CarX Technologies built this drift physics model with the CarX Motorsport racing team and put it on Steam on 17 November 2017. Over 120 cars, 19 built-in tracks and five categories of modification with more than 50 adjustable settings sit behind a tandem scoring system called XDS that grades runs out of 100 points. Nine years on it still holds a 95 percent positive rating across more than 40,000 English reviews.
This walkthrough takes you from your first session to endgame content. Each phase has specific goals, priorities, and milestones. New to the game? Start with our beginner's guide first.
Quick Progression Summary
| Phase | Area | Focus | Build | Duration |
|---|---|---|---|---|
| 1. Start | Springstone | XDS tandem scoring out of 100 basics | Tandem lead | 1-2 hours |
| 2. Early | Kami Road | Five modification categories mastery | Tandem lead | 3-5 hours |
| 3. Mid | Saihem Forest | Suspension and steering geometry + gear | Solo drift scoring or Tandem lead | 5-10 hours |
| 4. Late | East Touge | Build optimization | Solo drift scoring | 5-10 hours |
| 5. Endgame | Navaro Base A | Min-max | Solo drift scoring or Time Attack | Ongoing |
See our maps guide for detailed area breakdowns.
Phase 1: Getting Started (Springstone)
The community's default testing ground and the track almost everyone uses to farm experience and money. Wide, forgiving corners make it easy to compare two tunes back to back without the track itself getting in the way.
Level/Difficulty: Suitable from the first hour Key Rewards: Fast money and XP runs, reliable tune testing, low risk of ending a run against a wall
What to Do in Springstone
- Learn XDS tandem scoring out of 100. Tandem runs are judged on a 100 point scale, once with you leading and once chasing. Spend your first session getting comfortable with this.
- Pick Tandem lead as your starting build. See our builds guide for why.
- Start every tune with steering angle at the car's maximum, usually 56 to 60 degrees, and Ackermann at 0 percent. That combination is stable, and you can add Ackermann later once you know how the car behaves without it.
- Acquire your first equipment upgrade: Falcon RZ or whatever's available.
- Clear all main content before moving on.
Phase 1 Checklist
- Understand XDS tandem scoring out of 100 fundamentals
- Tandem lead selected and functional
- Springstone main content cleared
- Ready for Kami Road
Phase 2: Early Game (Kami Road)
A mountain downhill run that has been in the series long enough to be a fixture across CarX titles. Long corners, elevation changes and unforgiving edges make it a momentum track rather than a power track.
Level/Difficulty: Recommended after basic transitions are reliable Key Rewards: Momentum and line practice, long linked corners, the best showcase for a low-power car
What to Do in Kami Road
- Work on Five modification categories. Parts are split into five modification types covering engine, drivetrain, suspension, wheels and body, feeding into more than 50 individual settings. This system becomes critical from here on.
- Farm for Falcon RZ if you haven't already. It's the key upgrade for this phase.
- Keep front camber between 0 and 1 and match caster to it. Values from 1 to 4 make the car feel bouncy and actively push back toward a lower angle when you reach full lock.
- Complete all objectives before pushing to Saihem Forest.
- Consider whether Solo drift scoring might suit your playstyle better than Tandem lead.
Phase 2 Checklist
- Five modification categories integrated into gameplay
- Falcon RZ acquired
- Kami Road fully cleared
- Ready for Saihem Forest
Phase 3: Mid Game (Saihem Forest)
A tree-lined circuit used alongside Springstone for vehicle testing. The corner mix is varied enough that a tune which works here usually works anywhere, which is why it appears in so many setup guides.
Level/Difficulty: Suitable from the first hour Key Rewards: Balanced corner variety for tune validation, decent payouts, easy tandem practice lines
What to Do in Saihem Forest
- Master Suspension and steering geometry. Camber, caster, Ackermann, steering angle, anti-roll bars, spring rates and differential lock are all exposed. This unlocks a new layer of gameplay.
- Start working toward Spector RS. It's the best equipment and becomes accessible around now.
- Add Ackermann only for tracks with long corners such as East Touge. It helps the car hold speed at big angles and widens the drift, but too much of it spins the car on entry.
- This area is the main skill check. If you can clear it, you're ready for late game.
