What it is
Most driving games ask how fast you got round. This one asks whether you would have passed. You get a car, a city and an examiner who tells you where to turn. Everything you do between the instructions is being marked.
Steering comes quickly. The habits underneath it are the part that is hard to practise, and they are what this is for. Signal before you move. Look before you signal. Know what is beside you before you go there.
It is a game, though, and worth being blunt about what that means: it is not driving instruction, it is not connected to any licensing authority, and passing here says nothing about passing a real test. Its road rules are simplified and can be wrong. Learn the rules that apply where you live from a qualified instructor — the terms spell this out.
The examiner, and the points
You start on 100 points. Every fault the examiner sees costs you some of them, and it is named on screen as it happens, so you never finish a drive wondering what went wrong. Finish the route on 70 or more and you pass.
Three faults do not deduct. They end the drive where it stands, the way a real test does:
- Hitting a pedestrian
- Running a red light
- Colliding with anything
The same fault will not be recorded twice in a row for a few seconds, so one long mistake costs you once rather than twenty times.
What is being marked
mirror checkssignallingred lightsspeed controlkeeping clearlane disciplinelane markingsgap choiceroundaboutspedestrian crossingscyclist clearancehill startsparking accuracy
Not all of them on every map. Each map is scored on what it actually contains, so a map with no roundabout has no roundabout faults.
Mirrors, shoulder checks and indicators
There are two ways of looking, and they are not interchangeable. This is the part people get wrong most often.
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Mirror check
Q / EpadBumperstouchAlready on screenVRLook at the mirror
Enough for a turn, but not for anything that moves you sideways.
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Shoulder check
← / →padRight stick, left or righttouchHold a door mirror, or swipeVRTurn your head
Required for a lane change, a merge and reversing. Also accepted for a turn.
A turn accepts either. You are not moving sideways into a space someone might already be occupying, so the glance down the road that a mirror gives you counts as having looked.
A blind-spot manoeuvre needs the shoulder check specifically: changing lane, merging off a slip road, reversing. No mirror covers a blind spot, and turning your head costs you the road ahead for a moment. Judging when to accept that is part of driving, so the examiner insists on it.
A check counts if you made it within 11 seconds of the manoeuvre starting, so waiting at a red light does not undo the look you took on the approach. The indicator is marked separately, on every turn and every lane change.
In a headset, the looking is real
The whole test runs in VR, in this same browser tab. You sit in the driver's seat, and the two observations above stop being buttons.
A shoulder check becomes your own head turning — past 60° round, which is far enough that the door mirror is no longer doing the work for you. For as long as it takes, you lose sight of the road ahead. That cost is the whole reason the check is worth marking, and on a flat screen it has to be imitated. Here it is simply true.
The mirrors are glass bolted to the car rather than panels on a screen, so checking one means looking at it. Everything you would otherwise read off the screen is in the cabin with you: the speed, the gear, the limit and the clock on the dashboard, and the examiner's next direction floating above the bonnet, where a car with a head-up display puts it.
Nothing is scored differently for it — the same marking sheet, the same critical faults, the same pass mark. Any headset with a WebXR browser will run it, and there is nothing to install or side-load: it is this page. The launch screen offers VR only on a machine that can actually present, so it is never a button that fails.
Four ways to drive
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Examined
marked throughout: one critical fault ends it
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Practice
critical faults cost points instead of ending the drive
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Learn
the examiner talks each observation through before you need it
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Free driving
a whole city, no examiner
10 maps, in 4 sections
Lessons that each teach one thing, roads that ask for lane discipline at speed, a quiet grid to practise the manoeuvres on, and a whole city to drive around with nobody marking you.
Lessonsone skill each
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City driving●●○
Signalised intersections, two lanes each way, lane changes and parallel traffic.
50 km/h450 m acrossabout 5 min
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Hills●●○
Hill starts, controlled descents and stop-and-go on a steep grade.
