About
Bore and Stroke started as a question: could a game teach the order an engine goes together in, the way a good mentor in a workshop does — not by labelling every part, but by refusing the wrong move and telling you why?
The answer was a puzzle where the sequence is the whole point. No decoy parts, because a real tray does not have any. Blueprints you can see through the assembled block, because that is how you learn where the oil pump lives. A dyno at the end, because an engine is for making power and you should get to see the number.
Then the simulator
Assembling an engine is half the story. The other half is what the ECU tells it to do — air, fuel, spark, boost — and that is where most of the power, and most of the damage, lives. So we built a simulator: six engines with published figures, five controls, and a model that is deliberately simple, deterministic and documented, so that every number it produces can be explained. It is for learning. It says so on every page.
And now the real thing
The tuning service is the same idea applied to a real car: a calibration written from your own ECU read, for your fuel and your hardware, and checked against a datalog you send back. Stock cars only, one platform at a time, starting with the VW/Audi EA888 Gen3, because that is the platform we know best.
The game is the marketing. The simulator is the demo. The tuning is the business. All three are built by the same small shop, which is why they agree with each other.
Write to us if any of it raises a question.