Parts & tuning
Open the phone, go to the Market and fit parts into batteries, motors, controllers, brakes, tyres and suspension. Then open the Garage and use View tuning changes to see the top speed your setup actually produces.
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Official Voltline promotional image.
The six slots on every scooter
The store page lists the exact categories Voltline lets you change: batteries, motors, controllers, brakes, tyres and suspension. They are not decoration — each one moves a number you feel on the road.
| Slot | What it changes | Buy it when |
|---|---|---|
| Battery | How far you get before a charge stop | First. Range is what keeps you online. |
| Motor | Acceleration and top speed ceiling | Second. This is the speed purchase. |
| Controller | How the power is delivered to the motor | Third. Pair it with the motor, not before it. |
| Brakes | Stopping distance at the speed you now have | Before you ride fast in traffic, not after. |
| Tyres | Grip, and how the scooter behaves on kerbs | Cheap insurance for a fast build. |
| Suspension | How the scooter absorbs the city | Later, and mostly comfort. |
Kits, and reading the tuning screen
Two upgrades that look similar are not similar. Players comparing kits in the build screen have seen options advertised at wildly different performance — one kit in the region of 80 mph of capability versus another nearer 35 — which is why the tuning view exists. Never judge a part by its price alone.
How to check what you actually bought:
- Phone → Garage, choose the scooter.
- Apply the change, then open the tuning view.
- Tap View tuning changes — the panel reports the resulting top speed.
- Compare before and after. If the number did not move, the part is a comfort or cosmetic piece, not a performance one.
The upgrade order that saves money
Most players waste their first $2,000 by buying cosmetic light kits and paint finishes before the drivetrain. Here is the order that pays:
- Battery. A run that ends in a charge stop is a run that earned nothing for the drive home.
- Motor. Top speed determines deliveries per hour — the maths is on the money page.
- Controller. Feeds the motor properly so you use the speed you paid for.
- Brakes and tyres. You are now travelling at speeds that punish bad stopping.
- Suspension. Comfort. Genuinely useful with Shift, genuinely optional.
- Paint Lab, RGB light kit. Cosmetic, and the game is honest about it.
Parts versus a new scooter
One decision matters more than any individual part: parts cap at the scooter they are bolted to, while a Build your own order resets the ceiling. So the pattern is:
| Situation | Do this |
|---|---|
| Stock scooter, no money | Ride deliveries, buy battery and motor parts for it anyway |
| Comfortable, a few thousand banked | Buy the next scooter model; its stock spec beats your upgraded starter |
| Riding a mid-tier scooter | Upgrade its parts while saving for a custom build |
| Saved seriously | Start a Build your own order with the best battery you can afford |
Selling yourself short: three mistakes
- Buying a fast motor on a stock battery. The scooter runs out of charge before it can use the speed.
- Ignoring brakes. Every player who has hit a wall at speed in a delivery run learns this in one session.
- Reading the dash instead of the tuning screen. The display cap hides your real top speed, which makes a good upgrade look like a wasted purchase.
- Skipping the test ride. After any big change, ride the scooter for a minute somewhere quiet before you accept a paid order with it.
The other half of this decision is range: battery and charging rules explains the power-off-first step that catches out almost every new owner.