A car collecting game for iPhone
Every car you pass on the street is a card waiting to be caught. Photograph real cars with the in-app camera, build a collection ranked by how many were actually made, then send your best five into automated races.
The loop
Three steps, always in this order. You can't race a car you haven't seen with your own eyes.
Walk, drive, wait at a red light. Anything on four wheels in the real world can be caught: a daily commuter, a weekend roadster, a supercar parked downtown.
Point the StreetCaught camera at the car. The app identifies the model and generation and turns it into a card with its real specs, its rarity and a random finish.
Pick five cards for five events. You don't drive: the race is simulated from each car's stats, the track and the surface. Your job is choosing the right car for each event.
Rule 1 · Rarity
A card's tier is set by how many units of that generation were really built. It never depends on luck or on the player. Common cars are common because the streets are full of them.
| Tier | Units produced | Neon glow | Typical cars | Scan XP |
|---|---|---|---|---|
| Common | 300,001+ | None | High-volume sedans and SUVs | 10 |
| Uncommon | 100,001 – 300,000 | None | Everyday models late in their run | 20 |
| Rare | 20,001 – 100,000 | None | Production sports cars | 40 |
| Epic | 3,001 – 20,000 | Violet | Focused sports cars | 90 |
| Legendary | 1,001 – 3,000 | Gold, sweeping | Supercars | 210 |
| Mythic | 51 – 1,000 | Red, sweeping | Hypercars | 510 |
| One-off | 50 or fewer | Pink, sweeping | One-offs and prototypes | 1,200 |
From Epic up, the card glows in its tier color. From Legendary up, a brighter spot slowly travels around the frame. The first time you catch a model, its XP is tripled.
A car becomes a classic 30 years after its generation stopped being built. The end of production counts, not the start, so even the last car off the line is 30. Nobody picks favourites: it's an age, and every January 1st another year of cars joins the club.
A classic trades its tier border for a thicker wooden frame with real grain. The tier still shows in the text, the glow and the word at the bottom of the card.
| Classic today | Built until | Tier |
|---|---|---|
| Ferrari F40 | 1992 | Mythic |
| Lamborghini Countach LP400 | 1978 | Mythic |
| BMW M3 (E30) | 1991 | Legendary |
| DeLorean DMC-12 | 1983 | Mythic |
237 models in the catalog are classics today.
Where the real production figure is unknown, the card carries a small EST. badge. Estimated entries never land above Rare: the top tiers are reserved for cars whose numbers have been checked by hand.
Rule 2 · Finishes
Rarity belongs to the car. The finish belongs to your copy, rolled fresh on every scan. A holo Corolla is possible, and that's on purpose. The border tells you the tier, the background tells you the finish.
Finish odds per scan
Carbon, Forged and Holo cards take the colour of the car's tier. A Legendary holo glows gold, a Mythic forged card has red resin flakes. Gold and Silver keep their brushed metal.
One card in a hundred that already has a finish also gets a holo foil laid over it: a Gold Holo, a Carbon Holo. It keeps its own background and adds the foil that lights up when the light passes. On a Minimal card it shows as a ★.
A holo foil only shows inside the band of light that crosses the card when you tilt your phone. Carbon is a material: you see it even in the shade, and the light adds a shine on top. Holo patterns carry a number from 0 to 999, so no two copies shine the same way.
Full shows everything: the car picture running edge to edge with its name printed on it, generation and year, the four stats with bars, the real specs (0-100 km/h, top speed, power, torque, redline, drive, fuel, units built) and the money block (MSRP and market range).
Minimal keeps only what you need to pick a car: the picture with the model name, the drivetrain, the four stats and the Power. That's the view for comparing five cars at a glance. Switch between them in the garage.
The number in the bottom corner is the car's Power, from 20 to 100. It's what counts against your hand budget. The letter says the same thing at a glance:
| Letter | F | E | D | C | B | A | S |
|---|---|---|---|---|---|---|---|
| Power | 20–39 | 40–49 | 50–59 | 60–69 | 70–79 | 80–89 | 90+ |
Finishes are cosmetic. They never change race stats, so scanning the same car every day doesn't buy you speed.
