Click the game above and it runs right here in your browser. No download, no installer,
no account needed. Grant Sylvester built it with Cinevva, so it works on a phone or a tablet too.
Discussion
Nobody has said anything about Harbor Drag Racing yet. Play it, then tell Grant Sylvester what you would add next.
Make your own game
Harbor Drag Racing was built by Grant Sylvester 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 Harbor Drag Racing 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 Harbor Drag Racing
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 browser 3D arcade drag-racing game titled “Harbor Drag Racing.” Use a dark cinematic night-harbor setting viewed from a trailing, slightly elevated third-person camera behind the player car. The scene should be built with simple low-poly/clean 3D geometry and a moody navy-blue palette: a long straight asphalt quarter-mile strip over/along dark blue water, steel-colored shoulders, white dashed lane markings, a red start line, and a white finish line. Add repeated harbor structures/stands along both sides of the strip, with red seat bands, tall steel light poles, and glowing cyan-blue lamps. Use soft fog in the distance, cool ambient/directional lighting, shadows, and an almost black-blue background. The player vehicle is a stylized blue/gray open-wheel race car, with a second futuristic race car as the rival in the adjacent lane; both begin at the starting line and move down the straight track as the camera follows the player.
The game is a quarter-mile drag race, distance 402.3 meters. Begin on a garage/start screen with the title “Harbor Drag Racing,” the subtitle “Build the fastest garage on the waterfront,” an orange “Enter the Strip” button, and a short description that this is a playable browser racing slice about tuning, launching, shifting, and winning cash. Once racing, keep the HUD over the 3D scene. At top-left show “HARBOR DRAG RACING” and “NIGHT HARBOR // QUARTER MILE.” At top-right show garage funds, initially
,200, plus “Rep 0 · Tier 1.”
Provide a left/bottom race setup panel containing: Launch Control with a selectable target of 3000, 3800, 4600, or 5400 RPM (3800 selected initially); Race Setup “Quarter Mile”; Car “Harbor Starter”; Transmission selector with Automatic initially selected and Manual as the alternative; engine/grip stats initially “Power 280 · Grip 0.86”; a horizontal race progress meter; buttons for “Race,” “Upgrade $400,” and “Buy Sports
,000”; and a control hint indicating Space launches and R/Shift shifts, with tap buttons available for mobile. The starter car has power 280, grip 0.86, and weight factor 1. An upgrade deducts $400 initially, then costs $550, $700, etc. for successive upgrades, increases power by 45 and grip by 0.015, capped at 0.98 grip. The sports car costs
,000 and is called “Dockside Sports,” with power 420 and grip 0.91; after purchase, replace the player vehicle and show the garage as full for further purchase.
At bottom-right show a racing dashboard: a four-light start indicator (three amber staging/countdown lights and a go light), current phase such as STAGED, BURNOUT, COUNTDOWN, or RACE, large MPH, RPM, and gear readouts, reaction time, shift quality, 60-foot time / launch RPM, an RPM meter, and buttons for BURNOUT, LAUNCH, DOWN, and UPSHIFT. Start the player in neutral at 0 MPH and 900 RPM. A race begins with a burnout phase: the engine oscillates around 5200 RPM while burnout is enabled, and the player can toggle burnout. Then run a staged countdown where the three amber lights illuminate one at a time every 0.75 seconds; after 2.25 seconds the green go light appears. The player presses Launch (or Space) during the countdown. Record reaction time relative to green. Launching before green must show a red light/false start state and apply a severe launch penalty; launching near the ideal 4200 RPM should give the best launch boost, while launches that are too low or too high are weaker.
Implement acceleration using engine power, grip, gear ratio, final drive, drag, and launch/shift boosts. Include reverse, neutral, and six forward gears. The gear display should show R, N, or 1 through 6. In automatic mode, automatically upshift when RPM exceeds about 6100. In manual mode, require the player to press UPSHIFT/R/Shift; provide DOWN as well, including keyboard F or Control. Evaluate manual upshifts by RPM: 5000–5550 is “PERFECT” with the strongest boost, 4400–5000 or 5550–6100 is “GOOD,” over 6100 up to redline is “LATE,” and other timing is “MISSED” with a speed penalty. Shift quality should be visibly color-coded in the dashboard. RPM should rise toward the wheel/gear target, have a redline around 6800, and cap around 7200; overspeeding should reduce speed. The player progresses along the strip while the rival advances at a steady power-based rate in the other lane. Track 60-foot time when the player reaches 26.288 meters.
End the race when the player reaches 402.3 meters. Compare player and rival distance, and only count a win if the player arrives first without a red-light launch. On a win, show a result dialog titled “HARBOR WIN,” text that the rival was beaten, the cash earned, and the reaction time; award $650 and 25 reputation. On a loss/photo finish, show “PHOTO FINISH,” explain that the rival got there first, award
50 and 5 reputation. Increase tier by one for every 100 reputation. Include a “Race Again” button that resets both cars and starts a new burnout/countdown sequence. Keep the interface as translucent near-black navy panels with thin blue-gray borders, rounded corners, white/light-blue text, orange primary buttons, yellow money, cyan/green highlights, and compact uppercase labels. Make the layout responsive: on narrow mobile screens, stack the setup panel above the dashboard and keep all controls tappable while preserving the full-screen 3D harbor view.