Traffic thickens here, and so do the near-miss opportunities.
Midnight Mile 116 m/s 90% Ambient light drops away and you drive on headlights and radar. The hardest stage to read, and the one that rewards the radar habit.
Sunset Coast 126 m/s 100% Maximum speed cap, maximum traffic density, low sun in your eyes. Everything you have learned, at once.

Missions 11 and 12 run the stages in sequence exactly as the endless mode does, rolling over every 2.6 km.

Play the campaign free Controls & scoring