Late braking
Every corner has a real braking zone, computed from its radius and the car’s grip. Lift a few metres too late and the fronts lock, the tyres smoke and you run wide. Brake at the right board and you dive past.
One-finger F1-style racing for iPhone
Pocket GP is a low-poly arcade racing game with the racecraft of real Formula 1: late braking, slipstream, crossing lines and grip, on faithful real circuits. Hold to accelerate, lift to brake, drag to change line.
Free · No ads · No sign-up · Monza & Barcelona


Built by F1 nerds
We are Formula 1 fans and proper physics nerds. What we love about a Grand Prix is not the graphics: it is the duel. A driver closing up in the slipstream, the outbraking move at the end of the straight, the counter-attack on the exit, the car that locks a wheel and runs wide.
So we kept the look simple (low-poly, colourful, fast to read on a phone) and put the work where it matters: a real-world physics model with real grip, real drag and real braking distances. The controls are one finger. The skill is pure racecraft.
Every corner has a real braking zone, computed from its radius and the car’s grip. Lift a few metres too late and the fronts lock, the tyres smoke and you run wide. Brake at the right board and you dive past.
Tuck in behind a rival on the straight and the drag drops by up to 45% within 50 metres. Watch the tow build up, pull out at the right moment and slingshot past before the braking zone.
Inside line, ideal line, late apex, outside line. Defend the inside, or counter-attack with a crossover: go wide, cut back under your rival on the exit and pass them on the next straight.
A friction circle shares the tyres’ grip between braking and cornering, just like on a real car. Ask for both at the limit and something has to give. Kerbs, run-off and the grass all have their own grip.
Side by side into a corner, the inside car has the right of way unless the other one is half a car ahead. Leave the space, or take it. Contacts cost real speed: nobody uses a rival as a brake.
Five red lights, then go. Put your finger down within 0.35 s of lights out for a perfect launch. Jump the start and you lose it. Races are won and lost at the first corner.
How to play
Steering follows the racing line. You decide when to brake, which line to take and when to attack.
Real circuits
Every circuit is built from the real geometry, so lengths, corner sequences and braking zones match the ones you know from TV. Monza and Barcelona are on the grid today, and all the original circuits are coming, each one faithful to the real layout.
Italy · 5.793 km · 7 named corners
Prima Variante · Curva Grande · Roggia · Lesmo 1 · Lesmo 2 · Ascari · Parabolica
Spain · 4.655 km · 10 named corners
Elf · Renault · Repsol · Seat · Turn 6 · Wurth · Campsa · La Caixa · Banc Sabadell · New Holland
Street circuits, high-speed temples and technical classics, all of them faithful to the real track and added with free updates.
Race real people


FAQ
Pocket GP is a free racing game for iPhone that mixes low-poly arcade graphics with real-world racing physics. You race open-wheel, Formula-style cars on faithful versions of real circuits such as Monza and Barcelona, using one finger: hold to accelerate, lift to brake, drag sideways to change line.
No. Pocket GP is an independent game made by Formula 1 fans and is not affiliated with Formula 1, the FIA, any team or any circuit. The liveries use fan nicknames (Scuderia, Silver Arrows, Papaya, Weeyums, French Alps…) rather than official team names, and circuit layouts come from public, open-source track data.
Pocket GP is free to download, with no ads, no in-app purchases and no sign-up. You can start racing a few seconds after opening the app.
Yes. The look is low-poly and arcade, but the car runs on a real-world physics model: a friction circle that shares grip between braking and cornering, aerodynamic drag, slipstream, tyre lock-ups under heavy braking and speeds computed from the real corner radius. Braking too late or turning too hard costs time exactly like it does on a real track.
The same way real Formula 1 drivers do. Close up in the slipstream on the straight (up to 45% less drag in the wake of the car ahead), then either dive down the inside under braking or set up a crossover: go wide into the corner, take a late apex and cut back underneath on the exit. In a side-by-side corner the car on the inside has priority unless the other one is at least half a car ahead.
Pocket GP launches with Monza (Autodromo Nazionale Monza, Italy, 5.793 km) and Barcelona (Circuit de Barcelona-Catalunya, Spain, 4.655 km). Both are built from the real circuit geometry, with the real corners: Prima Variante, Curva Grande, Lesmo, Ascari and Parabolica at Monza; Elf, Repsol, Campsa and La Caixa at Barcelona.
Yes. The plan is to add every original circuit of the calendar, each one faithful to the real layout: same length, same corner sequence, same braking zones. New circuits arrive with app updates.
Most mobile racers are either pure arcade (nitro, drifting, no braking points) or heavy simulations that need precise steering. Pocket GP keeps the real racecraft of Formula 1 (braking zones, slipstream, racing lines, side-by-side battles and crossovers) and removes the hard part on a phone screen: steering. It is one-finger racing where the physics, not the controls, decides who wins.
From the blog
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20 Oct 2026The best racing games for iPhone and Android in 2026, by style: arcade, street, drag, rally, drift and Formula. Plus the classics that have shut down.
20 Oct 2026Racecraft explained: why the slipstream works, how an outbraking move is set up, what a crossover (switchback) is, and who has the corner when two cars are side by side.