Electric night racing on rain-soaked circuits. Four drivers share one rule: light is power. Drift to charge a battery, spend it on boost or on focused headlights, and drain a rival's light until they black out.
How it plays
- Drift to charge. Hold Space through a corner. A controlled slide with forward speed fills the battery; scrubbing into walls or sliding too wide stops the charge.
- Spend it. Shift boosts, F or the mouse focuses the headlights into a tight, blinding beam. Both drain the same battery, and an empty battery leaves you with ordinary driving until you drift again.
- Take their light. Keep a rival centred in your focused beam and their battery and hull drain. Enough exposure and they black out, tumble, and spend five seconds recovering.
- Three laps, four cars. Empty grid seats fill with AI rivals after a 25-second joining window. Top three home ends the race and the podium plays under the streetlights.
Circuits
Five authored circuits, streamed one at a time: Breakwater GP, Docklands Run, Storm Ridge, Black Quarry and Saltspan. Each has its own street lighting, road surface and rain, and the opening cinematic and title showcase play on whichever circuit is selected.
Controls
| Action | Keyboard / mouse | Gamepad |
|---|---|---|
| Steer and throttle | WASD | Left stick |
| Drift and charge | Space | Left trigger |
| Boost | Shift | Left shoulder |
| Focus headlights | F or left mouse | Right trigger |
| Restart after a race | R | North button |
| Skip the opening | Esc or the on-screen button | On-screen button |
Under the hood
Built in the Zero engine for the Nimble Game Jam. Real dynamic shadow-casting headlights, a GPU puddle and wake solver, tire mist and spray, depth of field and motion blur that follow the cinematic camera, and a native cutscene package for the opening. The opening, the title and podium, and the circuit select are additive scenes of their own, loaded and unloaded per peer by a small flow controller in the root scene.
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