Maps and tracks
Airframe Ultra runs through four named districts — Slabtown shipyards, Vantac towers, Ysidro dunes and the Texicali ZEGO arcologies. Quarry and Estate are abandoned in the fiction, per the October devlog. Two track names appear in official text: Night Ride and Chasm.
Airframe Ultra's tracks run through Megacity West, a coast-spanning city the store description names district by district: the rusting shipyards of Slabtown, the sleek scrapers in Vantac, the dune dens of the Ysidro edgelands, and the hulking arcologies of the Texicali ZEGO zone.
Two named maps are abandoned in the fiction. The 31 October devlog explains why: "Megacity West isn't entirely populated end to end with people. There was a population boom in its past that caused the insane buildout of this coast-spanning city, but the modern city doesn't have one resident for every single arcology apartment. That's why some maps (like Quarry and Estate) are entirely abandoned, where the city's old infrastructure is almost like geology."

Districts and what they are
| District | Official description | What it suggests for a track |
|---|---|---|
| Slabtown | Rusting shipyards | Containers, cranes, tight industrial lanes |
| Vantac | Sleek 'scrapers | Verticality, glass, long drops |
| Ysidro edgelands | Dune dens | Open sand, sparse cover, heat haze |
| Texicali ZEGO zone | Hulking arcologies | Massive interior structures, multi-level routes |
| Quarry | Abandoned map | Derelict infrastructure used as terrain |
| Estate | Abandoned map | The same, residential |
The district names are from the store description; Quarry and Estate being abandoned is from the devlog. Nothing in the official material maps a specific district to a specific sprint layout, so the right-hand column is inference from the names, not a route guide.
Track types
A launch-week review describes the sprint routes concretely: rain-filled sewers, abandoned mansions on cliffs under a red sun, dangerous elevated roads, and densely populated slums. That is the clearest published list of what the tracks look like, and it lines up with the environment art in the official screenshots.
| Track type | Source | Character |
|---|---|---|
| Rain sewers | Launch review | Enclosed, low ceiling, water spray |
| Abandoned cliff mansions | Launch review | Wide entries, lethal drops |
| Elevated roads | Launch review | No barriers worth the name |
| Dense slums | Launch review | Tight corners, clutter, poor sightlines |
| Night city grid | Official event post (track called Night Ride) | Neon, katana kill streaks |
| Chasm | Official event post (bridge kicks) | Verticality and falls |
Night Ride and Chasm are track names the developers themselves used in the 4 November event post — "everyone who ever kicked someone off the bridge in Chasm or went on a killing streak with the katana in Night Ride". Those are the only two track names confirmed in official text.
The abandoned-map design idea
Quarry and Estate being empty is not a content gap, it is a worldbuilding device. The devlog's phrasing — that old infrastructure becomes "almost like geology" — describes a city that outbuilt its population and left whole districts to weather. Two consequences for how the tracks read:
- Less traffic, more hazard. An abandoned map has no crowd to weave through, so the danger is structural: collapsed ground, dead machinery, exposed edges.
- A different kind of loneliness. The populated districts are loud; the abandoned ones are the game's quietest spaces, which is unusual in a combat racer.
Weather and light
The official screenshots run the full palette: rust-orange shipyard daylight, acid-blue night grids, red-sun cliff roads, and one interior that reads as a shipping-container maze. That variety is doing marketing work, but it also tells you the tracks are not visually interchangeable — which matters for learning them, because the light is a landmark.
| Look | Where it appears | Learning aid |
|---|---|---|
| Rust daylight | Shipyard and container art | Corrugated metal reads as a wall at speed |
| Acid blue night | Night city art | Neon signs mark corners |
| Red sun | Cliff road art | Long shadows show elevation changes |
| Interior | Arena and container art | Enclosed spaces compress the fight |
How to learn a track quickly
The game does not ship a map screen worth the name — nothing in the official material describes one. What works instead:
- Run the first sector slowly. Every track has one corner that decides the lap; find it before you race it.
- Note the fork. Forked routes mean the pack splits, and a split pack is a chance to take a line nobody is blocking.
- Find the money line. Pickup clusters are placed, not random, so the fastest route and the richest route are usually different.
- Note the arena entrance. Where the sprint dumps you into the arena decides whether you arrive facing the fight or facing a wall.
What is not known about the map list
There is no official count of how many tracks shipped in 1.0, no official list of circuit names beyond Night Ride and Chasm, and no published rotation. Quarry and Estate are named as maps, but not as released circuits. The 3 November post says the team intends to roll out content "every quarter or so", so the map list is explicitly a starting point rather than a final set — the roadmap page quotes that commitment in full.
If you are trying to work out whether a specific district you saw in a trailer is playable, the honest answer is to load the game and look at the circuit select rather than trust a wiki's track list. Ours would be a guess, and there is already enough guessing on the internet about this game.