NTE Racing Guide: 69 Track Entries, 43 Racers, Season Rank Explained
How Many Tracks Does NTE Racing Have? 69 Entries, 15 Real Circuits
Client data records exactly 69 track entries in the racing table — a number that gets misread as "69 different tracks," when grouping by track name actually leaves 15 genuinely distinct circuits. The other 54 rows are variants of those same 15: forward vs. reverse direction, different lap counts, a separate copy used for story quests instead of free racing, and a couple of post-launch DLC additions.
So when "Unheard Shores Circuit A" turns up 6 times in the raw data, that isn't 6 tracks — it's one circuit with several configurations (direction, lap count, quest-locked or not). New players should think of this as 15 stages, not 69.
| Stat | Count |
|---|---|
| Total track data rows | 69 |
| Genuinely distinct circuits | 15 |
| Variants (direction/laps/quest/DLC) | 54 |
All 15 Real Circuits — Which Ones Carry The Most Variants
Here's the full list of 15 distinct circuits, grouped by their city cluster (the number in parentheses is how many data rows/variants each one has):
- Coastal — Circuit: Unheard Shores Circuit A / B · Variants: 6 + 6
- Bridge district — Circuit: Bridge Crossings Sightseers, Bridge Crossings Circuit, Davidia - Crane Path Track · Variants: 4 each
- Inter-district — Circuit: Hethereau Track 1, Hethereau Track 2 · Variants: 5 + 4
- Lake — Circuit: Caltrop Lake Circuit · Variants: 4
- Mountain — Circuit: Whitetail Ridge Road, Whitetail Ridge Road A, Whitetail Ridge Road B · Variants: 6 + 3 + 3
- New Herland — Circuit: New Herland City Track, New Herland Highway Track · Variants: 8 + 8
- DLC — Circuit: Intercity Tour, Sunset Neon · Variants: 2 + 2
New Herland City Track and New Herland Highway Track carry the most variants (8 rows each) — the two heaviest-content circuits in the data, worth treating as a benchmark once you've cleared the other 13.
| City cluster | Circuit | Variants |
|---|---|---|
| Coastal | Unheard Shores Circuit A / B | 6 + 6 |
| Bridge district | Bridge Crossings Sightseers, Bridge Crossings Circuit, Davidia - Crane Path Track | 4 each |
| Inter-district | Hethereau Track 1, Hethereau Track 2 | 5 + 4 |
| Lake | Caltrop Lake Circuit | 4 |
| Mountain | Whitetail Ridge Road, A, B | 6 + 3 + 3 |
| New Herland | New Herland City Track, Highway Track | 8 + 8 |
| DLC | Intercity Tour, Sunset Neon | 2 + 2 |
43 NPC Racers Split Into 6 PvE Crews — What The Community Calls Them
Client data confirms exactly 43 racers: 36 split evenly across 6 core PvE crews (6 racers per crew, each tied to a specific circuit cluster) and 7 remaining racers attached to early quest lines instead of a standing PvE crew.
Per community reporting (single source, matching the exact crew order in the raw data, no official label found in the game files itself): the 6 PvE crews are, in ascending difficulty, Sunday, Coastal Drift, Full Throttle, Meridian, Tempestas, and Uncrowned King — each only challengeable during a rotating 12-hour window, not 24/7.
That difficulty curve tracks the circuits themselves: the opening crew races moderate-speed coastal turns, while the closing crews race the mountain circuits full of sharp corners and constant elevation change.
| PvE crew (ascending difficulty) | Racers |
|---|---|
| Sunday | 6 |
| Coastal Drift | 6 |
| Full Throttle | 6 |
| Meridian | 6 |
| Tempestas | 6 |
| Uncrowned King | 6 |
| Outside a crew (early quests) | 7 |
3 Race Modes + A 17-Tier Rank Ladder Across 6 Seasons
The data confirms exactly 3 race modes: Challenge (PvE against the 6 NPC crews), Online Battle (ranked PvP), and Friends (private invite races with no public ranking).
Ranked PvP runs a 17-tier ladder: Rookie Driver, Amateur Driver, Pro Driver, and Legend Driver each split into 4 sub-ranks (IV lowest to I highest), plus a top rank Ace Driver with no sub-division — 4×4+1 = 17 in total. That ladder is split across 6 seasons in the data (including one pre-season before ranked play officially starts), each running roughly 2-3 months.
Points per PvP match aren't split evenly across every finishing position: the data shows only the top 3 finishers earn season points, on a declining scale of 100% (1st) → 66.7% (2nd) → 33.3% (3rd); places 4 through 6 in a race of up to 6 racers score no win-points but also take no extra penalty.
| Finishing position | Season points |
|---|---|
| 1st | 100% |
| 2nd | 66.7% |
| 3rd | 33.3% |
| 4th-6th | 0% (no bonus, no penalty) |
170 Robot Racers Fill Matches + Rewards By Finishing Rank
To keep PvP matchmaking full even off-peak, client data builds in 170 robot racers — split with exact evenness at 10 racers per rank tier across all 17 tiers from Rookie Driver IV to Ace Driver, each hard-assigned a vehicle to drive.
Match rewards scale in 6 tiers by finishing rank (1st through 6th), each pointing to its own reward table — higher finishes unlock richer drops. Per community reporting (single source, not cross-checked against raw Fons/Annulith figures): each side objective cleared in a race earns 1 flag, up to 3 per race, and every 3 flags convert to 20 Annulith plus 5,000 Fons, up to 18 flags to clear one full difficulty pass.
Beyond rank rewards, racing also spends City Stamina scaled to objective completion percentage — clearing more of a race's objectives costs more stamina but pays out proportionally more too.
| Stat | Count |
|---|---|
| Total robot racers | 170 |
| Per rank tier | 10 |
| Total rank tiers | 17 |
How To Unlock Racing + Where To Start
Per community reporting (single source, not cross-checked): racing unlocks at City Tycoon Level 2, requiring roughly 45,500 Fons plus a specific City Tycoon questline task. The one hard requirement left is owning a car — motorbikes can't race, so check GameVika's vehicles guide if you don't have one that fits yet.
New racers should start with the first PvE crew (coastal circuits, moderate turns, slow NPC drivers) before tackling the crews racing mountain circuits full of sharp corners later on. Since racing also converts into Fons and Annulith — both currencies that feed straight back into the garage and the character gacha board — see the currency guide for where to spend what you earn. Racing is just one slice of city life; see City Life in NTE for the full picture.
| Requirement | Detail |
|---|---|
| Tycoon level | Level 2 |
| Fons needed | ≈45,500 |
| Quest | 1 City Tycoon questline task |
| Vehicle | Must own a car (motorbikes can't race) |
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Frequently asked questions
How many tracks does NTE racing have?
Client data lists 69 track entries, but grouping by track name leaves just 15 genuinely distinct circuits — the rest are forward/reverse variants, different lap counts, and separate quest-locked copies.
How many race modes does NTE have?
3 modes: Challenge (PvE against the NPC crews), Online Battle (ranked PvP), and Friends (private invite races with no public ranking).
Do 1st, 2nd, and 3rd place score different points in ranked PvP?
Yes. Only the top 3 finishers score season points, on a declining scale: 100% (1st), 66.7% (2nd), 33.3% (3rd). Places 4-6 score no win-points but take no extra penalty either.
At what point does racing unlock, and what does it require?
Per community reporting (single source, not cross-checked): racing unlocks at City Tycoon Level 2, requiring roughly 45,500 Fons plus a City Tycoon questline task, and you must own a car since motorbikes can't race.