YEAR ZERO FOUNDER ERA // ACTIVE

THE WORLD CHANGED. THE MACHINES CHANGED WITH IT.

Animals and machines have fused into living biomechanical racers. They are Motor Mutants.

BE THERE AT THE BEGINNING.
YEAR ZERO First public chapter 03 / 07 Factions active ONE WORLD Play · Read · Watch · Build
Home hero artwork.
FIELD IDENTIFICATION // MOTOR MUTANT

NOT A VEHICLE.
NOT AN ANIMAL.
SOMETHING NEW.

A Motor Mutant is a living biomechanical racing organism. Machine architecture forms the structural skeleton. Creature anatomy, instinct, and movement behavior shape how that system moves through the world.

CREATURE INSTINCT×MACHINE ARCHITECTURELIVING MOVEMENT
Explore the Mutants
GARAGE GUILD ORIENTATION // FIRST QUESTIONS

THE WORLD DIDN’T CHANGE BY ACCIDENT.

Begin with the event that changed the world—and the phenomenon still shaping what came after.

WHY WE RACE // MOVEMENT WITH PURPOSE

EVERY RACE HAS THREE COMPETITORS.

Motor Mutants race through unstable Helion routes to resolve problems before instability spreads.

Explore the Tracks
01 CHOOSE YOUR MUTANT Every fusion solves movement differently.
02 ENTER THE TRACK Terrain and environment change the problem.
03 TAKE YOUR LINE Position and movement create opportunity.
04 BUILD PRESSURE Commit, recover, and manage the system.
05 GAIN RESONANCE Alignment improves how the system responds.
06 TRIGGER IGNITION Peak output must be earned and controlled.
07 RESOLVE THE OBJECTIVE Stabilize. Intercept. Access. Contain.
YOU.YOUR RIVALS.THE ENVIRONMENT.

Tracks are not scenery. Tracks are problems.

GARAGE GUILD PUBLIC ACCESS NODE FOUNDER ORIENTATION // YEAR ZERO FIELD NETWORK ACTIVE
Home identity mark artwork.
THE GARAGE GUILD // YOUR DOORWAY INTO THE CHANGED WORLD

STUDY THE MUTANTS.
UNDERSTAND THE TRACKS.
STABILIZE THE WORLD.

The Garage Guild studies the changed world, protects Motor Mutants, maps unstable routes, and solves Helion problems through engineering and collaboration.

After The Surge, the Guild began mapping unstable corridors, studying Helion, documenting Mutation Moments, classifying Motor Mutants, and training racers to understand the systems they enter. The Guild does not reduce Motor Mutants to equipment. It learns how to work with them.

01OBSERVERDiscover the world.
02RECRUITEnter Guild orientation.
03RACER / ENGINEERRead the system.
Y0FOUNDERBe there at the beginning.
MUTANT DOSSIERS TRACK MAPS HELION SCIENCE FIELD REPORTS RESTRICTED ARCHIVES
SEVEN LINEAGES // THREE ACTIVE IN YEAR ZERO

SEVEN WAYS TO MOVE.
THREE WAYS TO BEGIN.

A faction is not simply a team. It is a philosophy: a distinct way of solving the race, managing pressure, expressing Helion, and moving through the changed world. Blaze, Aero, and Terra enter first. Four more lineages remain outside the Founder release.

Explore All Seven Factions
FOUNDER RELEASE // BLAZE · AERO · TERRA FOUR LINEAGES REMAIN BEYOND YEAR ZERO. Volt · Aqua · Bio · Mech
FOUNDER MUTANTS // FIRST GENERATION

MEET THE MOTOR MUTANTS.

Machine engineering. Animal instinct. One living system. Every fusion has a different relationship with movement, terrain, pressure, and the racer beside it.

Explore All Mutants
THE GAME // THE MOTOR GENESIS™

THIS ISN’T JUST
A COLLECTION.
IT’S A RACING GAME.

Build your roster. Tune your Mutants. Play Actions. Install Mods. Read the Track. Manage pressure. Build Resonance. Trigger Ignition.

MOTOR MUTANTSTHE WORLD. THE RACERS. THE FACTIONS.
+
THE MOTOR GENESIS™THE TRADING CARD GAME SYSTEM.
FOUNDER DECKS3BLAZE · AERO · TERRA
FOUNDER MUTANTS3612 PER FACTION
CARDS PER DECK40COMPLETE FACTION DECK
DECK CARDS120IN THE FOUNDER’S EDITION
INSIDE EACH FOUNDER DECK

12 MUTANTS.
DIFFERENT TENDENCIES.
ONE RACING ROSTER.

Every Faction Deck begins with twelve Motor Mutants supported by Actions, Mods, Ignitions, and Recoveries. The Garage Guild classifies their recurring natural competitive tendencies as Archetypes.

FACTIONHOW THEY RACE×ARCHETYPEHOW THEY NATURALLY RESPOND
UNDERSTAND THE DECK
CHOOSE MUTANTSENTER TRACKPLAY ACTIONSINSTALL MODSBUILD PRESSUREIGNITE
YEAR ZERO // FOUNDER'S EDITION

OWN THE BEGINNING.

ONLY 1,000 FOUNDER’S EDITIONS WILL EXIST. ONE ORIGINAL PRODUCTION RUN // NO SECOND FOUNDER RUN

One complete Year Zero collection containing three 40-card Founder decks—120 deck cards total— the first Tracks, the Founder Field Guide, and Year Zero artifacts. Featuring The Motor Genesis™.

You are not simply choosing a deck. You are choosing one of the first three ways into the world.

