A car collecting game for iPhone

Spot it.
Scan it.
Race it.

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.

In development iOS first 3,079 cars in the catalog
● REC · SCAN MODE

The loop

How it works

Three steps, always in this order. You can't race a car you haven't seen with your own eyes.

1

Spot

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.

2

Scan

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.

3

Race

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

Rarity comes from the factory

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.

TierUnits producedNeon glowTypical carsScan XP
Common300,001+NoneHigh-volume sedans and SUVs10
Uncommon100,001 – 300,000NoneEveryday models late in their run20
Rare20,001 – 100,000NoneProduction sports cars40
Epic3,001 – 20,000VioletFocused sports cars90
Legendary1,001 – 3,000Gold, sweepingSupercars210
Mythic51 – 1,000Red, sweepingHypercars510
One-off50 or fewerPink, sweepingOne-offs and prototypes1,200

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.

Classics get a wooden frame

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 todayBuilt untilTier
Ferrari F401992Mythic
Lamborghini Countach LP4001978Mythic
BMW M3 (E30)1991Legendary
DeLorean DMC-121983Mythic

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

Two things on every card

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.

Car
Finish
Foil (1 in 100 finishes)
View

Finish odds per scan

Tier colour

The background wears the tier

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.

Holo foil

A second roll on top

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 ★.

Light

Tilt to see it

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 or Minimal

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.

Power and its letter

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:

LetterFEDCBAS
Power20–3940–4950–5960–6970–7980–8990+

Finishes are cosmetic. They never change race stats, so scanning the same car every day doesn't buy you speed.

Rule 3 · Racing

Real specs in, four stats out

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.

ACC

Acceleration

From the 0–100 km/h time. Quicker off the line, higher score.

110 − 7.5 × t(0–100)
SPD

Top speed

Scaled from 120 km/h (1) to 350 km/h (100).

(vmax − 120) / 230 × 100
GRP

Grip

Weight, drivetrain and tires. AWD +8, 4WD +6, RWD +2, performance tires +10, off-road tires +4.

50 + bonuses − (kg − 1400)/40
OFF

Off-road

Ground clearance, 4WD +20, off-road tires +15, performance tires −10.

20 + (clearance − 120)/2 + bonuses

Each event weighs the stats differently

This is where the choice happens. A drag monster can lose a slalom to a light roadster.

EventACCSPDGRPOFF
SurfaceGrip multiplierAWD bonus
Dry asphalt× 1.00—
Wet asphalt× 0.85+0.10
Gravel× 0.60+0.15
Snow or ice× 0.45+0.20

A match is five events

  • One card per event, each card used once.
  • Stay under the Power limit. Every car has a Power value from 20 to 100, built from its stats. The five cards in your hand must fit in your budget.
  • Your budget grows with your level: 250 at level 1, rising to 400 at level 30.
  • A ±2% driver factor is rolled each race, so a tiny gap doesn't always go the same way.
  • Points, not just wins. A win is worth 50 points, plus up to 50 more for the size of the gap. A car that gets stuck scores nothing.
  • Races play in real time. A 12.40 s run takes 12.40 s on screen. Hold your finger on the track to speed it up (×2 to ×16), or skip to the finish.

A real race from the game

Hill climb · Snow

YOU
Hill climb track seen from above
Hold to speed up
0 km/h—
0 km/h—
Hold speed
RIVAL

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

Six countries, one new problem each

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.

CountryWhat it addsOpens at levelPower cap
MexicoDry asphalt only. Learn the events.1276
United StatesRain and long straights6302
JapanTight mountain roads11328
GermanyFlat-out top speed16353
NorwaySnow, ice and the first rally stages21379
KenyaDirt, gravel and rally for real26400
Stars

Share of the points

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.

Rewards

A part at levels 5 and 10

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 one legendary

Kenya, level 10

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

Upgrade, merge, fit parts

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.

Three axes, three levels each

Engine

More power.

Level 1 opens the Turbo slot
Level 3 opens the Transmission slot

Weight

Less mass.

Level 1 opens the Carbon slot
Level 3 opens the Wheels slot

Chassis

More cornering grip, better brakes.

Level 1 opens the Suspension slot
Level 3 opens the Aero slot

LevelEngine powerWeightChassis gripDuplicatesCoins
1+4%−4%+4%1Power × 11
2+9%−9%+9%2Power × 27
3+15%−15%+15%3Power × 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.

Parts are real hardware

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 wingCircuitSlalomHillDrag 400Drag 1 km
Lap time−9.8%−10.8%−4.7%+0.4%+0.9%
Rare tiresDry circuitWet circuitGravel rallySnow 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.

Tiers

Five tiers, one bigger bonus

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.

Slots

Six big, two small

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.

Drops

Won after races

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

Three parts a day

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.

