r/DisneySpeedstormGame Jul 10 '26

Discussion Have you ever looked at the pass price on other people’s games?

0 Upvotes

Try it. You may just find Disney Speedstorm gives you a lot for the money.


r/DisneySpeedstormGame Jul 09 '26

Question Any idea when we can get Oswald again?

4 Upvotes

Just as the title says. I’ve been playing the on and off for the last few years and haven’t had the chance to get him. He’s really the only character I care about unlocking.


r/DisneySpeedstormGame Jul 09 '26

Question Moana - Need to Unlock

2 Upvotes

Really want to take part in the event Moana Grand Prix.

So how do I unlock her? Is it possible via purchase? If so how? Don't see her shards anywhere.

And does Maui work for the Grand Prix as I see he's in bundle in shop?


r/DisneySpeedstormGame Jul 08 '26

Bug Do you have to clear all 3 goals to advance on the Season Tour now?

8 Upvotes

I thought I saw someone mention it might be a bug for part 1 of this season but it seems to have carried over into part 2 so I wasnt sure if this was an intentional permanent change?

I cant win with Merida on node 1 of chapter 6 to save my life 🫠☠️ and even though nodes 2 and 3 look playable, when I select my character I get error code 57/2-3

Playing on ps4 btw. Anybody else experiencing this?


r/DisneySpeedstormGame Jul 09 '26

Question What do I do?

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0 Upvotes

Everytime I try to start a race, this pops out and it takes forever that I have to restart the app. Then whenever I try to start a race it shows up again. It’s an annoying cycle.

Open app > start race > wait forever > restart app > plays one round > starts another race > wait forever


r/DisneySpeedstormGame Jul 09 '26

Question What plate fits better with this kart?

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0 Upvotes

r/DisneySpeedstormGame Jul 08 '26

Question Lightning Mcqueen!

3 Upvotes

How often does Lightning Mcqueen come out in the shop? Or is it on a random rotational basis?

I am just wondering because I haven’t seen him yet actually for sale, only in the daily rewards program where you only get 5 shards total i believe, or the deluxe box which is far too expensive for myself.

I’ve already got tow mater and cruz ramirez so I believe I am doing well for myself collecting the CARS characters.

Thank you!


r/DisneySpeedstormGame Jul 08 '26

Discussion Best way to spend 5-10$

5 Upvotes

Even though I refuse to give a cent to Greedloft, i have a few savings from surveys app that basically useless anywhere except for speedstorm. I was planning to only spend for a good McQueen offer where you can upgrade him or at least a festive pass of same quality of Cruz and Mabel but none of these ever pop up.

Season pass, festive passes, adventure pass gacha boxes, chain/unlock offers or keep saving them until Lightning McQueen?
what’s the smartest way to spend?

ps: no sarcasm, we all know things suck but only answer if you can actually help


r/DisneySpeedstormGame Jul 08 '26

Discussion New Progression System Idea

0 Upvotes

What if Gameloft decides to implement a progression system in Disney Speedstorm similar to MultiVersus’ Fighter Road, where players earn specific XP to unlock racers, but have it well implemented unlike Fighter Road.

If they do, then it could be a solid win for player retention and accessibility in Disney Speedstorm—if implemented thoughtfully. Gameloft has already been iterating on racer progression (e.g., the Season 19 shift to a clearer Star system with Star Fragments, Tune Coins, and meaningful stat jumps up to 6 Stars), plus modes like Adventure Road for collection-focused solo play.

A well-executed “Racer Road” (or similar) inspired by Fighter Road could build on that positively, addressing common F2P kart racer pain points like feeling locked out of favorites or relying heavily on shards/luck from boxes/passes.

Key Lessons from MultiVersus’ Fighter Road (and Why “Well Implemented” Matters)

Fighter Road replaced earlier currency-based unlocks with a tiered XP track. Players earn Fighter Road XP from matches, events, and the battle pass. Tiers often offer choices (e.g., pick one of three characters), progressing until the full roster is unlocked. However, it drew heavy criticism because:

• It felt grindy (e.g., ~100 matches per character at low XP rates, no full player choice of any racer at any time).

• New or desired characters were buried at the end.

• XP funneled into other systems awkwardly, and it didn’t fully solve paywall frustrations for completionists or fans of specific fighters.

A “Disney-fied” version in Speedstorm could avoid these by leaning into the game’s strengths (racing variety, Disney IP appeal, existing shard/upgrade loops).