MM // Y0FIRST EDITION
1,000 FOUNDER’S EDITIONS
03 FOUNDER FACTIONS
Y0 YEAR ZERO
01 ORIGINAL PRODUCTION RUN
YEAR ZERO // ONE COMPLETE COLLECTION ONE BOX. EVERYTHING SHOWN BELOW IS PART OF THE FOUNDER’S EDITION.
FOUNDER BOX · BLAZE · AERO · TERRA · FIELD GUIDE · TRACKS & COMPONENTS
Founder box hero artwork.
YEAR ZERO FOUNDER
FOUNDER BOX COMING SOON

Motor Mutants Founder Box

The Year Zero Founder box and primary physical entry point into the Motor Mutants Founder's Edition.

Explore
Blaze founder deck hero artwork.
YEAR ZERO FOUNDER
FOUNDER DECK COMING SOON

Blaze Founder Deck

The Founder-era Blaze deck built around explosive pressure and burst momentum.

1 Mutant
Explore
Terra founder deck hero artwork.
YEAR ZERO FOUNDER
FOUNDER DECK COMING SOON

Terra Founder Deck

The Founder-era Terra deck built around stability, grip, control, and resilience.

1 Mutant
Explore
Founder field guide hero artwork.
YEAR ZERO FOUNDER
FIELD GUIDE FOUNDER BOX COMPONENT

Founder Field Guide

The Year Zero field guide to Motor Mutants lore, factions, Mutants, tracks, the Garage Guild, and the Founder era.

Explore
YEAR ZERO // FOUNDER ALLOCATION

1,000 BOXES.
1,000 FOUNDERS.
ONE YEAR ZERO.

There will not be a second Founder production run.

LIMITED TO 1,000 LIVE ALLOCATION REPORTING PENDING
Buy the Founder’s Edition
THE FIRST MUTANTS. THE FIRST FACTIONS. THE FIRST TRACKS. YEAR ZERO.
WHEN THE 1,000 ARE GONE, YEAR ZERO CLOSES.
ONE WORLD // MANY WAYS IN

PLAY. READ. WATCH.
BUILD. COLLECT. DISCOVER.

Motor Mutants is being built as a connected story world—not a single product line. The same Mutants, Tracks, mysteries, engineering systems, and Garage Guild records can be experienced in different ways.

01 // PLAY

THE MOTOR GENESIS™

The Motor Mutants trading card game experience: build your garage, read the Track, manage pressure, and solve the race strategically.

TRADING CARD GAME // TABLETOP RACING
02 // READ

BOOKS

Stories, Founder Field Guides, archive records, mysteries, and adventures from the changed world.

PUBLISHING
03 // WATCH

ANIMATION

See living biomechanical racers, Garage Guild missions, Tracks, Resonance, and world mysteries come alive in motion.

SCREEN STORIES
04 // BUILD

GAMES & TOYS

Physical and interactive play that brings Mutants, racing, engineering, and the Garage Guild world off the page.

GAMES & TOYS // THE MOTOR GENESIS™
05 // DISCOVER

GARAGE GUILD DIGITAL

Mutant dossiers, Track maps, archive files, field reports, discoveries, and interactive world systems.

DIGITAL WORLD LAYER
06 // THINK

LEARNING

Engineering, systems thinking, literacy, mathematics, strategy, design, and collaboration discovered through play.

GARAGE GUILD LEARNING
ONE CANONICAL WORLD. Different entry points. Different experiences. The same Motor Mutants universe.
THE SYSTEM UNDER THE STORY

BUILT FOR PLAY.
BUILT FOR THINKING.

The fantasy is extraordinary. The thinking underneath it is real. Every race asks players to observe a system, make a plan, manage tradeoffs, respond to change, and reflect on what happened.

ENERGY·FORCE·MOTION·SYSTEMS·STRATEGY·ADAPTATION
SCIENCE

ENERGY · FORCE · MOTION

Acceleration, traction, stability, terrain, load, and energy become visible through the race.

ENGINEERING

SYSTEMS · TRADEOFFS · DESIGN

Every creature-platform fusion and every Track creates a different engineering problem to understand.

MATHEMATICS & STRATEGY

PROBABILITY · SEQUENCING · OPTIMIZATION

Players compare outcomes, manage resources, plan sequences, and decide when commitment is worth the risk.

LITERACY

READ · INFER · INVESTIGATE

Dossiers, diagrams, Track information, field notes, and archive mysteries reward informational reading and inference.

CRITICAL THINKING

OBSERVE · PREDICT · ADAPT

The Track changes. Rivals change. Effective racers revise the model instead of repeating the same answer.

HUMAN DEVELOPMENT

TEAMWORK · PATIENCE · REFLECTION

Cooperation, recovery, persistence, growth mindset, and learning after failure are embedded in the experience.

GAMEPLAY IS ESSENTIAL IN THE AGE OF AI. Motor Mutants creates reasons to think, build, read, collaborate, experiment, communicate, and play together.
Explore Garage Guild Learning
GARAGE GUILD ARCHIVES // ACCESS LIMITED

SOME QUESTIONS HAVE ANSWERS.
OTHERS HAVE ONLY FILE NUMBERS.

Not every Garage Guild record is available during Founder orientation. Some records remain sealed, redacted, incomplete—or challenge what the Guild thought it understood.

Access the Archives
YEAR ZERO // FOUNDER ERA

YOU WERE HERE AT YEAR ZERO.

Enter the Garage Guild. Choose your Founder faction. Own the first physical chapter of the Motor Mutants world.

BE THERE AT THE BEGINNING. Buy the Founder’s Edition