Set your relay order
Drag runners into the four leg positions. Put runners where their strengths are most useful instead of simply sorting by overall rating.
Relay Street Runners is a four-runner street relay where speed is only part of the race. Team order, stamina, lane movement, contact, baton quality, AI decisions and recruitment all matter.
You begin with 4 starter runners and 3 reserves. Each runner occupies one relay leg and can be reordered from the team screen.
Drag runners into the four leg positions. Put runners where their strengths are most useful instead of simply sorting by overall rating.
Control one selected runner manually, or leave the entire team to the AI Runner Brain. Non-selected legs remain AI-controlled.
Enter an open city race, pay the listed entry fee when required, and race against human teams or AI-filled slots.
See the streets, runners and relay action before diving into the full player guide.
Manual control keeps the same collisions and physics as AI racing. Your keys request movement; your runner's actual stats determine what they can achieve.
Each city race is divided into four equal legs. The baton carrier runs to the next waiting teammate at the exchange mark.
After a successful handoff, the incoming runner receives a temporary acceleration multiplier based on the outgoing runner's Baton stat
The receiver waits at the exchange point and begins at 0 velocity. A strong outgoing Baton stat helps the next runner get up to race pace faster.
Runners share the street. Bumps, stumbles, falls and recovery can change a race, so lane choice and composure matter as much as raw speed.
Every runner has eight core attributes. Overall rating is useful, but specialist runners can outperform a higher-OVR rival in the right leg.
| Stat | What it affects |
|---|---|
| Speed | Available running speed and race pace. |
| Acceleration | How quickly the runner builds speed. |
| Strength | Helps resist physical contact and contributes to stability. |
| Agility | Lane movement and evasive capability. |
| Balance | Major factor in staying upright when challenged. |
| Baton | Boosts the next runner's acceleration immediately after a handoff. |
| Composure | Supports steadier race performance and decision-making under pressure. |
| Stamina | Reduces the speed lost to fatigue as the runner progresses through a leg. |
You do not have to manually race. The Runner Brain can control your full team, or it can take over the three legs you are not controlling.
The AI can hold its line, follow runners, take a wider path or challenge a gap based on the race situation.
Runner Brain can choose either side to pass instead of blindly staying behind a slower runner.
The AI can react to traffic and attempt to reduce unnecessary collisions when the street gets crowded.
Each city has its own entry fee, prizes and total relay distance. A city goes on a five-minute cooldown after you complete a race there.
| City | Race | Distance | Entry | 1st Prize |
|---|---|---|---|---|
| Chicago | Lakefront Night Relay | 6,000m | Free | $1,000 |
| Rio | Lapa Lights Circuit | 6,400m | Free | $1,400 |
| Kingston | Kingston Dash Relay | 5,200m | Free | $1,600 |
| Los Angeles | Sunset Street Sprint | 6,800m | $500 | $1,800 |
| Manila | Neon Jeepney Run | 7,200m | $600 | $2,200 |
| Sydney | Sydney Harbour Relay | 7,400m | $700 | $2,600 |
| Beijing | Hutong After Dark | 7,600m | $800 | $3,000 |
| Nairobi | Nairobi Endurance Relay | 20,000m | $3,000 | $15,000 |
| Anchorage | Northern Lights Relay | 7,800m | $900 | $3,600 |
| Aomori | Snow Lantern Relay | 8,000m | $1,000 | $3,600 |
| Mumbai | Marine Drive Relay | 8,200m | $1,000 | $3,600 |
| Dubai | Desert Skyline Relay | 8,400m | $2,000 | $10,000 |
| London | Thames Twilight Relay | 8,600m | $1,000 | $3,600 |
| Paris | Seine After Dark | 8,800m | $1,000 | $3,600 |
| Cairo | Nile Gold Relay | 9,000m | $1,000 | $3,600 |
| Cape Town | Table Bay Relay | 9,200m | $1,000 | $3,600 |
| New York | Manhattan Skyline Relay | 9,400m | $1,000 | $3,600 |
Finish on the podium and you may replace one runner on your roster with a runner from a team that finished below you.
First place may recruit one runner from any of the three teams that finished 2nd–4th.
Second place may recruit one runner from either team that finished 3rd–4th.
Third place may recruit one runner from the team that finished 4th.
Cars are managed from the Auto Shop, giving your team a ride to show off at the street race.
Open the Auto Shop from the main interface to browse the cars currently available to your team and review the information shown for each vehicle.
Check the displayed price and vehicle details before making a purchase. Cars are a separate team-management choice, so they do not replace any of your seven runners.
Use the Auto Shop as part of your long-term team progression while your four starters continue to handle the actual relay race.
The Gym lets you develop runners between races. Both starters and reserves can train, and training progress remains with the runner when you change the lineup.
A starter who is currently in training is unavailable for race entry. Make sure all four starting-leg runners are free before entering a race.
Your three reserve runners can train without blocking race entry, as long as your four active starters are not training.
Training belongs to the individual runner. If a reserve is promoted to a starter leg later, the development they earned in the Gym carries with them.
Training reserves lets you improve future lineup options without taking an active starter out of the next race.
Street conditions can change how much grip runners have. In poor weather, smooth acceleration, controlled lane changes and balance become more important.
Wet pavement reduces traction and can create slippery sections or puddles. Sudden lane changes and contact become harder to manage when the road is soaked.
Snow makes the street harder to read and reduces available grip. Snow piles up during the race making it more dangerous toward the finish line.
Hail can make surface grip less predictable. Balance, composure and careful positioning become especially useful when traffic gets crowded.
Lower grip can make acceleration, slowing down and lateral movement less forgiving. A move that is safe on a dry street may carry more risk in bad conditions.
Because runners already share the street and can bump, stumble or fall, slippery conditions can magnify the cost of poor spacing and aggressive lane changes.
A strong relay is built across all four legs, not around one superstar.
A runner with a high Baton stat can be especially useful before a strong acceleration-based teammate, because their handoff directly boosts the next leg's launch.
Fatigue increases through each leg. On longer tracks, stamina can protect pace better than a small advantage in raw speed.
Acceleration, lateral movement and contact remain limited by runner stats and physics. Use positioning rather than holding accelerate in every situation.
Post-race recruitment is most valuable when it fixes a specific team problem: poor stamina, weak baton transitions, low balance or a slow anchor.