MeteorMath: Space Racer and Street Racer Release Notes v2026.11.15
This is the first release of both games. They play the same way. Space Racer is ships, energy, and a hangar. Street Racer is cars, fuel, and a garage. These notes use Space Racer's words, with Street Racer's in parentheses.
Each game keeps its own racers and its own progress. A racer in one game is a different racer in the other.
Both run on iPhone, iPad, and Mac.
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Highlights
- Math fills the tank. Right answers earn coins and Energy (Fuel). A full meter starts a race.
- The race plays itself. Your child watches their ship (car) run the course against Agent Zero. The result comes from the machine, the course, and a little luck.
- A hangar that grows. Four ships (cars) to start, then Turbo, then Pro, then Legend. Twelve machines in all.
- Seasons that keep going. Season 1 is twelve races and three cups. Every season after that is another twelve, with Agent Zero in stronger machines.
- A pit stop, a look of their own, and a sticker book. Race-day items, paint and gear, stickers earned by playing, and postcards of races.
- One purchase. Three apps. The MeteorMath purchase covers MeteorMath, Space Racer, and Street Racer.


A racer
A new racer starts as an owl. The choices are Owl, Fox, Bear, Cat, Dog, Rabbit, Turtle, and Panda, plus a few simple symbols. Each racer has a name, a name plate, and their own coins, machines, cups, and collection.
The launch pad is home. It shows the racer, Agent Zero's next challenge, the meter, and the way into practice, the Hangar (Garage), trophies, and stickers.
Practice
Practice is adding, subtracting, multiplying, and dividing, each at Easy, Medium, or Hard. On the practice screen, Hard is labeled that way. In Grown-ups the same level is called Difficult.
Your child picks among the kinds of math a grown-up has left on. A first-try answer earns the full reward. An answer that took another try earns a quarter of that. How fast they answer changes nothing. A wrong try takes nothing away.
At the starting reward, a new racer's first race comes after about 10 Easy answers. After the first win, a full meter takes about 40 Easy answers, about 20 Medium, or about 10 Hard. Practice keeps going after the meter is full. Coins keep coming. The meter stays full until the next race.
A new racer is set up as ages 4–6, which uses the 2.0× reward. Ages 7–9 start at 1.5×, and ages 10 and older at 1.0×. A higher multiplier means fewer answers for the same coins and Energy (Fuel). Grown-ups can set the multiplier from 0.5× to 3.0×. Changing the age band leaves the multiplier where it is until a grown-up applies the age's usual value.



Races
A race spends a full meter. The course is assigned. Your child packs the machine, then watches.
The view sits behind their ship (car). Agent Zero runs the same course in his own machine. Skip jumps to the saved result. A race that has started always finishes, including after the app is closed and opened again.
A win, a loss, and a tie all count. A loss still pays experience. A tie gives the meter back. Coins already earned stay earned. Nothing breaks, and there is nothing to repair.
Season 1 is twelve showdowns, three on each course:
| Space Racer | Street Racer | What the course asks of the machine |
|---|---|---|
| Open Space | Highway | Straight-line speed |
| Station Circuit | City Circuit | Corners |
| Debris Field | Offroad Trail | Rough ground |
| Asteroid Circuit | Canyon Rally | A mix |
The fourth win takes the Bronze Cup. The eighth takes the Silver Cup. The twelfth takes the Gold Cup and ends Season 1.
Before a race, the tale of the tape sets the two machines side by side: speed, acceleration, handling, ruggedness, and experience. Agent Zero's machine and his level depend on the season and the showdown. They follow the calendar of the season. They do not change because of how your child has been doing.



The Hangar (Garage)
Coins buy machines and upgrades. The four stats are speed, acceleration, handling, and ruggedness. Each upgrade is permanent.
The first four are the Standard class.
| Balanced | Built for speed | Built for corners | Built for rough ground | |
|---|---|---|---|---|
| Space Racer | Comet | Photon | Orbit | Bulwark |
| Street Racer | Rally | Flash | Apex | Trail |
Levels 1, 2, and 3 are the Season 1 upgrades. The starter, Comet (Rally), is the one a new racer buys first.
Turbo is levels 4 and 5 on those same four machines. It opens with the Gold Cup, in the full game.
Pro is four more machines: Comet Pro (Rally Pro), Photon Pro (Flash Pro), Orbit Pro (Apex Pro), and Bulwark Pro (Trail Pro). Pro opens when every Standard machine is fully upgraded, Turbo included.
Legend is the same four bodies again: Comet Legend (Rally Legend) and the rest. Legend opens when every Pro machine is fully upgraded.
The Hangar (Garage) shows the next class as a locked row with how many upgrade levels are left.



