The Definitive Guide to Screamer

By NiTESPEED

(Last Updated: March 25th, 2026)

(CURRENTLY BEING UPDATED POST-LAUNCH!)

  1. INTRODUCTION
  2. OVERVIEW
  3. CONTROLS
  4. DRIVING
  5. ECHO
  6. TEAM RACES
  7. MECHANICS
  8. CHARACTERS
  9. ARCHIVE
  10. VERSIONS


        INTRODUCTION

Screamer is a 2026 arcade racing game by veteran developer Milestone. While retaining the same name as their debut title from 1995, Screamer (2026) is its own beast entirely even within the genre. A unique twin-stick driving system, combat inspired by fighting games, and an emphasis on story and character progression make Screamer a fresh and inventive take on the arcade racer.

However, all this novelty can be difficult to process. The goal of this guide is twofold:

  1. To compile all known information about Screamer, and
  2. To present that information in a digestible format for all players.

My hope is that this serves as a starter guide for players beginning their career as Screamers, and I intend to continue updating it well into the future. Originally a pre-release guide referencing official Milestone materials and various previews, it is now a continuously evolving document reflecting the current version of the game.

If this guide has interested you in the game, please join the official Screamer Discord server! We’d love to have you, and it’s the best way to share your feedback.

Thanks for reading, and without further ado…


        OVERVIEW

Twin-Stick Racing

Screamer is based on a unique twin-stick control scheme. While the left stick controls steering, the right stick controls drift direction and angle. This control scheme is reminiscent of Inertial Drift and will definitely require some practice. However, with a little time, players will be able to take corners with ease and finesse.

If the twin-stick model isn’t your thing, don’t fret! There are ways to play with just the single stick as the game features an extensive input remapping and accessibility suite.

Race, Fight, Survive

Races aren’t won through speed alone; players will also fight against their opponents using the Echo, a meter system inspired by 2D fighting games like Street Fighter and King of Fighters.

The Echo is split into two resources: Sync, the racing side, and Entropy, the fighting side. Sync is generated through driving well, and the better you drive, the more Sync you get. Spend this Sync to gain Entropy, which is used to attack and KO opponents and gain even more Sync. Taking advantage of this cyclical system and managing your resources correctly will be vital to winning your races.

No “I” in Scream

As for said races, Screamer is all about the power of teamwork. The primary competitive mode is Team Racing. Teams score points through final placements and scoring KOs, and the team with the highest score at the end of five laps wins.

Depending on which of the 32 tracks you’ll be racing on, you’ll want to make sure you pick the right characters, or Screamers. Screamers are divided into five teams of one Leader and two Members, for a total of 15 Screamers. Each Screamer has their own unique car and ability, so be sure to pick the best one for the situation.

Whether in Duos or Trios, teams must have exactly one Leader, with the rest being filled out by Members. Strategize for the track and select your Screamer. Will you take into the distance or fight alongside your teammates? These decisions, and more, will be crucial in bringing your team to the top of the leaderboard.


        CONTROLS

Following are the default controls for Screamer. This guide will use Xbox notation when referring to the controls.

Actions

PlayStation

Xbox

Steer

Drift

Accelerate

Brake

Shift (Tap)

Boost (Hold)

Shield (Tap)

Strike (Hold)

Overdrive

As mentioned in the overview, Screamer has extensive remapping features. For those seeking a single-stick control scheme, I recommend one of two options:

  • Remapping Accelerate and Brake to face buttons and both Left and Right Drift to the bumpers or triggers, or;
  • Remapping Drift to the left stick so that the left stick now controls both steering and drifting.

        DRIVING

Basics

Press the RT button to accelerate and LT to brake. The harder you hold these buttons, the more pronounced the effect. For instance, holding RT all the way will go at full throttle, while a lighter press will accelerate your car less.

Tilt the left stick either left or right to steer in that direction. Different cars have different handling; some will be more responsive, others more stiff.

Drifting

The most important aspect of driving in Screamer is utilizing the right stick for drifting. To initiate a drift, tilt the right stick in the direction you would like to drift in. The further you tilt the stick, the harder the drift and the tighter the angle, but the more speed you lose. For example, you would approach a wide right turn by only lightly tilting the right stick to the right, rather than tilting it all the way.

You can fine-tune your drift midway by adjusting how far you’re tilting the stick. For example, you could start with a slight drift by gently tilting the drift stick, then tilt it hard if you need the tighter drift near the end of the corner.

Ritsuko performs two drifts, one on a wide turn, the other on a 90-degree corner.


You can still manipulate your drift with more than just the right stick. By steering while drifting, you can essentially slide your car further towards one side of the road or the other, helping to take an even better turn. Braking and letting go of the accelerator will help take even better entries and exits during your drift.

Drifting is not always required, nor is it always the right option for a turn. As drifting loses speed, a bad drift can lose precious time and cost you points. Knowing not just how, but when to drift, will separate the good drivers from the great ones.

Gear Shifting

Each car typically goes up to 5th or 6th gear with semi-automatic transmission. While cars automatically shift to the next gear, but players can manually upshift by pressing LB. The benefits of manually upshifting will be covered under the Active Shift section.

The speedometer displays the current gear and the RPM gauge.

Using the Echo system, it’s possible to skip upshifting altogether and accelerate to top speed near instantly. In particular, Boosting and Striking will not only bypass the need to shift gears, they’ll even let your car access a hidden 7th or even 8th gear, allowing you to reach speeds over 300 km/h, well above the normal threshold.