Rule 3 · Racing
Every card lists the car's real figures: 0–100 km/h, top speed, power, torque, redline, drivetrain. The game turns them into four stats from 1 to 100.
From the 0–100 km/h time. Quicker off the line, higher score.
110 − 7.5 × t(0–100)Scaled from 120 km/h (1) to 350 km/h (100).
(vmax − 120) / 230 × 100Weight, drivetrain and tires. AWD +8, 4WD +6, RWD +2, performance tires +10, off-road tires +4.
50 + bonuses − (kg − 1400)/40Ground clearance, 4WD +20, off-road tires +15, performance tires −10.
20 + (clearance − 120)/2 + bonusesThis is where the choice happens. A drag monster can lose a slalom to a light roadster.
| Event | ACC | SPD | GRP | OFF |
|---|
| Surface | Grip multiplier | AWD bonus |
|---|---|---|
| Dry asphalt | × 1.00 | — |
| Wet asphalt | × 0.85 | +0.10 |
| Gravel | × 0.60 | +0.15 |
| Snow or ice | × 0.45 | +0.20 |
A real race from the game
Same physics, track and cars as the app. Pick two cars and a surface: on snow, a supercar with 105 mm of ground clearance and performance tires doesn't get far, while on dry asphalt the result flips.
Rule 4 · Campaign
Ten levels per country, five races per level. The events and the rival's hand are fixed, so you can study them before you pick your five cards. Each country opens at a player level and adds one condition you haven't had to handle yet.
| Country | What it adds | Opens at level | Power cap |
|---|---|---|---|
| Mexico | Dry asphalt only. Learn the events. | 1 | 276 |
| United States | Rain and long straights | 6 | 302 |
| Japan | Tight mountain roads | 11 | 328 |
| Germany | Flat-out top speed | 16 | 353 |
| Norway | Snow, ice and the first rally stages | 21 | 379 |
| Kenya | Dirt, gravel and rally for real | 26 | 400 |
Stars come from your share of the points, not the number of events won. Dominating three events beats scraping four. Three stars need 80% of the points.
Three stars on level 5 and level 10 of a country earn a part, the first time only. The level 10 part comes with much better odds.
The last level of the campaign gives a guaranteed Legendary part. It's the only place in the game where a Legendary part drops.
Coming back to an early country with a stronger garage? Your hand is capped at that country's Power, so it stays a real race.
Rule 5 · The Workshop
Duplicates aren't wasted. Catch the same model again, any generation, and it becomes fuel for the Workshop. Everything is stored per model: if you own three Civics, you sacrifice two to upgrade "the Civic", and that's the one you race.
More power.
Level 1 opens the Turbo slot
Level 3 opens the Transmission slot
Less mass.
Level 1 opens the Carbon slot
Level 3 opens the Wheels slot
More cornering grip, better brakes.
Level 1 opens the Suspension slot
Level 3 opens the Aero slot
| Level | Engine power | Weight | Chassis grip | Duplicates | Coins |
|---|---|---|---|---|---|
| 1 | +4% | −4% | +4% | 1 | Power × 11 |
| 2 | +9% | −9% | +9% | 2 | Power × 27 |
| 3 | +15% | −15% | +15% | 3 | Power × 63 |
Coin costs follow the car's Power, so tuning a hypercar costs far more than tuning a city car. A tuned car's Power goes up too: faster in one event, less room in your hand for the other four.
