Field guide

Notes from the passenger seat.

How to call a turn, why traffic stops for no reason, which crossing is which, and whether that shortcut is really quicker. Explained with moving pictures, drawn from the same streets as the game.

Giving directionsHow to give directions to a driver (without starting a row)Why “left here!” never works, how far out to call a turn, and the three-part call that drivers can follow.7 min readCrossingsZebra, pelican, puffin and toucan crossings explainedStripes or studs, near side or far side, flashing amber or none: the four everyday UK crossings and who goes first at each.8 min readGamesGames where you’re the passenger (and why it works)Rally co-drivers, hitchhikers, bomb manuals and the second seat in the kart: the games where you don’t drive, and why that’s the fun part.8 min readTrafficWhy traffic jams appear out of nowhere: phantom jams explainedHow one tap of the brakes becomes a stop-and-go wave that rolls backwards for miles, and why a bigger gap is the cure.8 min readShortcutsDo shortcuts actually save time? The maths of the rat runTwo real races, main road against rat run, and why the shorter way so often isn’t the faster one.8 min read

On the way to Steam

Be there when it lands.

One email when the Steam page opens and one at launch. Nothing else, and you can leave any time.