Skip to content

Arcade › Gravel Apex

Gravel Apex

  • 3d
  • rally
  • driving
  • drifting
  • arcade
  • low-poly
  • endless-loop
0
Remix it Discord

0 plays

How to play

Click the game above and it runs right here in your browser. No download, no installer, no account needed. Mehran karimi built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Gravel Apex yet. Play it, then tell Mehran karimi what you would add next.

Make your own game

Gravel Apex was built by Mehran karimi 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 Gravel Apex 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.

Read the build brief for Gravel Apex

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.

Create a playable 3D browser rally-driving game titled “Gravel Apex // Drift Lab.” Use a third-person chase camera by default, with an alternate cockpit camera. The setting is a stylized, low-poly mountain gravel course under a muted blue-gray sky with atmospheric fog: a broad brown dirt landscape surrounds a narrower gray-brown rally road, with scattered dark-green pine trees and occasional rocks along the roadside. Use soft directional sunlight, shadows, and restrained earthy colors with bright cyan track markers.

Build one continuous closed-loop mountain track from a procedurally winding circular path with uneven elevation. Make the driveable strip roughly 10–11 world units wide and place 18 conspicuous glowing/light-blue semicircular checkpoint gates around the course, slightly above the road surface. The car starts at the first point on the loop, facing along the track. The vehicle is a compact stylized orange/red rally buggy with a dark chassis, four chunky black tires, a visible rear wing/gray rear detail, and simple low-poly geometry. In chase view, keep the camera about 7 units behind and 3.6 units above the car, looking several units ahead; it should follow the vehicle smoothly enough to clearly show the road, gates, trees, and drifting. In cockpit view, place the camera inside the car with a dark dashboard, steering wheel, small cyan display, windshield/mirror elements, and a forward-facing view over the road.

Implement arcade driving physics controlled by WASD or arrow keys: Up/W accelerates, Down/S brakes, Left/A and Right/D steer, and Space applies a handbrake drift. The car accelerates toward a capped speed, naturally decelerates when throttle is released, and steering rotates the heading. At speed, steering produces lateral drift; holding Space greatly increases the drift effect. Track a visible drift angle and award score continuously while moving quickly with a meaningful slide. Leave visible dark tire skid marks behind both rear/side tires while the car is drifting, with a bounded trail so old marks eventually disappear. The car should visibly bob slightly as it drives. Keep the course open and arcade-like; do not add combat, opponents, weapons, or invented hazards.

Provide two selectable game modes in the HUD. “Challenge // Pass the Gates” is the default: show checkpoint progress out of 18, and award a +250 checkpoint toast/score event when the car reaches a checkpoint region. “Survival // Hold the Slide” tracks the same driving and drift behavior but ends the run if the car remains below roughly walking speed after the opening period, showing a “SURVIVAL OVER — RESET RUN” message and stopping active updates until reset. Include a Reset Run button that returns the vehicle, score, timer, checkpoint progress, and skid marks to the start.

Create a fixed, translucent dark HUD with rounded panels and a clean modern motorsport-lab aesthetic. Top-left: gold uppercase branding “GRAVEL APEX // DRIFT LAB.” Top-center: current mode in a pill, either “CHALLENGE // PASS THE GATES” or “SURVIVAL // HOLD THE SLIDE.” Top-right telemetry: large three-digit speed in KM/H, plus “ANGLE [degrees]° · GRIP [percent]% · CP [number]/18.” Along the bottom-left provide buttons for Challenge, Survival, “Cockpit / Chase,” “Tune +10 grip,” and “Reset run.” The active mode button is orange/brown. Bottom-right help panel should read essentially “WASD / arrows drive,” “Space handbrake drift,” “C cockpit · V chase,” and “Keep speed through the blue gates.” Support C and V keyboard shortcuts for changing camera views, and show a small cockpit-view hint when appropriate.

Add a “CAR SETUP” tuning modal opened by the tune button. It must have sliders for Grip (70–130%, default 100%), Drift bias (70–150%, default 100%), and Engine (80–125%, default 100%), with Cancel and Apply setup buttons. Grip changes how quickly drift response damps, drift bias scales rotation/drift, and engine scales acceleration and top speed. Applying setup closes the modal and displays a brief toast such as “SETUP APPLIED · GRIP 100%.” Also show brief centered toast notifications for “RUN RESET” and checkpoint score events. Make the interface responsive: on narrow screens hide the desktop help panel and provide large touch controls for gas, brake, left/right steering, and handbrake, while retaining the mode/view/reset/tuning functions. Use fog, shadows, simple mesh materials, and a polished low-poly Three.js presentation matching the supplied screenshot.

More free browser games

Browse the whole Arcade →