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Vehicles
April 23, 2026 at 10:46 AM
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Hethereau is a massive, fully driveable open-world city, and vehicles are one of the primary ways to get around. Players can purchase, store, and customize a range of cars, motorcycles, and mopeds, then drive them freely through the city streets with no loading screens between on-foot and vehicular gameplay. The vehicle system is one of Neverness to Everness's standout features, setting it apart from other open-world RPGs in the gacha space where traversal is typically limited to running and gliding.
Driving in NTE is designed to feel satisfying on its own, not just as a means of getting from point A to point B. The handling model varies between vehicle types, the city is built with driving in mind (wide boulevards, highway loops, tight alley shortcuts), and the ability to commandeer NPC vehicles on the fly adds a layer of sandbox freedom that ties directly into the wanted system. The official pre-launch materials describe the roster as "numerous vehicle models for players to choose from, including regular cars, muscle cars, supercars, and motorbikes, with a high fidelity physics engine," and the full lineup keeps expanding through post-launch updates.
The game groups its drivable vehicles into a handful of broad categories, each with its own handling feel and typical use case. The table below covers the full spread that has been shown publicly across the Containment Test, Co-Ex Test, and launch build, including the categories added later in development.
Category | Description | Examples |
|---|---|---|
Regular Cars | Standard sedans and compact cars for everyday city driving. Balanced handling and speed. | Compact hatchbacks, three-row sedans |
Muscle Cars | High-power cars with aggressive styling. Heavy feel and strong acceleration. | Added during the Co-Ex Test |
Supercars | ||
Coupes | Two-door vehicles, including real-world-inspired designs and original NTE models. | Convertibles, sport coupes |
Motorcycles | Sport bikes for fast, agile traversal through city streets. Crashes are much more punishing than in a car. | |
Mopeds / Retro Scooters | Compact two-wheelers for short commutes. Slow top speed but easy to maneuver in congested districts. | |
SUVs / Off-Road | Rugged vehicles suited for rougher terrain outside the city center. Higher ride height, slower top speed. | |
Commercial Vehicles | Utility vehicles used by businesses and public services. Slow but sturdy, and useful for certain delivery missions. | Vans, kei trucks, buses |
Vehicles in NTE are inspired by real-world cars but use fictional in-game names. Some of the recognizable silhouettes seen in beta footage and trailers map onto the models in the table below. The names on the right are descriptive placeholders ("AE86-type", "911 Turbo-type") because the game ships under new model names by manufacturers like Regalia, Novus, and TerraX; the real-world listing is provided here purely as a recognition aid for readers who have seen the prototypes in preview coverage.
Real-World Model (Inspiration) | Year | Type |
|---|---|---|
Toyota Sprinter Trueno (AE86) | 1985 | Sports car / coupe |
Nissan GT-R50 | 2021 | Supercar |
Porsche 911 Turbo | 1981 | Sports car |
Porsche 911 Turbo Cabriolet | 1986 | Convertible sports car |
Rover Mini Cooper | 1998 | Compact car |
Suzuki Jimny Sierra | 2019 | SUV / off-road |
Volkswagen Jetta | 1984 | Sedan |
Mitsubishi Minicab | 1985 | Kei truck / van |
Hino Poncho | Modern | Bus / commercial vehicle |
Original NTE coupe | Fictional | Original design (no real-world twin) |
An in-city brand called Surpass Motors (sometimes referred to as "New Surpass Motors") also supplies retro-style scooters and sport motorbikes on top of the main Regalia, Novus, and TerraX line-ups. Additional models are planned for post-launch updates, and new roster entries appear on this page as they are added to the database.
Eleven named vehicles are catalogued in the database so far. The roster below covers every car, motorcycle, and moped that has been added to the game. Each entry links to its dedicated wiki page with full stats, repair costs, customization slots, and acquisition notes.