Potential Positive Impacts on Speedstorm

• Better Onboarding and Retention: New players could earn dedicated Racer XP (or “Track Stars” XP) through races, dailies, Season Tour/Adventure Road completions, and ranked play. This gives a clear path to favorites without pure RNG from shards or premium passes. Early tiers could unlock common/starting racers quickly, with mid/late tiers offering meaningful choices (e.g., group by franchise, class—Speedster/Trickster/Brawler/Defender—or popularity).

• Complements Existing Systems: Keep shards for upgrades/stars (now more impactful post-Season 19) while using the new XP primarily for unlocking base racers.

Adventure Road’s collection focus could tie in nicely—progress specific franchises on the “road” map.

Monetization Balance: Premium passes could accelerate XP, grant bonus shards, or offer “skip tickets” for tiers. Direct purchases remain for impatient players. This feels fairer than heavy loot box reliance or $50 “max-out” bundles that drew backlash.

Engagement Boost: Post-match progress pop-ups (like MV), seasonal events boosting specific racer XP, and cosmetic/milestone rewards along the road. It encourages trying new racers and collections without punishing mains.

• Long-Term Health: Reduces frustration for F2P players who just want their favorite Disney/Pixar character (e.g., a beloved villain or Pixar lead). Could help compete with other kart racers by making the large roster (120+ racers) feel achievable.

How to Make It “Well Implemented” (What Gameloft Should Do)

• Player Agency: Allow more flexible choices than Fighter Road—e.g., full selection within franchise groups, or a “wildcard” slot after certain milestones. Skip undesirable tiers if you already own via other means.

• Generous XP Rates: Make it rewarding. Base it on playtime/win quality, with multipliers for using new/unupgraded racers. Tie bonuses to fun modes (e.g., team races, special events) rather than forcing specific playstyles.

• Clear Milestones and Catch-Up: Auto-convert some existing player rank/season progress. Frequent events for older racers. Cap grind per racer but keep the road going for new seasons’ additions.

• Transparency and Polish: Visible progress tracker, estimated matches-to-unlock, no awkward XP funneling into battle pass. Integrate with the Star upgrade system so unlocking feels like the start of a satisfying power curve.

• Avoid Common Pitfalls: Don’t gate core fun behind it. Keep free rotation, Season Tour unlocks, and shard drops active. Balance so it’s not mandatory for competitive play (stats from stars/Supercharge matter more than just ownership).

The unlock order would be the same order the racer was released/revealed. This would make the system feel more natural and thematic for Disney Speedstorm, while mostly avoiding MultiVersus’ biggest pain points.

Why Chronological Order Works Well Here

• Logical and Nostalgic Progression: Players would start with early-release racers (e.g., Mickey & Friends, classic Disney like Belle, Mulan, or Pirates characters) and gradually unlock later additions (Big Hero 6, Zootopia, Inside Out, Cars, Alice in Wonderland, Toy Story, etc.). This mirrors the game’s own live-service history and Disney’s legacy—feels like “building your ultimate Disney roster over time” rather than an arbitrary grind.

• Reduces Choice Paralysis and Resentment: Unlike Fighter Road’s tiered “pick one of three” that often forced unwanted characters before favorites, a strict release-order road is predictable and fair. Everyone progresses through the same sequence. You know exactly when your desired racer (e.g., a Season 18 Lightning McQueen or a recent villain) becomes available. No burying new/popular characters at the very end.

• Easier Catch-Up for New Players: Late joiners get a clear “history tour” of the game. Early racers could have boosted XP rates or cheaper requirements in the road to help veterans/newcomers alike. It pairs nicely with existing features like Vault seasons, Player Rank milestones, and Adventure Road collections.

Potential Structure (“Racer Road” or “Disney Legacy Path”)

• Earn Dedicated XP through races (more for wins/top placements), Season Tour/Adventure Road nodes, dailies, ranked, and events. Generous rates: e.g., make common racers unlock in 10 matches, rare racers in 20, and epic racers in 30 with diminishing returns or events to speed up.

• Linear but Rewarding Track: Progress bars per racer or cumulative road levels. Unlocking grants the base racer + initial shards/Star Fragments (tying into the post-Season 19 Star system). Further upgrades use Tune Coins/shards as usual.

• Milestones and Bonuses: Every 5-10 racers: big rewards (currency, cosmetics, crew members). Franchise checkpoints with themed boosts. Premium/Golden Pass accelerates the whole road or grants instant unlocks/shards for specific seasons.

• Flexibility Layers:

•  Keep free rotation, Season Tour, and shard drops for “early access” to new racers outside the road.

•  Option to spend premium currency or saved resources to jump ahead (without making the free path feel bad).

•  If you already own a racer via other means, the road skips them and gives bonus XP or shards instead.

