Skip to content

Arcade › Pixel Rail Rush

Pixel Rail Rush

  • 3d
  • endless-runner
  • arcade
  • pixel-art
  • mobile-friendly
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. Tristan Egere built it with Cinevva, so it works on a phone or a tablet too.

Discussion

Nobody has said anything about Pixel Rail Rush yet. Play it, then tell Tristan Egere what you would add next.

Make your own game

Pixel Rail Rush was built by Tristan Egere 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 Pixel Rail Rush 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 Pixel Rail Rush

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 browser-based 3D endless runner titled "PIXEL RAIL RUSH" with a deliberately low-resolution pixel-art presentation. Use a Three.js-style perspective camera looking down a long track from behind and slightly above the player; keep the background a very dark navy (#0a1020), add matching distant fog, and render with antialiasing disabled, pixelated image scaling, simple flat-shaded geometry, and basic shadows. The camera starts around (0, 5.8, 11.5), looks toward the track far ahead around z=-16, and subtly follows the player's horizontal lane position.

The track is a broad dark blue-gray rectangular floor extending far into the distance. It has exactly three lanes centered at x=-2.5, 0, and 2.5, marked by thin glowing cyan lines. Add segmented gray metallic side rails along both outer edges (around x=-3.75 and x=3.75), with repeating short rail sections. Put a few sparse blocky commercial/city buildings in the foggy background on either side of the track, including buildings around (-10,-22), (10,-34), and (-11,-52), using simple low-poly city-building forms. Lighting should be cool blue ambient/hemi light plus a warm directional light and crisp basic shadows.

The player is a small chunky low-poly runner made from boxes: a yellow/gold rectangular torso about 1.05 wide and 1.25 high, a cyan glowing rectangular head above it, and a dark navy visor on the front of the head. Place the runner near the camera at z=5, initially in the middle lane, standing on the track. The runner automatically moves forward through the world while obstacles and collectibles move toward the camera, creating the endless-runner illusion.

Core controls: A or Left Arrow shifts one lane left; D or Right Arrow shifts one lane right, clamped to the three lanes. Movement should smoothly interpolate the runner toward the selected lane. Space, W, or Up Arrow makes the player jump only while grounded; use a clear upward impulse around 9.2 with gravity around 24 so the player can jump over barriers. Also provide three large touch-friendly bottom-center controls: left arrow, up arrow/jump, and right arrow, styled as dark blue rectangular buttons with thick cyan borders, white monospace symbols, and a small offset shadow. Pointer presses on these buttons perform the same actions.

Once the run starts via keyboard or touch, continuously increase the score based on elapsed time and current speed, beginning around speed 18 and gradually accelerating to a maximum of 31. Spawn orange-red glowing chunky rectangular barriers randomly in one of the three lanes far ahead (around z=-82), roughly 1.55 wide, 1.65 high, and 1.2 deep. Move them toward the player at the current speed and rotate them slowly. A barrier causes an immediate run-ending collision when it is in the same lane/horizontal vicinity and close in depth, unless the player is jumping high enough (collision condition should require player y below about 1.0). Remove barriers once they pass behind the player.

Also spawn small flat golden-yellow glowing rectangular coin pickups randomly in one of the three lanes, at random height between about y=1.6 and 2.3, from z=-82. Make them move toward the player and spin visibly. Collect a coin when the player is close in x, z, and vertical position; remove it and award 35 bonus score. Remove missed coins after they pass the player. Keep spawning obstacles roughly every 0.6–1.4 seconds depending on speed and coins roughly every 0.42–0.77 seconds, with random lane choices.

HUD and presentation must match the minimalist screenshot: use a fixed full-screen overlay with a monospace font. Show "PIXEL RAIL RUSH" in white at the upper left with letter spacing and a dark pixel-like shadow. Show a six-digit zero-padded score in pale yellow at the upper right, initially "000000". Before the first input, show centered instructional text around the middle/lower-middle: "A / D or ◀ ▶ to switch lanes" on one line and "SPACE / ▲ to jump" below it, in pale blue-white monospace with a dark shadow. Hide this hint after the run is reset/started as appropriate. The bottom controls remain visible during play.

When a collision occurs, stop gameplay and show a centered translucent dark overlay with a large pink-red pixel-shadowed "RUN OVER" heading, a line reading "SCORE 000000" using the actual six-digit final score, and a yellow-bordered dark restart button labeled "RESTART". Pressing R or the restart button clears all obstacles and coins, resets score to zero, speed to 18, the player to the middle lane and ground, and immediately starts a fresh run. Ensure the game is responsive and supports both desktop keyboard and mobile pointer controls, preserving the dark navy/cyan/gold/orange pixel arcade aesthetic.

More free browser games

Browse the whole Arcade →