Speaking of the Echo, it’s about time to take a look at the system that lays the foundation for Screamer’s gameplay.


        ECHO

The Echo is the cornerstone of Screamer, both in its gameplay and its story. A mysterious technology that can seemingly revive the dead, the Echo is an obstacle for some, a coveted trophy for others, and a tool of destruction for all.

Aside from being the  in-universe reason for why exploding cars respawn on the track, the Echo is also the fundamental gameplay element upon which Screamer is built. It takes the form of a meter system that governs both racing and combat. To master the Echo is to master Screamer.

The Echo itself is divided into two parts: Sync and Entropy. 

The Echo cluster. Sync is on the left, Entropy on the right, and functions at the bottom.

Sync

Sync is where the Echo system begins. Think of Sync as the Racing side of the Echo. That is, Sync is gained by driving fast and is used to go even faster. Despite Screamer’s emphasis on vehicular combat, strong driving fundamentals are the core of the game. After all, it’s not a combat racer if the racing isn’t important.

Sync is generated passively over time, albeit at a very low rate. Screamers can attain more Sync through the following means:


  • Passive Generation
  • Being in the S.G.U. state
  • Drafting other players
  • Underdog Bonus (generate more Sync in lower positions)
  • Active Generation
  • Active Shifting
  • Landing Entropy attacks
  • Successfully Shielding an attack (refunds the Sync used)

Multiple sources of passive Sync generation can stack together. This is visualized as a faster fill effect over the Sync gauge and stronger waves in the Echo cluster. As Sync is primarily generated through better driving, it rewards Screamers who put the time in to learn the tracks, perfect their corners, and nail their racing lines. An inexperienced Screamer will generate significantly less Sync than another who Active Shifts, maintains a high S.G.U. uptime, and drafts behind other players.

However, when performing an Echo ability, all passive Sync generation is paused for the duration of that ability. That is to say, it’s not enough to know how to build meter. Using your abilities at the wrong time can rob you of potential Sync that could have been better used elsewhere. The best Screamers will master both their racing and their resource management.

Róisín’s Boosts pause her passive Sync generation. Note the effects over the Sync gauge.

Sync can be used in two ways, both of which require a single bar: Boosting and Shielding. Using either of these actions generates a bar of Entropy, which will be covered later.

Boost

With one bar of Sync available, hold down the Boost button until the on-screen prompt appears to initiate a Boost. Release the button while in this zone to execute the Boost.

Hope activates a Boost.

As you can see, Boosting in Screamer is more akin to a rhythm game than a typical arcade racer. A normal Boost lasts for about three seconds, which is nice, but that’s the equivalent of a “Great!” in a rhythm game. Solid, but you can do better.

Time your release in the smaller yellow zone, however, and you’ll get your “Perfect!” A Perfect Boost lasts longer than normal, around four-five seconds, giving you a giant burst of speed as a reward for good timing. The car emits a unique audio cue and the prompt flashes orange rather than green before disappearing.

Regardless of which Boost you get, you quickly accelerate to top speed, access even higher gears than normal, and fill up the S.G.U. gauge.

Róisín activates a Perfect Boost. Note the much longer duration.

Boosting is great for passing players, exiting turns, and quickly getting up to speed after a collision. It won’t, however, get you out of a hairy situation like an opponent trying to attack you. For that, we look at the other use of Sync.

Shield

With one bar of Sync available, tap the Shield button to raise your Shield, manifesting a barrier around your car and instantly generating Entropy. While Shielding, you are immune to all attacks.

Hiroshi activates Shield to block an incoming Strike from Noboru.

Shield lasts for five seconds, flickering near the end of its duration to alert you. Shield can be combined with other actions like Boost and Strike. Successfully Shielding an attack dissipates the barrier, refunds the bar of Sync you spent, and keeps the Entropy you generated.

Hiroshi Shields Gabriel’s Strike, earning back his bar of Sync.

Upon defending an attack, it appears that Shield cannot be activated for one second. However, if no one attacks you, then Shield can be activated again immediately, provided you have Sync available.

This creates an interesting dynamic between attacker and defender: while an active Shield renders the defender untouchable, they cannot generate Sync for five seconds. A badly timed Shield, at best, leaves them with a meter deficit relative to the attacker. At worst, they’re deeply vulnerable to a follow-up attack. Though Shield may seem impermeable, skilled Screamers will find ways to bait their opponents and either waste their Sync or score a KO.

This covers the primary uses of Sync. A secondary use, however, is to power the other side of the Echo: your Entropy gauge. That’s where Screamer shifts from being an arcade racer with style and flair to an arcade racer with style and flair… and explosions. Lots of explosions.


Entropy

If Sync is all about racing, Entropy is all about combat, the yang to Sync’s yin. It governs the side of Screamer that’s all about KOing opponents, exploding cars, and a never-ending spiral of life and death. Harness Entropy and unleash disorder.

Entropy is not passively generated. There’s only one way to generate Entropy: spending Sync. Every bar of Sync spent generates a bar of Entropy.

Entropy, too, can be used in two ways: Strike or Overdrive, both attack maneuvers that KO opponents. This creates a positive feedback loop between Sync and Entropy: spend Sync to build Entropy, and spend Entropy to earn Sync.

Strike

Hold down the Strike button to charge up a Strike. After charging for one second, visualized by the on-screen gauge filling up, your car will execute the Strike.

Striking gives your car a short burst of speed, even greater than a Boost, during which you can ram into other players and KO them. Strike’s hitbox is only on the front of your car, so hitting other players with the car’s side or back won’t work.