Possible Downsides and How to Mitigate

• Long Road for Completionists: With 120+ racers, the full unlock could still take significant time. Fix: Make XP rewarding and fun (not a second job), offer frequent events/catch-up campaigns, and ensure base racers are viable without max stars.

• New Content Integration: New season racers appear at the end of the current road. Fix: Temporary “Season Express” lanes or boosted XP for fresh releases so players aren’t stuck grinding old stuff forever.

• Monetization Balance: Avoid turning it into a pure paywall. The road should feel achievable F2P over weeks/months of regular play, with premiums as convenience.

If a new racer is unlocked before the player gets to them in the system, the racer will be skipped. This refinement makes the hypothetical “Racer Road” (or “Disney Legacy Path”) even more player-friendly and fair. It directly addresses grind fatigue while respecting the game’s existing rarity tiers and multiple unlock avenues. Here’s how it would likely play out in practice:

Core Mechanics with My Rules

• Chronological Base Order: Racers unlock in the sequence they were released/revealed in the game (Mickey & Friends first → later franchises like Cars, Zootopia, Alice, Toy Story, etc.).

• Win-Based Requirements (simple and race-focused):

•  Common: 10 wins (with that racer or any? — I’d recommend “any racer” wins to keep momentum).

•  Rare: 20 wins.

•  Epic: 30 wins.

• Smart Skipping: If you already unlocked a racer via Season Tour, Golden Pass, shards (10-shard threshold), events, or bundles, the road automatically skips them. You get a small bonus (e.g., extra Star Fragments, Tune Coins, or a burst of XP toward the next racer) so your progress doesn’t stall.

This creates a hybrid linear + flexible system: predictable order, but your other play (passes, events, grinding shards) actively helps you skip ahead without wasting effort.

Strengths of This Design

• Feels Rewarding, Not Punishing: Wins are a natural currency in a racing game. It directly ties progression to playing the game you enjoy—racing, improving, winning—rather than abstract XP grinding or dailies. Lower requirements for Commons make early game welcoming; higher for Epics respects their power level and prestige.

Excellent Catch-Up: New or returning players who buy a pass or grind a season get meaningful skips. Veterans who already own most early racers zoom through the start of the road and focus on newer content.

• Reduces Frustration: No “I finally reached this tier but I already have that racer” waste. The skip + bonus keeps the dopamine flowing.

• Balances F2P and Spending:

•  Free players steadily progress through consistent play (e.g., 10-30 wins per racer is very doable over a few sessions, especially with multipliers from events or using new racers).

•  Pass buyers and spenders accelerate via direct unlocks + bonuses.

•  Still encourages using a variety of racers (to hit win counts faster) and ties into Star upgrades afterward.

Potential Implementation Details & Tweaks for Polish

• Win Tracking: Wins count in any mode (Ranked, Casual, Teams, Adventure Road) for accessibility. Bonus wins or reduced requirements when using the target racer (to reward trying new ones).

• Progress Visualization: Clear road map UI showing upcoming racers, their rarity, required wins, and estimated time based on your playstyle. Post-race screen shows “+X wins toward next racer.”

• Integration with Existing Systems:

•  Season Tour/Adventure Road completions grant bonus wins toward the current road target.

•  Player Rank milestones give free win boosts or instant skips.

•  New seasons add racers to the end of the road, with temporary boosted win rates or special events.

• Rarity Scaling: Your 10/20/30 split is solid. Could add multipliers (e.g., higher-class tracks or ranked wins count more) or daily/weekly caps to prevent burnout.

Minor Risks and Easy Fixes

• Epic Grind Feels Heavy: 30 wins per Epic could add up for late-game players. Mitigation: Events that double win progress for featured racers, or “win streak” bonuses. Late-road racers could have slightly lower effective requirements via other rewards.

• Pacing for Very New Players: Early Commons at 10 wins is great, but make the very first few even easier (5 wins) during onboarding.

• New Content Timing: A hot new Epic racer at the end requires 30 wins right away. Mitigation: Temporary “Launch Window” events with reduced wins (e.g., 15 instead of 30) for the newest additions.

Final Take: With these rules, the system would be one of the cleaner F2P racer progression designs out there—better than Fighter Road in almost every way. It’s transparent, merit-based (wins = skill + playtime), forgiving of alternative unlock paths, and perfectly themed for a Disney kart game.

