[3] The game includes "realistic crash" physics, where a player or competitor's collision against the environment will cause pieces of the car to fly off the vehicle.
[5] Development on a Game Boy Advance version of Downforce was outsourced to Dutch company Karma Studios.
[6] Downforce director David Saunders discussed that the game's design involved a departure from realistic simulation racing and licensed Formula One tracks and brands to return "excitement" to races without restrictions on "design, cars, tracks, looks [or] rules".
[7] Plans for a sequel, wider release and ports to the GameCube and Xbox were abandoned, with Titus Interactive delaying the game due to expected poor sales during the summer months.
[15][14] Jeremy Dunham of IGN commended the game's simplicity aided its appeal as an arcade racer, highlighting its "sheer speed", "feverishly competitive difficulty", and "terrific track design".