Dirk activates Strike and KOs Ritsuko.

Strike typically costs two bars of Entropy and grants two bars of Sync per KO scored, though character abilities can either modify the cost and reward of a Strike. Strike goes on a brief cooldown after its duration is over.


For a more expensive Sync/Entropy combo, Boosting and Striking at the same time gives you an incredible burst of speed, significantly increasing the range of your Strike and letting you catch opponents off-guard, perhaps even multiple at once.

But as powerful as Striking is, it only costs two bars of Entropy, and you can hold way more than that. What if, instead of Striking, you decide to hold onto your Entropy? That’s where our next move comes in, the signature for every Screamer.

Overdrive

Critical Art. Rage Art. Super Special Move. Level 3. Final Smash. Most fighting games have that one move that does a ton of damage, looks super cool, and is only accessible under very specific circumstances. In Screamer, that move is Overdrive.

Hiroshi KOs Gabriel in Overdrive.

Overdrive is only available when you’ve maxed out your Entropy gauge. When it’s available, a prompt will appear under the Echo cluster. Press LS + RS to Accept the Truth engage Overdrive. Your HUD will turn purple, your portrait will flash with an “OVERDRIVE” message to alert nearby drivers, and your car will burst into flames.

Overdrive costs all your Entropy, but in exchange makes you extremely lethal. While You can neither Boost nor Strike, but you’re always at your highest possible speed with increased acceleration, you KO players on contact, and you receive a free Shield for 10 seconds instead of the usual five. However, KOs reward 0.5 bars of Sync rather than Strike’s usual two.

Overdrive lasts for as long as you have Entropy. This is likely to vary from character to character. In theory, characters with a lower Entropy limit will access Overdrive more easily at the cost of it being shorter.

There is one big catch to all this power. Once your Shield runs out, touching the track boundaries will KO you instantly. Even so much as scraping a pixel of wall will turn your shooting star into flaming wreckage. Your Overdrive will end prematurely and, to seal the deal, all your Entropy will be lost.

The wall is lava.

Even so, you can still protect yourself from a fatal collision in a pinch. Spend a bar of Sync to activate Shield, but during Overdrive, it only lasts for 1.5 seconds rahtehr than the usual five. It’s an extra lease on life, but considering your passive Sync generation is paused during Overdrive, it’s also a very expensive one that should only be used as a last resort.

Overdrive is an extremely versatile tool. It can be used to extend leads, power through the pack, or make a huge comeback. The tradeoff is both its steep cost of entry and the punishment for even a single mistake. It may not always be the right call to use an Overdrive, especially on winding tracks with difficult turns. After all, losing all your Entropy to a single mistake is quite expensive.

Now that we’ve covered the Echo, let’s dive into how you’ll use it to win in the game’s core competitive mode, the Team Races.


        TEAM RACES

In a move not often seen for the arcade racer, Screamer positions team races as the main competitive mode. While solo races are also available, it’s clear that team races are where the developers intend for players, especially competitively-minded ones, to test their mettle.Teams of two or three players duke it out in five-lap races, and the team with the highest score will take home the win. Not dissimilar in execution to something like Team Sonic Racing (great game, by the way).

Placement

Points Earned

Duos

Trios

1st

150

150

2nd

110

110

3rd

100

100

4th

95

95

5th

90

90

6th

85

85

7th

80

80

8th

75

50

9th

45

45

10th

45

45

11th

-

40

12th

-

35

13th

-

35

14th

-

30

15th

-

30

Scoring

But unlike Team Sonic Racing, in Screamer, it’s not enough to just get good placements. While your final race positions do factor into your score, KOing other players will play a huge part in coming out ahead of your rivals.

The table on the right shows the points earned for each place in both Duos and Trios. These scores were taken from the latest previews on the game. Please remember that they are subject to change.

First place in both formats is far and away the most valuable, boasting a 40 point lead over 2nd. The differential between places decreases dramatically from 2nd onwards, and some positions even award the same amount of points.

That’s where KOs come in. KOs are worth a whopping 15 points each. A player in 3rd with 2 KOs will score 5 points more than a player in 2nd with just 1 KO.

Over the course of the five laps, it’ll be just as important to take out your opponents as it will be to secure top spots.


Team Strategy

Each team will have one Leader and either one or two Members, depending on if it’s Duos or Trios. Leaders are typically geared for going fast and playing up front while Members are usually more combat-oriented and designed to play in the pack. Players are encouraged to find synergies between different Screamers.

In races, the five teams are each assigned a color: Red, Yellow, Green, Blue, and Purple. Pay attention to these colors as colored markers in the race will help you distinguish between friend and foe.

Colored markers over nearby racers indicate which squad they belong to.

Teams will want to decide on their strategy and play accordingly. A speed-focused team might pick characters like Hiroshi and Akane, characters who have stronger boosts than normal. KO-focused teams, meanwhile, might look towards Gabriel and Dirk to harass their opponents.

It will definitely be interesting to see how teams create and evolve their strategies as Screamer develops. Now, let’s cover the more specific racing mechanics that the best teams will use to power through the opposition and win every race.


        MECHANICS

Perfect Launch

Before the race begins, rev your engine and watch your speedometer. As you rev up the engine, the S.G.U. bar fills up and a button prompt for the Shift button appears. Press the button when the button prompt appears for a Perfect Launch.

The filled S.G.U. gauge and button prompt indicate that you’re ready for launch.

A Perfect Launch has two major benefits: it gets you up to speed much faster, and it gives you a headstart on unlocking your Echo.