TierPriceOn the shelf
Common300 coinsOften
Uncommon800 coinsRegularly
Rare2,000 coinsSometimes
Epic6,000 coinsRarely
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

Two gauges, one honest camera

Scanning and racing each draw from their own gauge. Both fill back up to the top once a day.

Photos

Maximum
10
Refill
Full refill every 24 h
Rewarded ad
+3
Used for
Scanning a car

Fuel

Maximum
10
Refill
Full refill every 24 h
Rewarded ad
+3
Used for
Starting a match

Up to 5 rewarded ads per day. A scan that gets refused never costs a photo.

Fair play rules

  1. In-app camera only. No importing from your photo library.
  2. No photos of screens or prints. The scan is refused with a clear message.
  3. No reused photos. Each image is fingerprinted.
  4. One scan per car, per place, per 24 hours. Same model, within about 50 m, very similar photo. You can still take the picture; it just won't create a new card.
  5. Soft signals like time, motion sensors and scans per hour help spot automation.
  6. Graduated penalties: a warning, then a scanning pause, then removal from the leaderboard.

Questions

FAQ

When can I play?

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.

Can I scan a photo I found online or took earlier?

No. Cards only come from the in-app camera, live. The whole point of a card is that you saw that car yourself.

Why was my scan refused?

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.

Does a holo or gold card race faster?

No. Finishes are purely cosmetic. Races depend on the car's stats, its upgrades, the event and the surface.

How do you know how many cars were built?

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.

What happens if I delete a card?

The card is gone, but the car stays marked as seen in your Dex forever.

Do parts really make a car faster?

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.

How do I get a Legendary part?

Only one way: win level 10 of Kenya, the last level of the campaign, with three stars. Races and the Shop stop at Epic.

What's the point of duplicates?

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.

Why can't I put my five best cars in one hand?

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.

Can I race my friends?

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.

Does the app share my location?

Only an approximate zone is ever shown to other players, never an exact position.

Is it free?

Yes, free to download and play. Optional rewarded ads refill your gauges, and coin packs will be available to buy.

Photo credits

Car photos come from Wikimedia Commons under free licenses, resized and cropped for the cards. Click a license to see the original file.

  • Honda Civic FE1 1.5 V Turbo Morning Mist Blue Metallic 01 — Ethan Llamas, CC BY-SA 4.0
  • 2015 Mazda MX-5 ND 2.0 SKYACTIV-G 160 i-ELOOP Rubinrot-Metallic Vorderansicht — Kickaffe (Mario von Berg), CC BY-SA 4.0
  • Toyota GR86 Sonoma 2023 — TaurusEmerald, CC BY-SA 4.0
  • Aston Martin DB11 Volante AM5 Aston Martin Racing Green (4) — Damian B Oh, CC BY-SA 4.0
  • HondaS2000-004 — Rich Niewiroski Jr., CC BY 2.5
  • 1993 Toyota Supra (JZA80) Coupe — Coolalabright, CC BY 4.0
  • Lexus LFA (49944546063) — Rutger van der Maar, CC BY 2.0
  • Porsche 918 Spyder IAA 2013 — Thomas Wolf, www.foto-tw.de, CC BY-SA 3.0 de
  • Nissan Skyline GT-R R34, 09-21-2025 — 2000chevymontecarlo, CC BY-SA 4.0
  • BMW E30 M3 — FotoSleuth, CC BY 2.0
  • F40 Ferrari 20090509 — Will ainsworth, CC BY-SA 3.0
  • Delorean DMC-12 side — Kevin Abato, www.grenexmedia.com, CC BY-SA 3.0
  • Lamborghini Huracan Evo, GIMS 2019, Le Grand-Saconnex (GIMS1010) — Matti Blume, CC BY-SA 4.0
  • 21 Ford Bronco — HJUdall, CC BY-SA 4.0
  • 2024 Honda Civic Type R, front right, 06-15-2024 — MercurySable99, CC BY-SA 4.0
  • 2022 Subaru WRX Sport-Tech in World Rally Blue Pearl, Front Left, 06-03-2022 — Elise240SX, CC BY-SA 4.0
  • 1998 Subaru Impreza 22B STi — MrWalkr, CC BY-SA 4.0
  • Porsche 992 GT3 with touring package 1X7A1548 — Alexander-93, CC BY-SA 4.0
  • 22 Tesla Model S Plaid — HJUdall, CC0
  • Jeep Wrangler (JL) Washington DC Metro Area, USA (7) — OWS Photography, CC BY 4.0
  • Land Rover Defender 110 D40 SE L663 Pangea Green (1) (cropped) — Damian B Oh, CC BY-SA 4.0
  • Bugatti Chiron Royal Blue — MrWalkr, CC BY-SA 4.0