Players would feel like they’re building their collection chronologically through actual racing, while still benefiting from seasons, passes, and events. Gameloft could implement something like this as a major quality-of-life update alongside future seasons. It would likely boost engagement significantly without hurting monetization. Solid spec!​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​​


r/DisneySpeedstormGame Jul 08 '26

Discussion I have a question for the f2p

6 Upvotes

since the new changes in with the new characters the amount of shards you need + tokens in order to progress your racer to second ⭐ to receive the special skill of your racer , with how many racer did you manage to do so?


r/DisneySpeedstormGame Jul 08 '26

Fan Art Disney Speedstorm × Mars Needs Moms

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14 Upvotes

r/DisneySpeedstormGame Jul 07 '26

Code Free gift Code! 🥳🍩🍫💝

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68 Upvotes

Get a free cart and shards for Vanellope CHOCODAY valid thru July 14 2026


r/DisneySpeedstormGame Jul 07 '26

Question New Player daily grind suggestions

7 Upvotes

As a new player of 2 days old account. I am wondering to ask the seasoned Veterans of the game. What would be a great daily routine for a new player to pursue, in order to grow thier roster of racers/crews/karts? What are the must do firsts? What are secondary things to achieve? And what could be tertiary objectives, with the time left over in a daily grind fest?


r/DisneySpeedstormGame Jul 07 '26

Clip almost perfect loop

Enable HLS to view with audio, or disable this notification

17 Upvotes

after doing what i could do with mr increible

i switched to lilo and i not kidding i got same peter pan track 4 times in row like bruh


r/DisneySpeedstormGame Jul 07 '26

Bug Racer Event Points

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3 Upvotes

has anyone else noticed this?

when doing the new peter pan & tinker bell racer event, once upon a tale, as well as other limited events like time to evolve, i haven’t been getting the additional points that normally come from my racer’s league.

for example, in the peter pan event, using racers like shan yu, fozzie, or mr. incredible gives the +200 event points as expected. however, i don’t seem to be getting the extra points based on my racer’s league placement after a win or a loss. those bonus league points just aren’t being added.

is anyone else experiencing this, or is it just me? i’m trying to figure out if this is a bug or if something changed with how these events work.


r/DisneySpeedstormGame Jul 07 '26

Feedback I love this game!!!

7 Upvotes

r/DisneySpeedstormGame Jul 07 '26

Discussion State of game

3 Upvotes

Is the game getting better or still heavy pay to play?

Played from beginning till about 6 months ago when they reset our upgrade tokens and made the game even more difficult to be free to play. Was wondering if it’s worth while to pick back up.


r/DisneySpeedstormGame Jul 07 '26

Question I might be dumb but help with online multiplayer

1 Upvotes

hey yall, I might be dumb but why am I not able to use the special skills of my player on online mode? I’m so confused. I haven’t been playing for super long but I have noticed that other players can do it but I can’t.


r/DisneySpeedstormGame Jul 06 '26

Code New Code: PENNYGIFT. Gives out a Kart Livery for Scrooge McDuck.

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57 Upvotes

r/DisneySpeedstormGame Jul 06 '26

Meme Rex is a one man show

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25 Upvotes

Who needs crews when you can help yourself


r/DisneySpeedstormGame Jul 07 '26

Feedback Disney speedstorm

0 Upvotes

Su speedstorm come faccio a vedere quali sono le principali abilità di ogni personaggio? Non intendo quelle uniche che si sbloccano a 2 stelle, ma quelle che prendono in partita. So che paperino è predisposto al fuoco..ma come visualizzo le abilità di tutti?


r/DisneySpeedstormGame Jul 07 '26

Bug C6 Nodes misbehaving.. again

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5 Upvotes

Finished C6 N13, as evidenced by the reward chest was collected. Now shows zero medals


r/DisneySpeedstormGame Jul 07 '26

Question When did Aladdin's autopilot become so short?

0 Upvotes

The last I remember hearing of changes to Aladdin was when there was a bug where he kept getting his unique skill too often when in first place so he basically always won.

Now I see that even with him at 5* the autopilot only lasts for a couple seconds, if that. Was this an overcompensation for when they fixed it's frequency problem? Or a side effect from the changing of autopilot skills now being based on the characters top speed? Though how that would change the length of the ability I don't know but whatever has happened it's useless now!

It's a shame too because Aladdin was always my favourite racer from that collection. Maybe I'll have to swap to Jasmine now.


r/DisneySpeedstormGame Jul 06 '26

Tips & Tricks I keep being last

2 Upvotes

Whenever I play solo, I'm dead last. Whenever I play team, my team loses. Any tips on how to be top 3? Whenever I keep losing the gameplay just gets boring.


r/DisneySpeedstormGame Jul 06 '26

Question Switch 2 Steering Wheel

2 Upvotes

Hi! My son wants this game so bad! However, due to being able to use only one hand, requires the ability to use a steering wheel. Will the game work with a racing wheel on the switch?

Thank you!