Arcade › Dust Circuit
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Nitin Kumar built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Dust Circuit yet. Play it, then tell Nitin Kumar what you would add next.
Dust Circuit was built by Nitin Kumar with the Cinevva game creator: describe the game you want in chat, watch it get built, and play it in your browser minutes later.
Remix Dust Circuit opens the real game in the creator and forks its actual files, chat and design doc, so you start from the code rather than from a description.
Cinevva's analyzer read this game's design doc and its source, then wrote the brief below. "Make your own" hands it to the game creator as your opening message, so you start from a real spec rather than a one-line idea.
Recreate "Dust Circuit" as a compact 3D arcade kart racer viewed from a third-person chase camera. Build the scene in Three.js (or equivalent): a warm dusty desert environment with a large flat orange-tan sand ground, atmospheric fog, strong soft sunlight, and a closed oval/elliptical race circuit. The track should be a dark brown asphalt loop approximately 50 by 30 world units, 7 units wide, with thin pale cream edge strips on both sides and a narrow yellow-orange center line. Add a pale start/finish line across the track at one end. Scatter stylized low-poly desert props outside the circuit: tall cacti and chunky rock/cliff formations, with shadows. Use a warm, restrained palette: orange sand/background, dark chocolate-brown track and UI panels, cream track markings, yellow boost accents, and white text. The camera follows behind and slightly above the player kart, smoothly lagging as it travels around the loop, looking toward the kart; use a perspective view around 58 degrees with fog fading the distant desert. The player is a small stylized kart loaded from a low-poly kart/car asset, centered on the track and rotating to follow the oval tangent. Include three visually similar AI rival karts, spaced around the loop in different lanes/offsets, moving continuously at slightly different speeds. The race begins with a centered countdown showing 3, 2, 1, then GO!, after which the player accelerates automatically; the player does not have a separate throttle or brake. The goal is to complete 3 laps, then show a centered checkered-flag finish message and a brief win notification. Controls: steer left/right with ArrowLeft/ArrowRight or A/D; on touch/mobile provide large circular bottom buttons with left and right triangle icons. Holding Space, or holding the large bottom-right DRIFT button, activates drift only while steering. Steering changes the player's lateral lane offset, constrained to the track width. Normal movement smoothly approaches a faster cruising speed; while drifting, speed is slightly reduced and a drift charge accumulates. Releasing drift after sufficient charge converts it into a temporary boost, displaying a brief "DRIFT BOOST!" notification; the boost temporarily increases movement speed. Drift charge should be shown in the HUD as a percentage when charging, otherwise show "BOOST READY", and during the temporary boost show "BOOSTING!". There is no combat, weapons, collision damage, lives, or item inventory. Overlay a responsive HUD fixed over the 3D view. At the top, use three dark translucent rounded rectangular panels: left reads "LAP 1 / 3" and updates through the race, center reads "SPEED" plus a numeric value derived from current speed, and right reads the yellow-highlighted boost state. Beneath them, center a concise instruction such as "Steer with ◀ ▶ • Hold DRIFT through turns"; on larger screens also communicate the keyboard controls and objective. Use large white bold lettering with a subtle dark shadow. Put mobile controls along the bottom: two smaller dark translucent circular buttons on the lower left for left and right, and a larger circle on the lower right labeled "DRIFT". On desktop these controls may remain faintly visible. Keep the presentation clean and arcade-like, with no menus or extra systems beyond the countdown, race HUD, boost feedback, and finish state.