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FAQ

Quick answers. For mechanics in depth, see the Game Guide.

General

  • Passive competitive drone racing. You own drones, allocate stats, and they race automatically every 3 minutes. A weighted simulator decides the winner. Wins pay volts and XP. See the Game Guide for the full breakdown.

  • Yes. Sign up and you get a free Level 1 starter drone (active by default), 500 volts in your wallet, one unbound common skin, and one unbound common mod sitting in your inventory. All further progression is earned by racing.

  • No. The race cycle runs every 3 minutes whether you're logged in or not. Results land in your race log.

  • Every 3 minutes (180 seconds). The countdown to the next cycle is on the dashboard.

  • Go to /login, enter your email, click the magic link we send you. No password.

  • 20. Past Level 20 the XP bar pins to full and stops counting toward level. ELO, season volts, and skin progression keep going.

  • Seasons run 30 days from the start date set on the active season row. End time is the same time of day, 30 days later.

Drones

  • Three ways. (1) Race milestones: at 3,000 total races (across all your drones) you auto-receive a free Level 1 drone, plus a slot 2 unlock. At 10,000 races, the same again with slot 3. Each milestone spawn includes one unbound common skin and one unbound common mod. (2) NPC vendor: 3,500 volts per Level 1 drone. Random mid-range stats, one bound common skin, one bound common mod. Available anytime, no marketplace dependency. (3) Marketplace: buy a drone listed by another player at any level with whatever skins, mods, and race history the seller built into it.

  • No. Leveling is gated behind racing. 10 XP per win, 4 per loss. Buying volts speeds up stat allocation on a drone you already own, but it doesn't skip progression.

  • Yes, up to 3 once you unlock the slots. Slot 2 unlocks at 3,000 total races. Slot 3 unlocks at 10,000 total races. Total races counts every race any of your drones runs. Each unlock also auto-spawns a free Level 1 drone (with an unbound common skin and mod) so the new slot has a drone to fill it.

  • +20 to its Total Stat Budget. Per-stat cap rises by 4 or 5. +20 volts pay into your wallet. At levels 6, 11, and 16 the drone crosses a tier boundary and its appearance changes.

  • No. Stat allocations are permanent. Plan before you spend.

  • The lifetime sum of volts spent upgrading that drone's stats. It's a value indicator on the marketplace. It doesn't affect race math.

  • No. XP belongs to the drone that ran the race. Only that drone gains XP and is eligible to level up from it.

  • Yes. Toggle it off from its detail page. An inactive drone doesn't race and doesn't earn XP or volts.

  • Toggle the active flag from a drone's detail page. The change goes through a one-cycle pending state. Switching on shows the drone as Activating and starts racing it at the next 3-minute cycle. Switching off shows it as Deactivating: the drone races out the current matchup, then drops out of matchmaking starting next cycle. Click the toggle a second time while it's still pending to cancel and return to the original state. The strategy lock window does not block these toggles. Only mod and skin swaps lock during that period.

  • Only the ones marked active race each cycle. The rest sit in inventory. Activate / deactivate freely as long as the active count stays at or below your slot count.

  • Not today. Drone names are set at creation (or by the previous owner before sale).

  • A Level 1 drone (active, ELO 1000, TSB 29, all 9 stats randomized in the 1-5 range and trimmed to fit TSB), 500 volts in your wallet, one unbound common skin, one unbound common mod, and 1 active drone slot.

Stats

  • Speed weights 50% on straights, 0% on turns. Acceleration weights 30% on straights and 20% on turns. Speed is a pure straight-line bonus. Acceleration helps everywhere.

  • No. Consistency is a pure variance dampener. It does not contribute to segment scoring. At consistency 0 the per-segment swing is +/- 7%; the swing scales toward zero as consistency rises. Higher consistency means more predictable race results.

  • No. Wind Resistance weights 20% on every straight regardless of weather. In "wind" weather it additionally applies a multiplier to every segment score.

  • It only applies when the race rolls "night" time of day. Dawn, day, and dusk leave it inactive.

  • Rain Handling, Wind Resistance (in wind), and Night Vision (at night) all scale the same way. At stat 0 the multiplier is 0.5x. At 50 it's 1.0x (neutral). At 75+ it caps at 1.5x. The multiplier hits every segment score for the whole race.

  • Both work. A specialist (e.g. 70 turning, low everything else) wins on turn-heavy tracks and dies on straight-heavy ones. A balanced build wins less hard but loses less hard. Per-stat caps slow extreme specialization at low level.

  • Less. Short tracks apply a 0.8x length multiplier to battery drain. Long tracks apply 1.2x. Across 3 laps on a long track, 0 battery can lose up to 60% of segment score by lap 3. On a short track, the same drone loses about 40%.

  • cap = min(100, 10 + floor(4.5 * level)). L1: 14. L5: 32. L10: 55. L15: 77. L20: 100.