Active Shift

When redlining the current gear, represented by the speedometer flashing orange, press the Shift button to perform an Active Shift.

The timing for Active Shift. Note both the speedometer and the glowing Shift icon.


While Active Shifting isn’t required, there’s three reasons you want to go for it:

  1. It shifts you to the next gear faster than the automatic system;
  2. Your car receives a speed boost, and;
  3. You receive a bit of Sync or gain progress towards unlocking your Echo.

Drafting

Drafting behind other players increases your speed as well as your Sync generation.

Drafting in action. Note the speed lines emanating from the car and the Sync meter.

Drafting is an arcade racer staple, but in Screamer, it adds a layer to the decision-making during a race. Do you Strike and KO the player ahead of you, or do you draft off them to gain both speed and Sync?

S.G.U.

The speedometer houses a gauge titled “S.G.U.,” which stands for “Sync Gen Up.” As the name suggests, this gauge increases your Sync generation rate. By driving at high speeds, Screamers fill up this gauge and, when it’s full, enter the S.G.U. state.


The speedometer with S.G.U. currently active, denoted by the full bar and glowing effect.

Certain Screamers also receive unique bonuses by maintaining S.G.U. For instance, Noboru also generates Entropy when in S.G.U. and Akane builds up her Hype.

Sharp decreases in speed drain the S.G.U. gauge and, in turn, deactivate the state. Therefore, it’s accurate to think of S.G.U. as a “flow state” mechanic: the better your driving, the more S.G.U. uptime you have, the more Sync you build.

While Hiroshi starts in the S.G.U. state, the harsh speed loss from drifting deactivates it.

Boosting and Striking will accelerate you enough to instantly fill S.G.U. You would be correct to assume that using these moves “refunds” your Sync. However, as these actions pause Sync generation, you will need to maintain your line and control your speed until these actions are complete. It’s only if you’re still in S.G.U. after they’re done that you can earn back what you spent.

S.G.U. is your reward for mastering the game’s driving mechanics, and you’ll need it to earn Sync fast. Sync is crucial for going even faster and, more importantly, protecting yourself against your opponents on the track.


Lockout

At certain points during the race, your Echo will be disabled and must come back online before use. This mechanic, absent an official term, will be called a Lockout.

While locked out, you’re unable to use any Echo-related actions. Instead, your goal is to unlock your Echo as soon as possible.

There are two types of Lockouts. The first is when you’re KO’d. KO Lockouts are three seconds long and prevent you from using your Echo during your respawn invulnerability.

Hiroshi progresses towards unlocking his Echo through Perfect Launch and Active Shift

The second is at the start of the race. All drivers begin with a 40-45 second Lockout. This essentially serves as a setup phase for racers during which other players cannot attack. Front-runners can attempt an early breakaway while brawlers can position themselves to fish for KOs once the Lockout ends.

Currently, it seems that Perfect Launch and Active Shifting are the only ways to speed up the unlock process. S.G.U., drafting, and other forms of Sync generation do not appear to assist in exiting a Lockout.


Knockouts (KOs)

This guide has talked a lot about the importance of knockouts, so let’s go through more of the specifics. In Screamer, people don’t die when they are killed, but you should still avoid getting KO’d. Being hit by an Entropy attack will KO you, briefly taking you off the track. What good is being the best driver if your car explodes?

Hiroshi is KO’d by Ritsuko’s Strike, losing both speed and his position.

Fortunately, it only takes about 3 seconds to respawn Throughout this three second period, you are invulnerable, but you’re also locked out of using your Echo.

The penalties for getting KO’d are better avoided. You respawn not from where you were KO’d, but a little further back. You’re sent down to 2nd gear and have to accelerate back up. Your Sync gauge is set to one bar regardless of how much Sync you had. Meanwhile, your attacker receives one bar of Sync for KOing you and, in Team Races, 15 points for their team. You do, at least, keep your Entropy.

You can KO yourself by touching a wall during Overdrive, which carries the same penalties except that you lose all your Entropy.

Finally, in Team Races, you are able to KO your teammates. This carries the same penalties for the KO’d player, but while the attacker still receives Sync, they do not receive 15 points. While certain Screamers may benefit from KOing their teammates in niche circumstances, be mindful of their positions and avoid friendly fire.


Attack Warnings

To help players defend against incoming Strikes and Overdrives, the HUD will display warnings as colored hexagons that occupy the sides of the screen. These warnings appear when a Strike is being charged nearby, or if Entropy attacks are currently in play.  Warnings come in four varieties:

  • Yellow: An opponent has executed a Strike or Overdrive, but is currently far away from you.
  • Orange: A nearby opponent is charging a Strike, or has executed a Strike/Overdrive and is approaching your position.
  • Red: A nearby opponent is about to unleash a Strike, or has executed a Strike/Overdrive and is right next to you.
  • Green: You are currently Shielding against the incoming attack.

The orange, red, and green warnings in action.

In addition to the hexagons, the HUD also displays arrows indicating from which direction the attack is coming. A red arrow indicates that this is an enemy’s attack, while a green arrow means it’s a teammate’s attack (green).

While it would behoove players to also check their rear-view, these warnings provide crucial information in the heat of the moment. Playing around this knowledge and adjusting your speed and lines will be the best way to power through their defenses.

Strike Canceling

Between the warnings, indicators, and the ample time for defenders to react, more experienced players can be difficult to KO. Even an up close Strike can be blocked with enough awareness and information.

