Five Laps at Freddy's: Why Fans Are Actually Worried About the FNAF Racing Game

Five Laps at Freddy's: Why Fans Are Actually Worried About the FNAF Racing Game

Scott Cawthon likes to throw curveballs. Honestly, nobody saw a kart racer coming. When the first whispers of Five Laps at Freddy's started circulating, the collective internet basically went "wait, what?" It’s a wild departure. We're used to sitting in a cramped security office, sweating bullets while checking grainy camera feeds, not drifting around hairpins in a Fazbear-themed go-kart. But here we are. This isn't just a mod or a fan project; it’s an official foray into a genre that is notoriously difficult to nail.

Most people think this is just Mario Kart with jump scares. It’s not that simple.

The Demo That Divided the Fandom

Clickteam dropped a demo for Five Laps at Freddy's during the FNAF 10th Anniversary event, and the reaction was, well, mixed. If you played it, you know exactly why. It’s janky. The physics feel like you’re driving a shopping cart on ice sometimes, but there’s a charm to it that’s hard to ignore. You’ve got Freddy, Bonnie, Chica—the whole gang—tearing up tracks that are littered with lore references.

Is it a masterpiece? Not yet.

The demo showcased a few tracks, including a graveyard and a very creepy carnival-style circuit. What’s interesting is how it handles the "horror" aspect. Usually, racing games are bright, colorful, and upbeat. Five Laps at Freddy's keeps that oppressive, dark FNAF atmosphere. You aren't just racing for a trophy; you’re trying to survive the night. Literally. The game uses a day-night cycle mechanic where the track gets progressively more dangerous as the "hours" pass. It's a clever way to port the core survival mechanics of the main series into a high-speed environment.

What Most People Get Wrong About the Gameplay

A lot of critics looked at the early footage and assumed the game was just a low-effort cash-in. That’s a mistake. If you dig into the mechanics, there is a surprising amount of depth being planned.

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First off, the "jumpscare" mechanic isn't just a visual flourish. In most kart racers, getting hit by an item just slows you down. In Five Laps at Freddy's, a well-timed scare from an opponent can actually mess with your controls or temporarily blind your vision. It adds a layer of psychological warfare that you don't get in Crash Team Racing or Kirby Air Ride.

Then there’s the shifting track.

Because Scott Cawthon and Clickteam are leaning into the "haunted" vibe, the tracks aren't static. Shortcuts might open up, but only if you're willing to drive through a section that looks genuinely terrifying. You have to weigh the risk of a faster lap time against the possibility of getting trapped in a dead end with an animatronic. It’s stressful. It’s weird. It’s exactly what FNAF should be, even when it's behind a steering wheel.

The Lore Implications (Because There’s Always Lore)

Let’s be real: FNAF fans don't play these games just for the gameplay. They play for the scraps of story hidden in the textures. Five Laps at Freddy's is no exception. While it seems like a spin-off, players have already started dissecting the track environments for clues about the broader timeline.

  • The Midnight Motorist connections are everywhere.
  • Certain character skins seem to hint at specific eras of Fazbear Entertainment history.
  • The trophy room is packed with Easter eggs that reference the books and the movies.

Is it canon? That’s the million-dollar question. Usually, these "FNAF World" style spin-offs exist in a sort of parallel dimension, but Cawthon has a habit of making "non-canon" details matter later. If you see a weird symbol on the side of a kart, don't ignore it. It might be the key to the next three games.

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Why Technical Polish is the Biggest Hurdle

The biggest concern right now isn't the concept—it's the execution. Clickteam is a legendary engine for 2D games (it's what the original FNAF games were built on), but 3D racing is a whole different beast. The demo had some significant performance issues. Framerate drops were common, and the collision detection was... let's just say "unpredictable."

Fans are worried.

If Five Laps at Freddy's launches with these bugs, it won't matter how good the lore is. A racing game lives or dies on its "feel." If the drifting doesn't feel tight, people will drop it after ten minutes. The developers have been vocal about listening to feedback, though. They've already pushed several patches to the demo to address the most glaring issues. It shows they care, which is more than you can say for a lot of licensed games these days.

Real Talk: Is It Actually Fun?

I spent about four hours in the demo. At first, I hated it. The camera felt too close, and I kept flying off the track because I couldn't get a handle on the physics. But then something clicked.

Once you stop trying to play it like Mario Kart and start playing it like a FNAF game—predicting patterns, managing your "battery" or boost, and learning the scares—it becomes incredibly addictive. There is a specific kind of dopamine hit you get from narrowingly avoiding a jumpscare while taking a corner at 100 miles per hour.

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It's chaotic. It’s messy. It’s sort of a disaster in the best way possible.

What to Expect at Launch

We know the roster is going to be decent. We're looking at various iterations of the core four, plus some deeper cuts from the Security Breach era. The customization seems to be a big focus, too. You can swap out parts of your kart, which isn't just cosmetic. Different parts affect your "terror resistance" and top speed.

The community expects a full release to feature:

  • A dedicated story mode (likely involving some weird Fazbear corporate tournament).
  • Online multiplayer (which will be the real test of those servers).
  • A track editor (this is a rumor, but it would fit the Clickteam vibe perfectly).

Honestly, the most exciting part is the potential for crossover content. Imagine racing on a track based on the Five Nights at Freddy's movie set or a track that takes place entirely inside the vents of the original Pizzeria. The possibilities for fan service are endless.

The Road Ahead for Five Laps at Freddy's

Success for this game isn't guaranteed. It's entering a crowded market where even big names like Disney Speedstorm struggle to keep a player base. However, the FNAF community is different. They are loyal, they are obsessive, and they love a good mystery.

If Clickteam can smooth out the frame rates and tighten the physics, Five Laps at Freddy's could be the sleeper hit of the year. It doesn't need to beat Mario Kart. it just needs to be a fun, spooky alternative that respects the source material.

Actionable Next Steps for Fans:

  1. Check the Steam Page Regularly: The developers are using the "News" section to post dev logs. This is where you'll see the actual progress on physics engine updates.
  2. Optimize Your Settings: If you’re playing the demo on a mid-range PC, turn off the dynamic shadows. It's the biggest resource hog and usually fixes the stuttering.
  3. Learn the "Brake Drift": Unlike other racers, you can't just hold the drift button. You have to tap the brake while turning to engage the tighter turn radius without losing all your momentum.
  4. Watch the Backgrounds: Stop racing for a second. Go into a private lobby and just drive slowly. There are things moving in the woods of the graveyard track that you won't see at full speed.