- Start investing in TOP-32 elimination brackets for the tactical depth you'll need going forward.
Phase 3 Checklist
- Suspension and steering geometry mastered
- Spector RS acquired or in progress
- Saihem Forest fully cleared
- Ready for East Touge
Phase 4: Late Game (East Touge)
A mountain road defined by very long corners, which is exactly where added Ackermann earns its place. Setups that spin out here are usually carrying too much of it rather than too little angle.
Level/Difficulty: Intermediate and up Key Rewards: Long-corner scoring practice, Ackermann tuning feedback, high-speed confidence
What to Do in East Touge
- Finalize your build. You should be running Solo drift scoring or Tandem lead with optimized gear.
- Spector RS should be your primary. If you don't have it yet, prioritize getting it.
- Use the anti-roll bar to fix body roll, not to add grip. If the car wallows and takes too long to settle after a transition, stiffen it before touching springs or dampers.
- Steam Workshop maps and liveries optimization starts here. Small improvements compound into massive advantages.
- Farm this area for the resources needed to push into Navaro Base A.
Phase 4 Checklist
- Build fully optimized
- Spector RS upgraded to max
- East Touge fully cleared
- Ready for Navaro Base A
Phase 5: Endgame (Navaro Base A)
An industrial layout that community guides single out for fast payouts, with runs that finish in under two minutes. Tight technical sections make it a better proximity test than Springstone for tandem work.
Level/Difficulty: Intermediate and up Key Rewards: High money per minute, tight transitions, close-quarters chase practice
What to Do in Navaro Base A
- Navaro Base A tests everything. Come prepared with your best build and gear.
- Low caster makes a car smoother, high caster makes it twitchy but faster to catch. Pick based on the track: smooth for tight technical layouts, twitchy for fast sweepers where quick self-steer helps.
- The endgame loop: run Navaro Base A, optimize gear, push harder content.
- Experiment with Time Attack for a fresh take once you've mastered the standard builds.
- This is where Steam Workshop maps and liveries mastery separates good players from great ones. See our tips guide for advanced strategies.
Phase 5 Checklist
- Endgame content on farm
- Best-in-slot gear acquired
- Navaro Base A fully cleared
- Ready for challenge content
Common Progression Mistakes
- Buying the Atlas GT or another high-power car early, then blaming the physics when it snaps on every entry.
- Cranking front camber to 3 or 4 degrees because it looks aggressive, which makes the car fight back at full lock.
- Adding heavy Ackermann on tight tracks and spinning out repeatedly without connecting it to the setting.
- Changing four suspension values at once and losing any idea of what actually helped.
- Practising only solo runs and then losing every tandem battle because the chase position was never rehearsed.
Key Tips for Smooth Progression
- Start every tune with steering angle at the car's maximum, usually 56 to 60 degrees, and Ackermann at 0 percent. That combination is stable, and you can add Ackermann later once you know how the car behaves without it.
- Keep front camber between 0 and 1 and match caster to it. Values from 1 to 4 make the car feel bouncy and actively push back toward a lower angle when you reach full lock.
- Add Ackermann only for tracks with long corners such as East Touge. It helps the car hold speed at big angles and widens the drift, but too much of it spins the car on entry.
- Use the anti-roll bar to fix body roll, not to add grip. If the car wallows and takes too long to settle after a transition, stiffen it before touching springs or dampers.
- Low caster makes a car smoother, high caster makes it twitchy but faster to catch. Pick based on the track: smooth for tight technical layouts, twitchy for fast sweepers where quick self-steer helps.
For more advanced strategies, see our tips & tricks guide.
More CarX Drift Racing Online Guides
- CarX Drift Racing Online CarX Drift Racing Online Overview
- CarX Drift Racing Online Best Builds
- CarX Drift Racing Online Tier List
- CarX Drift Racing Online Beginner's Guide
- CarX Drift Racing Online Tips & Tricks
- CarX Drift Racing Online Weapons Guide
- CarX Drift Racing Online Combat Guide
- CarX Drift Racing Online Boss Guide
- CarX Drift Racing Online Maps & Locations
- CarX Drift Racing Online Crafting Guide
- CarX Drift Racing Online Classes & Characters
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