Overtake it!

Ideal for your phone: two buttons, one thumb each.
Just as good on desktop with keyboard or gamepad.
Driving at speed through traffic involves overtaking on a knife’s edge. A truck ahead, a bend coming up, maybe a car somewhere beyond the crest. You go now or you wait, and a few seconds later you find out which was right.
Two buttons, or the whole car
In two-button mode you only press go and back. The car does the steering: it pulls out when you go, tucks back in when there’s room, and drops into the gap behind when you back off. One thing it never does is decide whether it’s safe. That part is up to you.
If you want more, switch to full control and drive it yourself: steering, throttle, brake, and a manual gearbox if you like. On a phone you steer by tilting it like a wheel, or with a slider under your thumb.
The road
Tractors and trucks crawl up the hills with queues behind them. The cars in those queues want to get past as much as you do. They pull out when they think they can see far enough, sometimes right into your path. Oncoming drivers flash their lights, honk and swerve. Crests, bends, tree lines and fog banks hide what’s coming, and every crash costs ten seconds.
Each track is a stretch of countryside generated from its own seed: dunes along the sea, dykes above the river, pine forest, moorland, desert, foothills with a first short tunnel, and cliff roads above the coves. The sun keeps moving while you drive, so a race that starts in the afternoon can end with the headlights on. The engine you hear is synthesized live, cylinder by cylinder.
Ten tracks, three medals
Chapter 1, Country Roads, is free: ten tracks of 6 to 12 km. Each has a bronze, silver and gold time. Bronze opens the next track, and gold needs a run without a single crash. Or skip the career and pick any track in Free race.
After a run you can watch it back from the driver’s seat, a chase camera or the roadside, and save it as a video.
Later, in the full game
Wild Roads: mountain passes, hairpins, snow, storms and rush hour. Grand Tours: 30 to 50 km across the whole country. And a track designer to build your own roads and share them as a code.
Plays in the browser, nothing to install. Needs WebGL 2: iOS 15 or later, or any recent Android or desktop browser.



| Updated | 19 hours ago |
| Published | 3 days ago |
| Status | In development |
| Platforms | HTML5 |
| Rating | Rated 5.0 out of 5 stars (1 total ratings) |
| Author | MicDub |
| Genre | Racing |
| Tags | 3D, cars, Casual, Driving, First-Person, mobile, Procedural Generation, Time Attack, traffic |
| AI Disclosure | AI Assisted, Code |










Comments
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Has a great look to it, will look forward to how it expands and refines the driving.
Good point. Did you use the two-bitton driving or full control? And what aspect of the driving behavior would you like to improve most?
Playing on desktop. I'd like if I'd be able to go off road a bit and recover without the game resetting. The controls are good but feel like at high speeds, the tiniest things halts all action.
Thanks for the feedack! Off-road driving is now fully permitted. I have also fixed an issue with the game freezing for a couple of seconds, but I'm not sure that is what you were experiencing.
I'm considering allowing non-frontal collisions by just bouncing away from the other vehicle, but I'm not sure that would be an improvement. Do you have an opinion on this?
So I also made a racing game, and I made really thin roads, but then any time my tire would go offroad, I'd slow down. So it was a tense and perfect timing situation. I tried making the roads a bit bigger and then maybe only thin in places. A constant thin road makes me feel like I'm on a tightrope. If that's the precision you want, go for it. Widening the roads would balance difficulty.
The change you made allowed me to recover in turns and just lose a little time instead of the huge 10 second penalty.
Haven't tried it on mobile, but may give it a try later.
I like
Thanks!