That’s where Strike cancels come in. By releasing the Strike button before it’s fully charged, the Strike is canceled and no Entropy is spent. However, the same warnings will appear on nearby players’ screens, alerting them to the possibility of an incoming Strike up until you stop charging.

Hiroshi cancels his Strike at the last moment, baiting Gabriel into Shielding.

This is a great way to bait opponents into Shielding, forcing them to waste their Sync while denying them passive Sync generation for five seconds. In this exchange, even though they weren’t KO’d, the defender loses the exchange and comes out with a meter deficit. The attacker can use this opportunity to secure a KO or overtake the defender, leaving them in their dust.

This introduces another layer to the combat in Screamer, one which closely mirrors mindgames in fighting games. Players will need to understand their opponents’ habits, assess the situation, and make the correct reads to win an exchange.

With all of Screamer’s major mechanics out of the way, let’s now review the characters and cars we’ll be taking to the track.


         CHARACTERS

Green Reapers

The Banshees, an esteemed private military company, enters the streets of Neo Rey with but one goal in mind: kill Gabriel of Anaconda Corp and avenge their fallen leader, Quinn. The Screamer tournament provides the perfect opportunity to take him out. To disguise their approach, they adopt a new name: the Green Reapers, ready to send Gabriel to a fiery death on the track.

If we were to compare the Green Reapers to a fighting game archetype, they would be best referred to as “rushdown.” This team of PMCs is equipped with aggressive abilities that close the gap and pressure rival Screamers. Don’t let their lack of racing experience fool you: these Reapers are here to collect, and no one on the track is going to get in their way.

Hiroshi Jackson (Leader)

3 Sync || 8 Entropy

Unstable Boost

While Boosting, can make it last longer.

The new leader of the Banshees, Hiroshi takes up the mantle after the passing of his mentor, Quinn. Unsure in this new role yet possessing great potential, Hiroshi serves as a great beginner-friendly leader with a straightforward yet powerful ability: near the end of a Boost, press LB in time with the prompt to extend your Boost for free.


This extension is a short burst of speed even faster than his normal Boost. Hiroshi is thus blessed with one of the best Boosts in the game, able to use it not only for racing but for offense. Combining his powerful Boosts with a Strike for even greater range and speed than normal, sniping unsuspecting opponents from much further away. Do note that it’s better to press LB later rather than earlier, as the extension will override any remaining time left on the Boost and cut it short.

Pick Hiroshi if you want an easy-to-learn character who’s all about going fast. While not as geared into offense as more attack-heavy Screamers, his ability and standard Echo spread of 3||8 makes him a well-rounded pick.

Frederic Barthelemy

5 Sync || 8 Entropy

Reaper’s Dance

Strike is empowered and grants additional Sync on KO. While Striking, Frederic explodes on collision with track boundaries.

Frederic is the mediator of the group, but contrary to what that might have you believe, he’s an explosive thrill seeker at heart, and that shows in his gameplay. His ability empowers his Strike, making it significantly faster and longer than normal. He also gets three bars of Sync per KO rather than two, more than refunding the cost of the Strike. To accommodate this higher reward, Frederic can stock up to five bars of Sync, much more than the average three.

In exchange for all this power, however, he gets KO’d if he touches a wall, similar to how it works in Overdrive. In that sense, Frederic is the most technical of the Green Reapers, demanding finer driving and smart Strikes to reap the greatest reward.

Frederic is great for more offense-minded players who love the idea of blowing through opponents and being rewarded with crazy amounts of Sync. For this thrill seeker, all it takes is a single unfortunate Screamer to start snowballing.


Róisín Garrity

3 Sync || 8 Entropy

One More Freckle

Strike costs less Entropy and can be performed continuously.

An assassin trained from childhood, Róisín is very distinctly about KOs, KOs, and more KOs. She is the only Screamer in the game whose Strike naturally costs a single bar of Entropy. In turn, it only rewards her with one bar of Sync on KO.

Furthermore, she is the only Screamer who can bypass Strike’s cooldown. By continuing to hold RB past the first Strike, she can chain more Strikes with zero downtime. This gives her unparalleled offensive potential, letting her snag more KOs or constantly pressure a single target, threatening a near-unreactable barrage of Strikes.

This is offset by her significantly shorter Strike range, which requires her to get right up against her target. Despite this focus on combat, her 3|8 Echo spread coupled with the 1:1 conversion ratio between Boost and Strike rounds her out for the racing side of the game as well. But for those of you who want to unleash hell on the track, check out Róisín.


Strike Force Romanda

Strike Force Romanda was the biggest idol group on the planet. That is, until things suddenly went sideways. No one knows what exactly happened behind the scenes except that one of the founding members left due to “creative differences.” After years of radio silence, SFR returns to the stage with a new member and a new goal: find the truth.

SFR’s main draw is Hype, a meter that provides buffs when filled. Each Strike Forcer is relatively average on her own, but her Hype buffs can turn the tide of a race. The conditions for gaining Hype differs per idol, but the rewards are worth it. If all this sounds good to you, sign up for SFR’s latest performance!

Ritsuko Imai (Leader)

5 Sync || 8 Entropy

Take Your Heart

Hype is gained when changing positions. At 100%, gain additional Sync over time.

One of the original Strike Forcers, Ritsuko’s all about interacting with her fans… and her rivals. She generates Hype when gaining a position, with more Hype generated on achieving higher positions. When losing a position, she only generates half the amount of Hype. When her Hype is maxed out, she receives a huge increase to her Sync generation until her Hype drops to 0%.

