Skip to content

Arcade › OM Apex

OM Apex

  • 3d
  • racing
  • arcade
  • career
  • cyberpunk
  • neon
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. Adi P built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about OM Apex yet. Play it, then tell Adi P what you would add next.

Make your own game

OM Apex was built by Adi P 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 OM 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 OM 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.

Rebuild a browser-based 3D neon arcade racing/career game titled “OM Apex.” Use Three.js or an equivalent 3D engine with a dark navy/black background, fog, soft shadows, and a bold cyberpunk palette of hot pink, cyan, and deep blue. The camera is a high, slightly top-down third-person camera looking toward the player car on a flat circular/oval ring circuit; during races it smoothly follows the car around the track. The scene should have hemisphere and directional lighting plus visible pink/cyan glow lighting.

Create one circular neon circuit centered in the scene. It consists of a dark blue-gray annular road between inner and outer rings, dark grass/ground outside it, and bright hot-pink edge strips on both road boundaries. Place 12 short rectangular curb/marker blocks around the outside, alternating cyan and pink, evenly spaced around the ring. Add a small formula/race car model as the player vehicle, positioned on the track and facing around the circuit. If an external model is unavailable, use a compact low-poly/open-wheel-inspired car substitute. Add three simple rival vehicles, represented by small colored rectangular cars in pink, cyan, and yellow, that circulate on the same track.

The game opens on a home/career screen over the 3D track. The fixed HUD has a top-left dark translucent panel with cyan border and glow containing “OM APEX,” “OMs 1,000” in pink, and “Apex V1 // LVL 1.” A top-right vertical dark panel contains five large buttons: GARAGE, MAP, SHOWROOM, CRATES, and RACE. In the center, show a dark translucent bordered panel reading “OM APEX,” “Build your team. Unlock tracks. Chase pole position.” and a prominent pink “START GRAND PRIX” button, followed by the career-loop text “Career loop: race → earn OMs → garage → map → showroom → crates.” Use bold, clean sans-serif typography, rounded cyan outlines, pink primary buttons, and high-contrast readable text.

Implement these interactive screens and state rules:
- Career state starts with 1,000 OMs, car “Apex V1,” car level 1, track index 0, only Apex V1 owned, and engine/grip/aero upgrades all at level 0.
- Garage screen says “Spend OMs to tune the car that wins your next contract.” Show ENGINE, GRIP, and AERO rows with current levels and upgrade buttons. The cost is 300 OMs for the first upgrade, increasing by 250 OMs per existing level. Buying deducts the cost, raises that upgrade and the overall car level by 1, refreshes the HUD, and shows a short confirmation toast. Include a “TEST ON TRACK” button.
- Map screen says “Win races to unlock the next circuit.” Show “1. Neon Harbor — UNLOCKED,” “2. Skybridge GP — LOCKED” until at least one race win, and “3. Desert Pulse — LOCKED” until at least two wins. Include “RACE SELECTED TRACK.” The implementation may use the selected track index internally, while the visible race remains the same circular neon circuit represented by the prototype.
- Showroom screen lists “Apex V1 — OWNED,” “Volt R2 — BUY · 2,000 OMs,” and “Crimson X — BUY · 4,500 OMs.” Allow purchases only when enough OMs are available; purchased cars become owned and selected, and selecting an owned car displays a confirmation toast. The visual car model can remain the same prototype model, but the selected car and HUD name must update.
- Crate Lab screen says “Open a random sponsor crate for a prize,” displays “Standard Crate — 500 OMs,” and has an “OPEN CRATE” button plus “Possible prizes — OMs · upgrades · car colors.” Opening costs 500 OMs if affordable. Randomly award either +700 OMs (45% chance), +1 car level (next 35%), or +1,800 OMs (remaining 20%), with a toast message. Do not invent additional crate systems.

When racing starts, hide the large central menu panel and the top-right menu, show a compact top-center race HUD reading “LAP 1/3 · SPEED 0 · POS 1/4,” and show touch controls at bottom-left: circular buttons for left arrow, brake/center dot, and right arrow. Also support keyboard controls: Left Arrow or A steers left, Right Arrow or D steers right, and Down Arrow or S brakes. The player begins at approximately the front/bottom of the ring and automatically drives around it; no throttle button is needed. Base speed is about 4.6 world units per second, increased by 0.35 per engine upgrade. The prototype’s steering buttons visually adjust the car orientation while it follows the circular path, and braking reduces the race timer progression; preserve this simple arcade behavior rather than adding realistic physics. Place the three rivals on nearby circular paths with slightly different progress rates.

Track progress is measured by completed laps: show lap 1/3, 2/3, and 3/3, and finish after three laps. Display speed as the current speed multiplied by roughly 55 and keep position as 1/4 as in the prototype. On winning, award 1,200 OMs plus 800 OMs per unlocked track index plus 100 OMs per car level, increment track unlock progress up to the three-track cap, return to the home screen, refresh the currency HUD, and show a toast such as “WIN! +1200 OMs.” There is no collision, damage, fuel, weapon, or game-over system in the prototype, so do not add one.

Use responsive HTML/CSS overlay UI above the WebGL canvas. Panels should be translucent nearly-black navy with thin cyan or pink borders and glow/shadow effects; buttons should be rounded, bold, and dark blue by default with cyan borders, turning hot pink for primary actions. Keep the game playable with pointer/touch and keyboard input, hide the race controls outside races, and ensure the HUD and menus adapt to viewport size. Persist state in memory for the active session, including OMs, selected car, car level, upgrades, owned cars, track progress, and current screen.

More free browser games

Browse the whole Arcade →