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Midnight Circuit

  • 3d
  • driving
  • open-world
  • arcade
  • night
  • city
  • drifting
0
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About Midnight Circuit

midnight car game

How to play

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

Discussion

Nobody has said anything about Midnight Circuit yet. Play it, then tell Slicss Slicx what you would add next.

Make your own game

Midnight Circuit was built by Slicss Slicx 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 Midnight 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.

Read the build brief for Midnight Circuit

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 driving game titled “Midnight Circuit,” viewed from a smooth third-person chase camera behind and slightly above a sports sedan. The setting is a dark midnight city rendered in a minimal neon/low-poly style: a huge wet, reflective dark ground plane, a repeating city grid of broad black roads crossing at regular intervals, pale lane markings, gray sidewalk/block slabs, distant fog, and a deep navy-black sky/background. Populate the city with repeated commercial skyscraper models around the road blocks and streetlight models along the main roads. Use cool blue moonlight and cyan/blue illumination with a small amount of pink neon accent lighting; the overall image should be predominantly black, navy, gray, and electric blue. The car should cast/receive shadows and the wet ground should have a glossy, metallic reflection quality.

The player controls the sports sedan with WASD or arrow keys: accelerate with W/Up, brake/reverse with S/Down, and steer with A/D or Left/Right. Steering should affect yaw more strongly once the car is moving, with velocity-based movement, friction, lateral grip, a speed cap, and clamped movement inside the city bounds. Space activates a handbrake drift: reduce lateral grip and make steering more responsive, allowing sideways sliding. While drifting above a moderate speed, accumulate a drift score; releasing the drift converts that score into cash and XP. Display speed in KM/H and derive a simple gear indicator: neutral at near-zero speed, then gears 1–6 based on speed.

Build a large navigable orthogonal road network extending roughly 360 by 360 world units, with roads spaced about every 30 units. Add short white lane dashes repeatedly along the roads and sidewalks/blocks between them. Place about 18 civilian cars using sports-car models, traveling continuously along horizontal or vertical lanes, wrapping around the city edges. Civilian collisions/near contacts should slow the player slightly, increase the wanted level, and cause a small amount of damage. Track a damage value internally even though the HUD does not need a damage meter. When the wanted level rises above 2, periodically spawn up to four police cars near the player; police vehicles should chase the player directly, slow the player on contact, and increase wanted further. Wanted is capped at five levels and shown as five star icons, filled red/pink stars for the current level and outlined stars for the remainder.

Start the player with 
,500 cash, 0 XP, zero wanted stars, and a sports-sedan “Night Runner” vehicle. Driving distance continuously increases a “Night Run” mission, while speed awards a small amount of cash and XP. Show a bottom-left mission panel with the objective “Drive 2.0 km through the city,” a cyan-to-purple progress bar, and after completing the distance change the objective to “Night Run complete · +
,500” and grant
,500. Cash should be displayed at top-left, alongside XP and Wanted panels in translucent dark glass UI cards with thin blue borders and rounded corners. Include a top-right square minimap with a dark background and a simple blue-gray city grid. Show the player as a bright cyan dot and police as small pink/red dots. At bottom-right, show a large current speed number and the label “KM/H · GEAR” with the current gear. At the bottom center, show the control hint “WASD / Arrows drive · Space drift · Esc pause · G garage.” Use translucent, blurred, rounded HUD panels and a restrained futuristic typography/color treatment. Press Escape to pause and show a centered modal titled “Midnight Circuit” with the text “Paused. The city keeps its lights on.” and Resume and Garage buttons. Press G to open the Garage overlay. The Garage modal should say “Build: Night Runner · Sports sedan” and offer three $500 upgrades: “Engine + acceleration,” “Brakes + stopping power,” and “Handling + grip.” Purchases deduct cash and permanently increase the corresponding acceleration, braking, or grip behavior, with the button changing to show its upgraded level. Provide a “Back to city” button. Pausing should stop driving and world updates while overlays are active. Ensure the game is immediately playable once the car and environment load, and preserve the clean, sparse midnight-city presentation visible in the reference: a low horizon, broad road perspective, cool blue surfaces, white lane lines, fog, and no unnecessary scenery or text.

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