  • 460 volts to raise one stat from 1 to 100. Costs are 1 per upgrade in the 1-9 band, 2 in 10-19, 3 in 20-29, all the way to 10 per upgrade in 90-99.

  • Total Stat Budget. The maximum sum of your 9 stats. Formula: 9 + 20 * level. L1: 29. L20: 409.

Racing

  • Each track is a fixed count of straights and turns, clustered into stretches of 2-4 same-type segments and re-shuffled at the start of every lap. For each segment, both drones get a score from a weighted stat formula, modified by weather, time of day, battery degradation, and a small consistency-dampened variance. Score becomes time via segment time = baseTime - 0.005 * score, where baseTime = 1.6 + 0.33 * difficulty. Times accumulate over 3 laps. Lower total time wins.

  • Depends on the track and conditions. Speed dominates straight-heavy tracks. Turning dominates turn-heavy tracks. Consistency reduces randomness. Battery Capacity matters on long tracks and later laps. Weather stats matter when the conditions roll.

  • No. Tracks are randomly picked from the pool whose level range covers your bracket.

  • A win by a lower-rated drone over a higher-rated one. The race is flagged UPSET in the log. The winner gets a volts bonus = floor((loserElo - winnerElo) / 100).

  • When a bracket has fewer than 4 active drones (or an odd count), the system backfills with bots up to an even number at minimum 4. This guarantees every active drone races every cycle.

  • 3 laps. Segments are re-shuffled at the start of every lap, so the layout varies lap to lap.

  • Clear, clouds, rain, heavy rain, wind, haze, fog. 7 options. Equal random pick each race.

  • Dawn, day, dusk, night. 4 options. Equal random pick each race.

  • No. If the totals come out equal (very rare with floating-point times), the simulator awards the win to drone 1 by default. In practice variance keeps ties from happening.

  • Race detail view. Every segment shows both drones' scores and times. The full segment log makes it visible where you gained or lost time.

  • Three usual culprits. Variance (consistency-dampened randomness) rolled their way. Weather hit your weak stat (e.g. heavy rain on a low rain-handling drone). Battery degradation on later laps stacked against you.

  • Races run in automated batches. When a batch triggers, the system pairs active drones within level brackets (1-5, 6-10, 11-15, 16-20) based on ELO rating. If your drone is active, it races every batch.

  • After matchmaking, races enter a two-minute pending state. You see your opponent, the track, and the rolled conditions. This is the window where you swap the equipped mod on your drone to adapt to the matchup before the race executes.

  • The change takes effect after the current race batch resolves. You cannot pull a drone out of a pending race.

Volts

  • Race. Winners take 3 base plus level, difficulty, upset, and dominance bonuses; losers take 1 base plus a level bonus. Also: marketplace sales (95% of sale price), and a +20 wallet bonus on every level-up.

  • Yes. 1 base volt plus floor(loserLevel / 4) every race. LV1-3: 1V. LV4-7: 2V. LV8-11: 3V. LV12-15: 4V. LV16-19: 5V. LV20: 6V. The level bonus means high-level losses still pay enough to feel non-zero. Plus 4 XP every loss.

  • 3 base + floor(winnerLevel / 2) + floor(track difficulty / 2) + max(0, floor((loserElo - winnerElo) / 100)) + dominance bonus. Range: 3 volts (LV1 winner, difficulty-1 track, narrow win, even matchup) up to 28+ for a LV20 winner on a difficulty-10 track dominantly beating a 500-ELO favorite.

  • Wins are tiered. Base 3V + (a) level bonus floor(winnerLevel/2) up to +10 at LV20, (b) difficulty bonus floor(track.difficulty/2) up to +5 on the hardest track, (c) upset bonus floor((loserElo-winnerElo)/100) when positive: +1 per 100 ELO underdog, (d) dominance bonus +2V if your win margin is above 20% of the loser's time, +5V if above 40% (margin is computed from the actual race times). Losses pay 1V base + floor(loserLevel/4) up to +5 at LV20. The intent is that losing a tight race at high level still earns meaningful volts, while crushing wins on hard tracks against higher-ranked opponents pay out big.

  • Yes. One wallet per player. Spend it where you want, on any drone.

  • Stat upgrades, marketplace listings (drones, unbound skins, unbound mods), skin packs (Starter 2,000 / Premium 12,000 / Legendary 60,000) and mod capsules (Starter 1,000 / Premium 6,000 / Legendary 30,000) - 3 items per pack on either line.

  • No. Volts buy stat allocation; XP only comes from racing. There's no shortcut to leveling up.

ELO

  • 1000 for both drones and players.

  • Standard ELO with K-factor 32. Expected score from rating diff, K * (actual - expected) gets added to the winner and subtracted from the loser. Same-rated win swings +/- 16. 200 ELO underdog win swings around +/- 24. 200 ELO favorite win swings around +/- 8.