50 km/h300 m acrossabout 4 min
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School zone●○○
A 30 km/h zone with a crossing guard and children stepping onto the road.
30–50 km/h300 m acrossabout 4 min
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Playground zone●○○
A 30 km/h zone, a stray ball, kids chasing it and cars pulling out.
30–50 km/h300 m acrossabout 4 min
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Residential●○○
Cyclists, pedestrians and cars reversing out of driveways at 40 km/h.
40 km/h300 m acrossabout 5 min
Advanced roadslane discipline at speed
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Multi-lane arterial●●●
Turn-only lanes, a bus lane, a car-pool lane and roadworks closing a lane ahead.
40–60 km/h450 m acrossabout 4 min
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Boulevard●●○
A three-lane boulevard crossing two-lane residential streets, and the junctions where they meet.
40–60 km/h450 m acrossabout 5 min
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Motorway merging●●●
A motorway with slip roads: match the speed, check the blind spot, take the gap.
50–80 km/h450 m acrossabout 5 min
Manoeuvresthe manoeuvre, not the traffic
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Practice area●○○
A quiet grid with a car park and a kerbside gap: bay reversing and parallel parking.
40 km/h300 m acrossabout 3 min
Free drivinga whole city, no examiner
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Metro●●●
A whole city and the country round it — 2.3 km of streets, a coast road, a lake and a lane into the hills, across 5.8 km of world. No examiner.
30–80 km/h5.8 km acrossno examiner
Keyboard, gamepad, a phone or a headset
Plug in a controller and it is picked up mid-drive, without a setting to find. A key is on or off, while a stick and a trigger are analogue, so on a gamepad you can hold a quarter of a turn or half the brake. That is the difference worth having here.
On a touchscreen the controls come to you: steering and the pedals dock along the bottom edge the moment you touch the glass, in portrait or landscape. The indicators are the door mirrors — tap the one you are turning towards to signal, hold it to look over that shoulder, or push the road aside with a thumb to glance that way without reaching for anything.
Reverse is the brake pedal, not a gear you have to go and find. Come to a stop, press the brake again and hold it, and the car backs up — the readout says R and the white lamps come on, the same as if you had selected it. Keeping your foot down through a stop never does it, so a red light is still just a red light. The gear control is still there for anyone who would rather say it outright.
Gamepad
- Right trigger
- Throttle
- Left trigger
- Brake, and reverse
- Left stick
- Steer left · Steer right
- A
- Handbrake
- Left bumper
- Look in the left mirror
- Right bumper
- Look in the right mirror
- Right stick, left
- Shoulder check, left
- Right stick, right
- Shoulder check, right
- D-pad up, or left
- Indicate left
- D-pad down, or right
- Indicate right
- B
- Drive / reverse
- Y
- Camera view
- X
- Horn
- Select
- Map
- Start
- Pause
Standard layout. Anything the browser cannot map is ignored rather than guessed at.
Keyboard
- W
- Throttle
- S
- Brake, and reverse
- A
- Steer left
- D
- Steer right
- Space
- Handbrake
- Q
- Look in the left mirror
- E
- Look in the right mirror
- ←
- Shoulder check, left
- →
- Shoulder check, right
- ↑
- Indicate left
- ↓
- Indicate right
- R
- Drive / reverse
- C
- Camera view
- H
- Horn
- M
- Map
- N
- Mute
- F
- Take the job you are standing at
- P
- Pause
- Esc
- Abandon the test
In a headset the triggers do the same two jobs, the left stick steers, and the two looks have no control at all — see above. The features page prints the full table for all four.
The point of it
Confidence, rather than lap times.
Plenty of people find driving daunting, and the expensive, nerve-shredding way to find out whether you would remember your blind spot is to be sitting next to a real examiner. Here you can get it wrong a hundred times for nothing, which is roughly what it takes before the looking becomes automatic.
That is what practice mode is for. Keep driving after the mistake that would have ended a real test, and see how the rest of the route would have gone.