Player customisation
Airframe Ultra's creator covers helmets, clothing and frame livery — 97.0% of owners have the fashion achievement. The official screenshot shows a named preset character and a clothing grid. No body-type list or preset roster has been published, so none is reproduced here.
Character creation in Airframe Ultra is the first thing nearly every player touches — 97.0% of owners have the ACH_FASHION achievement, which is the highest of all 21 achievements and higher than finishing a match. Whatever the creator offers, it is the most-used feature in the game.
The official material describes it in three parts: a racer, a uniform, and a frame.

What the official text promises
| Layer | Quote from the store description |
|---|---|
| The character | "You are gutterborn. Squatters. Smugglers. Pickpockets. Thieves." |
| The look | "New helmets, new clothes. Make yourself a statement— a uniform." |
| The bike | "a second hand Airframe, a few custom mods"; later "Win enough parts and you can make a new 'frame" |
| The point | "In a city where everything is a copy, you've got to become an original." |
That last line is the design thesis behind the whole customisation system. Megacity West is a city of copies; being recognisable is the only status available.
The creator, from the official screenshot
One of the ten official store screenshots is a character menu, and it is the most concrete look at the interface anyone has published. It shows a named character model on one side and a scrollable wardrobe of clothing items on the other, with a selection highlight in green against a deep navy panel.
| Visible element | What it implies |
|---|---|
| Named preset character | The game ships preset racers, and at least one is female-presenting |
| Clothing grid with many slots | A large cosmetic inventory rather than a handful of outfits |
| Colour-driven selection state | The UI uses colour rather than icons to show what is equipped |
| Full-body model preview | You see the whole outfit, not just a portrait |
The 4 November event post drops a name that fits: "cosplaying Bandit99 is not an auto-win" — Bandit99 appears to be a preset racer from the betas that players have latched onto. The 31 October devlog also mentions that "the preset racers from the betas" are a thing players ask to see again, in an example of a good, open-ended community suggestion.
Helmets, clothes, frames
The store description's phrase "New helmets, new clothes" is the only official enumeration of cosmetic slots. Everything else visible in the screenshot is clothing and accessories on a body.
| Slot | Confirmed | Notes |
|---|---|---|
| Helmet | Yes — store text and screenshot | The obvious place for team colours |
| Clothing (top, bottom, shoes) | Yes — screenshot | Visible in the wardrobe grid |
| Frame livery | Yes — "make your racer", frame paint | Shown in the store's racing shots |
| Body and face | In-game creator | No published option list |
| Quirks | Achievements only | ACH_EQUIP_QUIRK at 4.5% |
What is not published
There is no official body-type list, no preset roster, and no cosmetic catalogue. Competitor sites that publish a "body types" page are working from the beta, from datamining, or from nothing. This page will not reproduce a list it cannot verify, because a wrong list is worse than no list — you would build a character around an option that does not exist.
What you can do instead: open the creator, and note the categories the UI actually presents. That takes two minutes and is correct.
Why customisation matters mechanically
It would be easy to dismiss the creator as decoration, but two things argue otherwise:
- The pillar. Build Your Cred frames the whole climb as a credibility problem, and "Make yourself a statement— a uniform" is the store's own phrasing for how that is expressed.
- The star system. Reputation is the long game, and in a game where you are one of five identical bikes in a pack, being visually identifiable is how reputation becomes visible.
The counter-argument is honest too: in a 200 km/h pile-up, nobody reads your jacket. The customisation is for the lobby and the results screen as much as for the race.
Practical approach to building a racer
| Step | What to do | Why |
|---|---|---|
| 1 | Pick a silhouette, not a colour | You are seen at distance and in motion |
| 2 | Use one strong accent colour | Teams and squads need to identify you fast |
| 3 | Keep the frame livery consistent with the outfit | The bike is on screen more than the character |
| 4 | Do not spend on cosmetics before parts | Parts change how you play; cosmetics do not |
| 5 | Revisit after ten circuits | Your taste changes once you know the tracks |
The frame as a character
The Airframe is not a vehicle skin — it is the thing you are. The store description's line "with a second hand Airframe, a few custom mods" is the beginning of a build, and the airframes and building page covers how parts work. Cosmetics and parts share a garage, and launch coverage notes that the shop, progression and bike assembly were merged into one connected system for the release build.
Customisation in the launch event
If you want your outfit seen by the developers, 10 November is the In-Game Outfit challenge in Eight Days to Infamy: "Show off your customized character and your frame. Our favorite stylized combo wins." The prize is a 1-of-1 custom art piece of your character and frame by Esteban, the artist behind the game's key art.
That is as direct a statement as a studio can make that the customiser is meant to be looked at. The event page has the submission rules.