Racing in the pack gives her access to some of, if not the, highest Sync generation in the game. That Sync can be quickly converted into Entropy, turning Ritsuko into a powerhouse of a brawler.


That’s not to say that she can’t race, of course. Early on when the pack is condensed, she can very quickly max out her Hype and stock up on Sync to Boost ahead with. While she does require Hype and other players to be at her best, players who choose her will find that she definitely comes through for her fans.

Akane Hyuga

3 Sync || 8 Entropy

Strike Forcers’ Favorite

Hype is gained passively, by Active Shift and in S.G.U. At 100%, gain a free, enhanced Boost.

Akane is the other remaining Strike Forcer and, from the sound of it, the fans’ favorite, so it stands to reason that her Hype builds up on its own. Actually, it’d be more accurate to call it a second Sync meter. Not only does it fill up the same way Sync does, it also provides a similar boon: a more powerful Boost.

This enhanced Boost goes faster and lasts longer. And despite being free, it still generates a single bar of Entropy. Her Hype Boost takes priority over Sync and will be consumed first. Once consumed, her Hype drops back to 0%.

Akane is the most straightforward of the SFR trio, but that’s not to say she’s weak. Free Boosts are great for Sync management, and the extra Entropy gives her just that much more combat power. Screamers who want to be rewarded for their driving prowess, look no further than Akane.


Hina Yamano

3 Sync || 8 Entropy

Go Go SFR!

Hype is gained while Drifting. At 100%, gain a cheaper, enhanced Strike.

SFR’s newest member, Hina is an excitable Strike Forcer who’s all about two things: helping Ritsuko on her quest, and going wild. For her, drifting is the name of the game. She generates what appears to be about 10% Hype per second of drifting, regardless of drift angle. At 100% Hype, her Strike is empowered and costs one bar of Entropy.

Hina essentially wants to “snake” as much as possible, a term borrowed from kart racers to describe constantly drifting on straight roads. While this isn’t great for going fast, she’s not really about that. For her, it’s much cooler to see cars go boom, and being in the pack helps her do that best.

Hina will likely play out as a brawler and a disruptor, someone who prefers staying behind and looking for KO opportunities while throwing everyone else off their lines with her constant drifting. If you wanna go crazy, tune in to Hina’s livestream.


Jupiter Stormers

Jupiter Stormers Industries, the world’s foremost authority in aerospace science and engineering, has elected to compete in Mr. A’s Screamer tournament. Normally, illegal street racing isn’t high on an aerospace megacorporation’s priorities, so why is JSI sending three of its best? For the Screamers, that’s not important. They’re just answering the call of a former employee, perhaps JSI’s best ever: Gage Veloc, the tournament mechanic.

Befitting their status as scientists and visionaries, JSI’s members are experimental, unorthodox, and, yes, weird. Each of them brings both a unique gimmick and a rocket-powered car to the track. JSI is recruiting only the boldest to join their ranks. Will you answer their call?

Aisha Waghmare (Leader)

5 Sync || 8 Entropy

JSI Defense System

The first time Aisha is KOed or explodes, automatically activates an emergency Shield.

Aisha is a woman of many talents: a scientist, an astronaut, and now, apparently, a street racer. But who is, by all accounts, a highly-esteemed visionary headed towards the future must first overcome the torment she feels around a traumatic accident in her past. To ensure that she, and everyone else, never meets the same fate, she’s determined to exploit the Echo to defend humanity. This goal shines through in her ability: the first time she’s about to explode, an emergency Shield activates to protect her.

At first, this sounds like a fairly weak ability. It’s a one-time Shield that, when used, is no longer available for the rest of the race. Its use also does not generate any Entropy, limiting how much it powers Aisha up. However, Aisha’s Dendrobium is a rocket of a car, and in races she’s more inclined to race off into the distance than hunt for KOs. This emergency Shield makes it more difficult for rival Leaders to take her down and frees her up to use her immensely powerful Boosts.

Aisha is for players who want some natural defense in a game with overwhelming offense. This forward-thinking Leader serves as a great beginner character and, hopefully, a strong duelist in her own right.

Gregor Falkenstein

2 Sync || 8 Entropy

Echo Evolution

Can evolve the Echo system by using Sync. Boost, Strike, and Overdrive are more powerful and last longer when evolved.

Gregor is cold and no-nonsense, concerned more with humanity’s evolution through cybernetics and machinery. It is fitting, then, that Gregor’s ability evolves even the Echo, unlocking the full potential of its extraordinary power.

Gregor embodies the “power-up” archetype found in fighting games, such as Street Fighter’s Jamie and Virtua Fighter’s Shun Di. As he spends Sync, he “levels up,” evolving his Echo abilities. There are two levels of upgrades, both represented on the top right of the HUD. Upgrading his Echo improves his Boost, Strike, and Overdrive, and Gregor turns into a true terror by the final lap.

It’s true that Gregor will be a slow starter. Properly navigating the early parts of the race will be important to set up for success later. Gregor will also need to make more decisions under pressure. But such is the cost of progress, and if you wish to join Gregor’s inexorable march towards the future, you will find incredible power waiting for you.


Lavinia Ricci Antinori

3 Sync || 8 Entropy

Hyperactive Boost

Perfect Boost is extremely powerful, but the timing required to activate it changes each time.

A rising star in JSI’s ranks, Lavinia is an upbeat, if a little uncoordinated, engineer eager to prove her prodigal skills. This comes through in her ability: while her Perfect Boost is incredibly potent, the timing to execute it varies each time.