Image | Vehicle | Type | Manufacturer | Tier | Price (Fons) | Top Speed | Total Score |
|---|---|---|---|---|---|---|---|
| Car | S | 10,000,000 | 193 | 235 | ||
| Car | S | 8,750,000 | 191 | 220 | ||
| Motorcycle | S | 2,450,000 | 180 | 222 | ||
| Car | B | 1,800,000 | 170 | 186 | ||
| Car | A | 1,720,000 | 172 | 207 | ||
| Car | A | 1,500,000 | 170 | 196 | ||
| Car | B | 350,000 | 146 | 171 | ||
| Motorcycle | B | 250,000 | 140 | 178 | ||
| Car | C | 240,000 | 138 | 163 | ||
| Car | C | 50,000 | 130 | 151 | ||
| Moped | None listed | C | Reward | 40 | 57 |
There are four ways to put a vehicle in the player's hands. Only dealership purchases and reward unlocks produce a vehicle that can be stored in the garage and customized; the two requisition methods produce temporary rides that despawn after the session.
Method | Description |
|---|---|
Dealership Purchase | Buy a vehicle from a manufacturer dealer in Hethereau using Fons. Dealerships are accessible early in the game. Purchased vehicles are stored permanently in the player's garage. |
Badge Requisition | With help from Mint and the Bureau of Anomaly Control, flash the Appraiser badge to peacefully borrow any NPC's car on the street. No wanted stars are earned if the NPC complies. Not all drivers cooperate. See Vehicle Requisition for the full procedure. |
Forceful Requisition | Attack an NPC and take their vehicle by force. This triggers the wanted system and may lead to the Detention Center if the player gets caught. |
Collecting / Rewards | Certain vehicles are unlocked through gameplay activities, events, pre-registration milestones, and progression rewards rather than through a purchase. The Rover A1 moped is the clearest example on the current roster. |
Vehicles are purchased through dealerships and shops around the city using Fons, the city's soft currency. Prices vary widely depending on the vehicle class: a basic moped costs nothing at all while a top-end S-tier supercar like Pendragon goes for ten million Fons. All purchased vehicles are stored in the player's personal garage, which can be accessed from designated points around the city.
Players can own multiple vehicles simultaneously and switch between them at the garage. Each vehicle retains its customization settings when stored, and the garage itself unlocks through the City Tycoon progression system. Damaged vehicles can be repaired at workshops throughout the city, with the repair bill scaling to the vehicle's tier.
Garages throughout Hethereau serve as both repair and customization facilities. The system covers both visual modifications and performance tuning, so the same chassis can be styled differently, tuned differently, or both. See Vehicle Customization for the full system overview and interaction with Street Racing.
Paint jobs and color changes, including metallic and matte finishes.
Decals and custom graphics applied to specific panels.
Body kits that alter the vehicle's exterior silhouette.
Front and rear bumper swaps.
Spoilers and other aerodynamic additions.
Tires and wheels with different designs.
Suspension tuning for ride height and cornering stiffness.
Engine modifications for increased power output.
Gearbox swaps that change shift speed and acceleration curves.
Handling adjustments for tighter cornering and differential lockup.
Brake balance and braking strength tuning.
Tire compound choices that change wet-weather grip.
NTE uses a high-fidelity physics engine where each vehicle has its own handling characteristics. The driving layer dynamically reacts to the weather, which means the same car feels different in rain and snow than on a dry road. The developers have confirmed in pre-launch interviews that driving controls and camera behavior are being iterated on through launch and post-launch patches, so small handling changes between builds are expected.
Third-person driving: Default chase camera. Wide view of the road and the vehicle silhouette, which makes it easier to judge distance in traffic.
First-person cockpit view: Optional interior camera with a rendered steering wheel, dashboard, and side mirrors. The sense of speed is noticeably stronger, and custom interior trim choices are visible from this view.
Feature | Description |
|---|---|
Weather Effects | Rain reduces grip and increases slide distance during turns. Snow affects traction and alters drift behavior. Weather changes are dynamic and apply in real time. |
Drifting | Dedicated drifting mechanic that is central to many Street Racing events. Vehicles with higher drift ratings slide more predictably through corners. |
Vehicle Damage | Vehicles sustain visible collision damage. Tires can be popped, glass is breakable, and heavily damaged vehicles may explode. Damage affects handling, not just appearance. |
Driver Interactions | Horn, eject-at-speed, companion passengers with ride animations, and an adjustable in-car radio with multiple stations. |
Navigation | Setting a destination on the map paints glowing turn arrows on the road ahead while driving. |
Traffic AI | NPC traffic with varied vehicle types creates a realistic urban flow. Street vehicles are not just set dressing; they can be requisitioned, crashed into, or used as cover. |
In a direct nod to the game's open-world crime-sandbox influences, players can requisition NPC vehicles on the street. Walking up to an occupied vehicle and interacting with it attempts a takeover. The outcome depends on the NPC: some drivers willingly step out without a fight, while others resist, triggering a short forcible acquisition sequence where the player physically removes the occupant.
