A racing game built to prove the engine: tight arcade handling, a living circuit around it, and the same race shared by every kind of client — native, browser, phone or AI agent.
Drive, drift, fly
Drift for a three-level mini-turbo, throttle off the line for a perfect start, slipstream to a boost. Over a crest, a press of the button is a trick: the kart rolls through the air as a rigid body and bounces on the tyre that lands first.
Items and battles
Crates of amber glass hold nitro, tyres, cones, oil, rockets, smoke, drones, bumpers and a pit-crew push. Battle mode in an arena, three lives each.
Six circuits, cups, ghosts
Pinewood, Gull Point, Harbour Town, Red Gorge, Eagle Ridge and The Paddock — forest, coast, town, canyon, mountain, meadow — raced in cups, against the clock with ghosts, in four engine classes against bots of three skills.
Together
Online through WebTransport or WebSocket with exact client prediction, two players on one screen, or a phone's browser with touch controls. A live leaderboard any browser on the network can open.
A circuit that lives
The crowd stands up and cheers when a kart goes by — each spectator in their own way and time. Birds take off as you pass, rabbits bolt, deer raise their heads. Rain, night under floodlights, replays as television would shoot them, a photo mode with a real lens.
Made of open parts
Every piece is its own crate — physics, tracks, items, bots, crowd, roadside, sound — reusable by any world. Content comes from open libraries — CC0 photographs and models from Poly Haven — or is generated by the program.