In some ways, Lavinia is analogous to Hiroshi and Akane, but she requires attention and execution the other two don’t. As difficult as a Perfect Boost already is, trying to get one in a heated race with variable timing is a tall order. Lavinia enthusiasts who can master these timings will reap the greatest rewards.

Aside from her Boost, Lavinia has fairly standard stats, letting her serve as a solid all-rounder. The power of her Perfect Boost can enhance both her racing and her combat potential, but will require dedicated practice to hit consistently. If this risk/reward mechanic sounds like a blast, Lavinia is the Screamer for you.


Anaconda Corp

If JSI is a megacorp, Anaconda Corp is what can only be described as an ultracorporation. Built on CEO Abigail Mertens’ past victories as a Screamer herself, it’s long stood tall in every sector, constricting its rivals and opposition with its wealth, power, network, and, shall we say, unscrupulous methods. But the world inevitably changes, and Anaconda must shed its skin and win this tournament lest it falls from predator to prey.

“Brutality” and “domination” are two words that come to mind when thinking of Anaconda’s Screamers. Their sleek European cars dressed in black and silver aside, each representative comes bearing a powerful ability designed to crush their opponents. Just make sure that no matter who you take with you onto the track, you’ll make sure nobody else goes home with the win.

Gabriel Mertens (Leader)

3 Sync || 9 Entropy

Ruthless Heir

Generates Entropy as well as Sync upon KOing someone through Striking.

Son of Abigail Mertens and heir to Anaconda Corp, Gabriel is a man with a massive chip on his shoulder. Even though his mother sent him to win this tournament for Anaconda, he’s here for nobody but himself. No matter who stands in his way, vengeful mercenaries or otherwise, he’ll crush them all with his signature ability, feeding his Echo with each KO.

Gabriel is the first Screamer thus far to have an extended Entropy capacity of nine bars. This fits well with his ability, which refunds a single bar of Entropy when KOing an opponent. Combined with the bar of Sync he also gets, Gabriel essentially refunds his entire Strike on a KO, cementing him as a more aggressive Leader.

His combat prowess doesn’t come at the cost of speed. As a Leader, he’s one of the faster Screamers on the track, and he can duel up front just as well as he can dish it out in the pack. If this devastating combination is up your alley, then ride with Gabriel on his bloodsoaked road to victory.

Hope Kaminsky

6 Sync || 6 Entropy

Interest Rate

Passive Sync generation is increased based on available Sync.

Hope is the embodiment of ruthless efficiency. A person of few words but boundless power, they join the tournament per Abigail’s orders to protect Gabriel. More than anyone else on the roster, they are the queen of Sync, relying on the most powerful force in the universe: compound interest.

The more Sync Hope has, the faster they passively generates it. This includes Sync earned through S.G.U. and drafting. At 2 bars of Sync, they receive a 2X multiplier. At 4 bars, they receive a 3X multiplier. Once Hope gets started, they can pump out meter like no other. With all that Sync comes Entropy, and soon enough, Hope will rule the track with a full stock of both.

Hope’s atypical 6 || 6 spread makes them a fearsome foe. With their increased meter generation, Hope can Boost, Shield, Strike, and even Overdrive constantly, presenting a huge threat on the track to anyone who crosses their path. If you want to be richer than rich, invest in Hope. They’ll guarantee you get your money’s worth.


Dirk van Wyk

3 Sync || 9 Entropy

Blood Thirst

Strike KOs trigger a free, empowered Strike, allowing Dirk to chain multiple Strikes in a row.

Do you know how Anaconda Corp is pronounced? You’d better learn how before Dirk teaches you a permanent lesson. Anaconda’s #1 enforcer, personally recognized by Abigail herself, is the definition of a brutal thug. If he sniffs out blood on the road, it’s game over.

When Dirk lands a Strike, he instantly activates an empowered Strike for free. This refreshes his Strike’s duration and allows him to chain his Strikes for as long as he can score KOs in time. It’s similar to Róisín’s ability, but unlike her, Dirk does not have a range penalty on his Strike. And while he doesn’t have Róisín’s pressure, if he can land a single KO, he activates what is essentially a pseudo-Overdrive.

Dirk is a brawler at heart and is ideally played in the pack rather than running in the front. His ability thrives when there’s multiple targets in the way, and the more people in the way, the better it gets. If fighting and blood thirst fuel your veins, put up your fists and teach them what being Anaconda means.

Kagawa-Kai

The name “Kagawa-Kai” echoes in the annals of Screamer history like no other. Revered and feared alike, this Yakuza clan dominated the streets until their star racer, Noboru Sato, suffered a race-ending accident. Back on the scene after some convincing by his older brother Keiji, Noboru leads Kagawa-Kai on the track. Why are they here? No one knows, but we can only guess that it’s an attempt at reclaiming former glory. Maybe a chance at near-infinite wealth? Or, perhaps, there’s a deeper reason behind it all…

Being the only actual street racing team on the roster, Kagawa-Kai will arguably demand the most out of the player. They’re all about speed, and nothing is faster than Overdrive. With abilities that enable more and stronger Overdrives, Kagawa-Kai’s members will require control and precision to bring out their true potential. Take the oath, step into the driver’s seat, and soar like a dragon.

Noboru Sato (Leader)

2 Sync || 10 Entropy

Former Glory

Generates Entropy while in S.G.U. and through Active Shifting.