Badge-flash requisitions keep the player's record clean when the NPC cooperates. Forceful requisition always raises the player's wanted level, with the exact amount of heat generated depending on the circumstances. Stealing from a passive NPC in a quiet neighborhood adds fewer stars than carjacking in front of a police patrol. Once the player is in a stolen vehicle, any reckless driving (hitting pedestrians, crashing into objects) piles on additional wanted stars. See Vehicle Requisition for the full breakdown of wanted tiers and police response.
Driving ties into a number of ongoing activities. Some are money-makers, others are side content, and all of them reuse the same underlying vehicle mechanics.
Activity | Description |
|---|---|
Race against NPC crews in different city districts or compete in multiplayer racing lobbies with other players. Drifting is a core racing feature, and several courses reward drift-heavy vehicles. | |
Part of the Hethereau Hobbies gig economy content. Pick up passengers and deliver them across districts. Earn Fons per trip plus tips for smooth driving. | |
Delivery Missions | Speed-based delivery quests that reward fast and careful driving. Cargo damage reduces payout, so these runs favor stable vehicles over raw top speed. |
Bus Driving | Operate public buses along scheduled city routes. Pays less per minute than taxi work but stacks progression toward the hobbies system. |
Train Driving | Drive trains across the city's rail network on set tracks. Slower pace than the other activities and tied to the public transport progression line. |
Beyond personal vehicles, Hethereau has a full public transit system that players can use for traversal without owning a vehicle at all. These options are free or low-cost and useful for crossing the city quickly when a personal car is not nearby.
Transport | Description |
|---|---|
Train Network | Extensive rail system connecting every district of the city. Faster than driving for cross-city trips since it bypasses traffic entirely. |
Trams | Street-level public transit running through urban areas. Useful for short-to-medium hops within a district. |
Buses | Public bus routes that players can ride as a passenger or drive themselves as part of the bus driving hobby. |
A supernatural fast-travel option tied to the game's anomaly lore. Lets players zip across Anomaly zones to reach distant destinations quickly, separate from the normal rail network. |
Personal vehicles and public transit are not the only movement options. Characters have a full on-foot moveset that integrates with Esper abilities, which makes parkour and traversal its own satisfying loop.
Standard running, sprinting, jumping, climbing, and swimming.
Wall-running enabled by certain Esper abilities.
Parkour across buildings and rooftops.
Anti-gravity gliding, such as Nanally's Esper ability that lets her float and glide over rooftops.
A regenerating stamina bar governs most special movements (running is free). Stamina recharges automatically between bursts.
Seamless transitions between on-foot parkour, swimming, and driving. The player can step out of a moving car and immediately continue on foot without a loading screen.
Buy a cheap starter vehicle early. Even a moped or a C-tier car is far more cost-effective for exploration than waiting to afford a top-end ride.
Motorcycles are faster than cars in many situations because they can weave through traffic, but a single crash at high speed is punishing. Glass repair is zero on most bikes, but explosion repair is still costly.
If a requisition goes wrong and the police respond, break line of sight immediately rather than continuing to drive recklessly. Running up to three wanted stars draws drones that can destroy a vehicle in seconds.
Racing rewards scale with difficulty. Harder races against faster opponents pay out more Fons, so saving for a higher-tier vehicle snowballs quickly once the player can win mid-bracket events.
Customization is both cosmetic and functional. Performance tuning (suspension, engine, brake balance, tire compound) noticeably changes how a specific vehicle behaves, especially on rain-slick or snowy roads.
The train network is faster than driving for cross-city trips because it ignores traffic entirely. Save personal vehicles for in-district errands, drifting runs, and bounce-around exploration.
Neverness to Everness launches globally on April 29, 2026. Most of the vehicle information on this page was confirmed during the Containment Test and the Co-Ex Test betas and has been refined in pre-launch interviews. Developers have confirmed that more vehicles, driving UI polish, improved camera behavior, and refined handling are planned for launch and post-launch updates, so small changes between the beta state and the live game are expected.