Build and publish a Poco Loco track
Draw a free-form road, close its route, add scenery, save and test the current draft, then publish a valid track.
- Audience
- creators
- Platforms
- Twitch, Kick
- Author
- BrokenChairMedia
- Reviewed
Use Builder to draw a free-form track, test the exact saved layout, and publish it for racing. You need to sign in to Poco Loco. Builder and publishing currently do not require buying a Builder Pass.
Prepare a draft you own
Open Builder with a keyboard and pointer on a WebGL 2 capable device. Create a new track or open one of your drafts from Tracks. Drafts belong to their creator. A published track is a separate public racing surface; editing a revision should not be confused with immediately changing the published route.
Name the draft and choose its track conditions. Use the First track checklist and readiness feedback as guides. Start with a simple connected route before adding shortcuts, scenery, elevation, or complex gameplay effects.
Place your first road
Choose the primary Road tool. Before any road exists, a visible start piece follows the pointer. The first click places that piece with its forward tip at the pointer, and subsequent drawing continues from that tip. The start piece provides the grid for you.
Curve is the default drawing mode. Straight draws straight sections, Curve bends toward the endpoint while inheriting the prior heading, and Freehand supports continuous drawing. Each valid click adds a section. Use the compact drawing selector to choose the mode appropriate to the next part of the route.
Shape the road and elevation
Set elevation for the pending endpoint using the Road controls. While drawing, the wheel adjusts the pending road's end heading before camera zoom. Join each section to the next at the same height; a road that looks close can still be disconnected.
Use Done drawing, right-click, or Escape to stop pointer drawing without deleting committed road. Continue drawing resumes from the highlighted end of the main road. Select a section to inspect Basic, Trackside, and Gameplay settings; more advanced geometry options remain available in Advanced. Make one controlled change at a time and inspect its preview.
Close a loop or finish point-to-point
For a loop, use the return-road preview from the end of the main road to the start piece. Confirming commits one closing section that can be undone; cancelling leaves the draft unchanged. A closed loop does not need another closure. A point-to-point route instead ends at its declared finish.
Check the main driving route in its declared order. Shortcuts must leave and rejoin the main route consistently; incomplete branches are not ready for racing. The starter protects the grid and progress gate, so do not treat overlapping road or a near miss as a connected join.
Add scenery and use Undo
Add scenery through the prop/landscape tools after the road works. Scenery props can overlap roads or each other. That overlap does not prevent publishing. Keep the road connected and resolve any separate road-readiness errors.
Use Undo for a committed change and Redo when appropriate. Leaving drawing mode does not undo a placement. Keep an eye on autosave status. If saving is offline or failed, use the available retry and wait for confirmation before assuming the server has the latest draft.
Test the saved layout and resolve readiness
Use Test track on the current layout. The test exercises the actual authored route and vehicles; watch for disconnected joins, missed progress, cars stuck at a corner, or a finish that cannot be reached. Review the test result, then correct the route and test again.
Publishing requires both valid geometry and a passing test for the current layout. Editing a tested layout invalidates the old layout's proof. Test this track with 5 cars before publishing. means you need a passing test of this exact draft, not a test of an earlier version or another track. Use the current readiness messages instead of guessing a legacy piece-count workaround.
Publish and share the result
When the save is confirmed and readiness allows it, publish the track. The expected result is a published track available through its public track detail and eligible race selection, while private drafts remain creator-owned. Open the published detail to share its link or choose it in Arena for a hosted race.
If publication fails, read the first validation message, repair that problem, save, and test again. Do not duplicate another creator's private draft or assume a local preview made the track public. If a valid tested draft still fails, contact support with its track link and visible error.