Experience
Every finished race pays experience: 100 for a win, 70 for a tie, and 50 for a loss. Experience cannot be bought. It raises a level that has no top.
The launch pad shows it on the racer: "Level 7 · Racer", with a ring filling toward the next level. Agent Zero has a level too.
| Levels | Name |
|---|---|
| 1–4 | Rookie |
| 5–9 | Racer |
| 10–19 | Ace |
| 20–29 | Star |
| 30–49 | Superstar |
| 50–74 | Champion |
| 75–99 | Grand Champion |
| 100 and up | Hall of Fame |
A higher level makes the racer a little quicker off the line, a little better through corners and rough ground, and a little steadier from one part of the course to the next. The gain is real, and it levels off. A high level is worth about one upgrade on the stat a course cares about. It does not replace building the machine.
Seasons and trophies
After the Gold Cup, Season 2 begins: the same twelve showdowns, a new look to the courses, and Agent Zero in stronger machines. Seasons continue from there. Each one has a Bronze Cup, a Silver Cup, and a top cup. Season 1's top cup is the Gold Cup. Later seasons award their own, and after that the Champion Cup.
Ten of a trophy become one 10× trophy. Ten of those become one 100×, and so on, so the cabinet can keep every season.
Each course has its own trophies too, for the wins on that course.
The pit stop
The pit stop opens with the Bronze Cup. It sells things for one race. They are spent when that race starts. They are bought again with coins. Nothing in the pit stop refills Energy (Fuel). A race still takes a full meter.
Space Racer sells a Booster, a Rocket start, Gyro thrusters, a Shield, a Lucky star, and a Bubble blaster. Street Racer sells Nitro, Launch control, Grip tyres, Skid plates, a Lucky charm, and a Bubble blaster. A higher experience level can take more of these into one race.
Spare parts, fireworks, and a race camera ride along too. The race camera keeps a postcard of that race, win or lose.
In the free game the pit stop can be browsed after the Bronze Cup, and anything already owned can be used. Buying items waits for the full game.
Customize
Customize opens with the Bronze Cup. Your child can try a look on before buying it.
A machine can wear paint, stripes, a finish, decals, a number, a trail, a glow, a horn, and a celebration. Street Racer adds rims. Space Racer adds hull kits. The same kit fits that body in Standard, Pro, and Legend. The racer can wear a helmet and an outfit. The profile can wear a frame, a badge, a backdrop, a cabinet theme, and skins for the meter and the keypad.
Shine is an endless ladder for one machine. Each level costs more than the last, and it stays with that machine.
Some looks are prizes from the sticker book. Those are worn the same way, and they are never sold.
In the free game, Customize can be browsed and tried on, and anything already owned can be worn. Buying a new look or Shine waits for the full game.
Stickers and postcards
The sticker book is on the launch pad, in six sections: Math, Racing, the Hangar (Garage), Seasons, Style, and Experience. Stickers are earned by playing. A new one peels in after the moment that earned it. Ladders keep going, so there is always a next goal, such as another ten times as many answers.
The same place holds the postcard album. A race camera adds a postcard of the race just run: the course, the machines as they looked, the result, and the date. Opening a postcard plays that race again. The album holds 240. Your child can take one out to make room. A full album leaves the camera in the pit.
The free game and the full game
Until the purchase is on this Apple Account, the game is free to play.
The free game includes
- Every kind of math a grown-up has turned on. Each answer still earns coins and Energy (Fuel).
- Season 1's twelve races.
- The first four ships (cars), and their upgrades through level 3.
- After the Bronze Cup, the pit stop and Customize, for looking, trying on, and using what is already owned.
The full game adds
- Season 2 and every season after it.
- Turbo, levels 4 and 5.
- Pro and Legend ships (cars).
- Buying pit stop items, new looks, and Shine.
Anything already owned stays owned and stays usable. A race that has started always finishes.
Where the free game stops, the screen says so in a short line, such as "Season 2 comes with the full game." Ask a grown-up opens Grown-ups at Account and access. Children do not see a price.
Grown-ups
The Grown-ups button is on the launch pad. It opens with one tap. There is no PIN and no math question. Deleting a racer asks first, because it erases that racer's progress.
The pages are:
- Name and symbol. The racer's name, picture, and name plate.
- Sound and accessibility. Sound, music, and sound effects. Reduced motion. Speak math problems, which also reads Agent Zero's lines before and after a race. Larger text. The system's own text size and reduced motion apply too.
- Math and effort. Which operations and levels are on, the age band, and the reward multiplier. At least one kind of math stays on.
- Progress. Practice, race records, cups, level, and experience.
- Account and access. Sign in with Apple, the purchase, and Restore Purchase.
- Our Apps. The other MeteorMath apps.
- iCloud and saved data. Whether sync is up to date, which save to keep if two devices raced ahead of each other, and backups.
- Support. Save diagnostic logs and send a report.
One purchase, three apps
Account and access is titled One purchase. Three apps. It shows a card for MeteorMath, MeteorMath: Space Racer, and MeteorMath: Street Racer, the price on one line ("once · no subscription"), and Buy the full game with that price. Restore Purchase sits with it.
The Space Racer card says the purchase unlocks Season 2 and every season after, Turbo upgrades, Pro and Legend ships, the pit stop, and Customize. The Street Racer card says the same for cars. The MeteorMath card unlocks multiplication tables beyond 5×5, up to 20×20.
This game's card is marked This app. On a Mac, another card opens that app when it is installed. Otherwise it opens the app's page.
After the purchase, the page reads Your purchase covers three apps. and "Your purchase is active. Every season, upgrade, and shop is open."
Sign in with the same Apple Account in each app. A MeteorMath purchase from before these games is the same purchase. Profiles and progress stay separate in each app. Signing out clears the sign-in on this device. The racers, their coins, and their machines stay.
Saves
Each racer's progress syncs through iCloud on devices signed in to the same Apple Account.