84 tracks, none repeated
Each event has its own layout. Seventy-seven races, seven license tests, and five championships, with three stars to earn in each one: win it, beat the time, and nail it.
You start last, lose by a hair, see what you’re missing, buy the part, and win again. 84 tracks and none repeated.
The whole grid is ahead of you —up to fifteen rivals— with real traffic in the middle. Where you finish is not an abstract score: it’s your garage card. You don’t need a menu to tell you that you’re short on engine power; you can see it on the straight.
Then you go to the workshop, check which bar is low, buy the part, and come back. That’s the whole game, and it’s what car games stopped doing thirty years ago.
You play with one hand and no connection: the accelerator is automatic and you only decide when to turn and when to use nitro. It’s truly offline: the entire campaign fits on your phone —on the subway, on a plane, in airplane mode— and only the global leaderboards need a connection.



Eight upgrades with six levels each: engine, turbo, brakes, nitro, wheels, suspension, aerodynamics, and chassis. Here tuning is not a bar that goes up in a menu: each level changes how the car drives, you feel it in the first corner, and the technical sheet tells you in kilometers per hour, seconds, G of grip, and meters of braking distance.
Each event has its own layout. Seventy-seven races, seven license tests, and five championships, with three stars to earn in each one: win it, beat the time, and nail it.
Buying a new chassis doesn’t remove the old one: it stays in the garage with its tuning on, exactly as you left it. You’ll never lose twenty races’ worth of savings by changing cars.
Seven letters, from F to S. The test is a clean lap under a time limit, without hitting a wall and without costing a coin. Having money and knowing how to drive are two different things.
Damage doesn’t heal when you cross the finish line: it carries over until you go through the workshop. Clean driving saves money and drifting is expensive, because it wears out tires. You can race damaged: it’s your choice, not a punishment.
Nothing becomes unusable for fifteen minutes. No counter refills while the app is closed. It’s a red line, not a launch promise.
Daily challenge, with the same track and the same car for everyone, and a world record to beat. And a world daily: a new circuit nobody has trained on, against the leader’s ghost.
From the port of Vigo to the Almería desert, from the Indianapolis oval to the Australian mountains, passing through Mexico, Brazil, Japan, Germany, Italy, France, and the streets of London. With elevated bridges, tunnels, and rain that leaves puddles and changes grip.
Six cars in a progression, from a neighborhood hatchback to an open-wheel single-seater. Five cameras —two top-down, one angled, one behind the car, and the cockpit with its dashboard— and two ways to drive: two touch zones, or steering by tilting the phone like a wheel.


The rule is one line: if it changes how it drives, you earn it by playing. If it only changes how it looks, you can buy it.
The paint jobs and sixty stickers are pure aesthetics —a pink one drives just like a black one— and they go wherever you want: hood, roof, side, or rear. No purchase unlocks a track, a chassis, or a license.
There are ads, and never during a race. Reward ads are optional, and you can remove them all with one purchase.
Rodaria is available on Google Play. The iPhone and iPad version will come later; when it does, it will appear here.
Free, offline, and no waiting. Play for as long as you want.
Rodaria is developed and published by Consultoría EHERO S.L.U. Want an app for your business? We explain how we work at custom apps.
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