A part never says "better in the rain". It changes something physical (power, mass, top speed, downforce, launch traction, braking, tire grip on each surface) and the race physics decides where that pays off. A GT wing adds downforce, which helps in corners. A drag race has no corners, so there it only costs you drag.
| GT wing | Circuit | Slalom | Hill | Drag 400 | Drag 1 km |
|---|---|---|---|---|---|
| Lap time | −9.8% | −10.8% | −4.7% | +0.4% | +0.9% |
| Rare tires | Dry circuit | Wet circuit | Gravel rally | Snow rally |
|---|---|---|---|---|
| Slicks | −4.9% | +7.9% | +10.6% | stuck |
| Wet | +1.1% | −6.7% | +1.5% | −2.3% |
| Studded | +3.9% | −1.9% | −2.9% | −10.3% |
| Off-road | +3.0% | −1.3% | −6.7% | −5.5% |
| Drag slicks | +6.2% | +14.8% | +15.0% | stuck |
Change in time, measured in the game's own physics. Negative is faster.
Parts come in Common ×1, Uncommon ×1.3, Rare ×1.7, Epic ×2.3 and Legendary ×3. The tier multiplies the bonus, never the penalty: a Legendary slick grips better on dry asphalt and slides exactly as much on snow. From Epic up, most parts become different hardware, like a twin turbo instead of a single.
Each big slot takes its own family: turbo, transmission, carbon, wheels, suspension, aero. Small slots take brakes, an exhaust or a set of tires. Every car has one small slot from the start, and a second one can be bought for a single model. A part can only sit on one car at a time.
Races drop parts up to Epic: Common 56%, Uncommon 28%, Rare 12%, Epic 4%. Legendary parts never drop from ordinary races. The campaign's last level is the only way to get one.
Rule 6 · The Shop
The Shop puts three parts on the shelf every 24 hours, each from a different family. Don't like them? Watch an ad to reroll, up to three times a day. That counter is separate from your gauges, so an ad watched for fuel never costs you a reroll.
| Tier | Price | On the shelf |
|---|---|---|
| Common | 300 coins | Often |
| Uncommon | 800 coins | Regularly |
| Rare | 2,000 coins | Sometimes |
| Epic | 6,000 coins | Rarely |
| Legendary | — | Never sold. Earned in the campaign only. |
The shelf comes from the day itself, so closing and reopening the app never reshuffles it.
Rule 7 · Energy & fair play
Scanning and racing each draw from their own gauge. Both fill back up to the top once a day.
Up to 5 rewarded ads per day. A scan that gets refused never costs a photo.
Questions
StreetCaught is in active development and runs on test devices today. It will launch on iPhone first, in English, with French and Spanish to follow.
No. Cards only come from the in-app camera, live. The whole point of a card is that you saw that car yourself.
Usually one of three reasons: the photo looks like a screen or a print, the image was already used, or you already scanned that car in the same spot in the last 24 hours. A refused scan never costs a photo.
No. Finishes are purely cosmetic. Races depend on the car's stats, its upgrades, the event and the surface.
Hand-checked entries use real production figures for each generation. For the rest, the figure is estimated and the card shows an EST. badge. Estimated cars never go above Rare.
The card is gone, but the car stays marked as seen in your Dex forever.
Yes. Parts change the car's real physics (power, weight, downforce, braking, tire grip), and the race simulation uses those numbers directly. A fully tuned car is roughly 11% faster for a Common and 20% for a Legendary. The right tires for the surface matter as much as raw power.
Only one way: win level 10 of Kenya, the last level of the campaign, with three stars. Races and the Shop stop at Epic.
Duplicates of the same model, any generation, are merged in the Workshop to upgrade that car: 1, then 2, then 3 duplicates plus coins per level. Each new copy is also another roll at a rare finish.
Every car has a Power value and your hand has a Power budget tied to your level. Five top cars won't fit. Spend the budget where the event needs it most.
That's next. First asynchronous challenges: you save a hand and friends race it whenever they like. Then a leaderboard, then live duels with hidden hands and events announced up front.
Only an approximate zone is ever shown to other players, never an exact position.
Yes, free to download and play. Optional rewarded ads refill your gauges, and coin packs will be available to buy.
Car photos come from Wikimedia Commons under free licenses, resized and cropped for the cards. Click a license to see the original file.