  • You lost to a drone rated below you. Expected loss is small, actual loss is 0, so the K-factor delta lands closer to the full -16/-20 range.

  • No. ELO is tied to the drone, so it carries over to the new owner. Player ELO is separate and tracks the player's race history.

Marketplace

  • Marketplace > List Item > Drone > pick the drone > set a price > confirm.

  • Yes. Listing doesn't deactivate the drone. It keeps racing until someone buys it.

  • 5% of the sale price goes to the platform. Seller gets 95%.

  • 10 volts.

  • Yes. Cancel anytime before it sells. The drone or skin returns to your inventory.

  • Level, XP, the full stat sheet, ELO, race history, and any applied skins. The drone keeps its identity. You become the new owner.

  • Only unbound skins (ones you own but haven't bound to a drone). Once a skin is bound to a drone, it can only be sold as part of the drone itself.

  • Same rule as skins. Unbound mods can be listed standalone. Bound mods transfer with the drone they're bound to.

  • Yes. Each listing is independent.

Economy

  • By racing. Winners earn 3 base + level + difficulty + upset + dominance bonuses. Losers earn 1 base + a level bonus. Plus level-up bonuses (+20 volts each level) and marketplace sales (95% of price after the 5% rake).

  • No. Buying volts speeds up stat allocation on a drone you already own, but it doesn't buy XP, levels, or wins. Levels come only from racing. A well-built cheap drone beats a badly-built expensive one.

  • Every sale on the Marketplace has a 5% fee deducted from the sale price. This is the platform's only fee and helps control volt supply in the economy.

Skins and Packs

  • Cosmetic only. Zero effect on race math.

  • Yes. Binding adds a skin to a drone's collection permanently, but you can swap which bound skin is actively displayed at any time at no cost. A drone can hold any number of bound skins.

  • No. Bind is permanent. The skin can never leave that drone's collection. If the drone is sold on the marketplace, the entire skin collection transfers with it to the buyer.

  • Yes. Legendary skins are one-of-a-kind drone designs - the skin replaces the drone's appearance entirely (it IS the drone, visually) and only one player can own a given legendary skin at a time.

  • 61 in the vault: 30 commons, 15 rares, 8 epics, 8 legendaries. Legendaries are unique one-of-ones.

  • No. Each skin is a single instance. When a player owns it, no one else can. Sell or apply changes ownership.

  • 3 skins. Slot 1: Common guaranteed. Slots 2-3: Common 80% / Rare 17% / Epic 2.5% / Legendary 0.5% each.

  • 3 skins. Slot 1: Rare guaranteed. Slots 2-3: Common 40% / Rare 35% / Epic 20% / Legendary 5% each.

  • 3 skins. Slot 1: Legendary 45% / Epic 55%. Slots 2-3: Rare 55% / Epic 40% / Legendary 5% each.

  • No. Skins have zero effect on race outcomes. Stats decide races.

  • Yes. Per-race chance: 5% common, 2% rare, 0.5% epic, 0.1% legendary. Drops land unbound in your inventory.

  • The open is rejected before your wallet is charged. Try again later when more items return to the vault.

  • Common, Rare, and Epic skins re-apply on the new tier silhouette when the drone hits a new tier. The color scheme follows you up. Legendary skins replace the silhouette outright and don't change with tier.

  • Same slot structure as skin packs - 3 mods per capsule, same rarity tables. Mod capsules are priced separately (1,000 / 6,000 / 30,000) and run cheaper than skin packs (2,000 / 12,000 / 60,000). Capsules roll mods instead of skins. Mods are functional (bonus + tradeoff per equip).

Seasons

  • 30 days.

  • Season volts and the leaderboard. New season starts at 0 for everyone.

  • Drone level, XP, stats, ELO, your wallet, owned drones, owned skins, and active drone slots. All permanent.

  • Top finishers earn rewards distributed at the season cutover.

Mods

  • Mods are equippable drone modifications. Every mod gives a bonus in one area at the cost of a penalty in another - there are no pure upgrades, only strategic tradeoffs. The bonus and penalty both scale with rarity.

  • Common gives small safe adjustments. Rare pushes harder with moderate bonuses and penalties. Epic commits to a strategy with strong effects in both directions. Legendary introduces unique mechanics (e.g. ignore lap-1 battery drain, double consistency on turns) with a meaningful stat penalty.

  • Same as skins. Binding adds a mod to a drone's collection permanently. A drone can hold any number of bound mods. You can swap which mod is actively equipped between races at no cost. The bind itself is permanent: a bound mod can't be moved to another drone or sold standalone.

  • Only unbound mods. Once a mod is bound to a drone, it can only be sold as part of the drone itself.

  • One mod is actively equipped at a time. The drone can have many mods in its bound collection - only the equipped one affects racing. Swap between races to adapt to different matchups.

  • During the two-minute strategy window after matchmaking. You see the opponent, the track, and the rolled conditions, then swap the equipped mod on your drone before the race executes.