Once the greatest Screamer in the world, Noboru retired after a traumatic accident on the track. Though he returns a different man than before, his legendary skills haven’t eroded; as the only Screamer in the game who can generate Entropy directly, coupled with the largest Entropy gauge in the game, he’s a force to be reckoned with in any position.


Noboru’s ability creates a whole new dynamic that differentiates him from the cast. For instance, he can use his Sync exclusively for Shielding and replace Boosting with Striking. The easier access to Strike also makes him an offensive threat against frontrunners. And, perhaps most importantly, it lets him access Overdrive far more easily. Coupled with his 10-bar Entropy gauge, which will extend his Overdrive’s duration, he’ll streak through the track in a blaze of glory.

Pick Noboru if you want a versatile Screamer with extremely high potential in both combat and racing, but who, in turn, requires exceptional driving from the player.

Akemi Nomura

3 Sync || 5 Entropy

Something to Prove

Executing a KO in Overdrive freezes its timer and activates a free Shield.

Akemi is the newest member of Kagawa-Kai, and family drama and personal histories aside, she’s  eager to make a name for herself as the new hot Screamer. And what better way than to show off her skills with Overdrive?

Akemi is an Overdrive-centric character. Between its low cost of 5 Entropy and her ability to extend it with each KO, she wants to be activating it as often as possible to burn through opponents. The Shield refresh allows her to hunt down rival Screamers more recklessly and take riskier lines as well.

Akemi’s main weakness is her lack of utility outside Overdrive. She’s a fine racer, but her lower than average capacities mean she’ll likely be Striking less and Overdriving more. That’s not a bad thing, though, when her Overdrive is this good. If you want to prove yourself on the track, strap in and take off with Akemi.


Keiji Sato

2 Sync || 4 Entropy

Emotional Manipulation

Overdrive performance increases in line with the amount of Sync available.

The elder Sato brother, Keiji has long lived in his younger brother’s shadow as the lesser Screamer. So when he convinces Noboru to return for this tournament, you can bet it wasn’t with the purest of intentions.

Like Akemi, Keiji is all about Overdrive. But even with the shortest Entropy gauge in the game, he won’t have the freedom to pop it whenever he wants. The amount of Sync he has at the time of activation determines his Overdrive’s performance: 1 bar powers it up somewhat, 2 bars powers it up significantly. Now, we don’t know if these improve its length, speed, or some other factor, But this condition means Keiji won’t always want to Overdrive and instead save it for key moments.

As with Akemi, Keiji trades off his non-Overdrive utility for this power. Additionally, he will require strong driving to generate Sync as quickly as possible. In return, he holds the potential for the best Overdrives in the game. He may not quite be as revered as his brother, but Keiji is a force to be reckoned with nonetheless.


ARCHIVE

Originally, the information in this guide was pulled from a mix of official Milestone materials, previews from various outlets, and videos from content creators with early access. I would like to thank the journalists, content creators, and of course Milestone for the information that allowed me to create this guide.

Since the game has now been released, I will update the guide to directly match it. No more poring through videos and going frame-by-frame (phew).

For archival purposes, I am keeping this section as a way to record what Screamer’s earlier iterations used to look like.

Official Materials

Milestone

PLAION

Gaming Journals

IGN

Gematsu

Beyond the Nexus

GameRiot

ENFANT TERRIBLE

Content Creators

BlackPanthaa

HokiHoshi

Militia Gaming Community

AR12

3MG

Pre-Alpha

IGN

Archive Alex

Famitsu

GameRiot

ABC Gamer

VERSIONS

This section will track and record changes to both the guide and the game. Changes to the guide will be marked in green, while changes to the game will be marked in lavender.

Guide V0.1 (March 7th, 2026)

  • Released the guide.

Guide V0.2 (March 8th, 2026)

  • Added the “References” and “Versions” section.
  • Updated “Introduction” with a link to the Discord server.
  • Cleaned up some formatting and language.

Guide V0.3 (March 9th, 2026)

  • Corrected the following errors:
  • Strike - Strikes refund 2 bars of Sync, not 1.
  • Frederic - Gains 3 bars of Sync on KO, not 2.
  • Róisín - Clarified that she gains 1 bar of Sync on KO.

Guide V0.4 (March 16th, 2026)

  • Updated the following sections:
  • Overdrive - Shield is available but only lasts for 1.5 seconds.
  • Sync - Passive Sync generation is paused during any Echo action.
  • Shield - Corrected section to reflect that Shielding pauses Echo generation.
  • Added the following sections:
  • Color-coded more text that hadn’t yet been colored.

Game V1.0.1 (March 23rd, 2026)

  • Screamer releases for players who purchased the Digital Deluxe Edition.

Guide V0.5 (March 24th, 2026)

  • Early access is out and a lot about the game has changed! I’ll be playing the game on my own time and release a fully updated guide soon, but in the meantime I want to make some corrections.
  • Updated the following sections:
  • Perfect Launch - Correction to how it works.
  • Ritsuko - Updated her ability description.
  • Aisha - Updated her ability description.
  • Gregor - Updated his Echo stats and ability description.
  • Akemi - Updated her Echo stats.
  • Color-coded more text that hadn’t yet been colored.

Guide V0.6 (March 25th, 2026)

  • Updated the Controls section with  control schemes for players who want an alternative to twin-stick.
  • Renamed the References section to the Archive and updated its description.
  • Pre-emptively changed the guide’s name to “The Definitive Guide to Screamer.” Be on the lookout for a major overhaul soon for the 1.0 version!

Game V1.0.2 (March 26th, 2026)

  • Screamer releases for all players.