Arcade › Riftline Racing
Click the game above and it runs right here in your browser. No download, no installer, no account needed. Trippy Galloway built it with Cinevva, so it works on a phone or a tablet too.
Nobody has said anything about Riftline Racing yet. Play it, then tell Trippy Galloway what you would add next.
Riftline Racing was built by Trippy Galloway 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 Riftline 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.
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.
Recreate “Riftline Racing” as a mobile-first 3D browser road-racing game with a dark, garage-culture visual identity and an Oklahoma-inspired setting. Use a Three.js-style third-person driving presentation with a medium-poly custom car, close chase camera by default, and selectable Close, Far, Hood, and cinematic offset camera views. The main route is “Hwy 51 Riverbed Sprint” / “Mannford Hwy 51 Loop”: a long point-to-point two-lane worn asphalt road rather than a closed circuit. It begins at a highway drop-in near a downhill entrance, winds through a cliffside riverbed with substantial elevation changes, curves and straights, passes a river and rock walls, utility poles, fences, gravel shoulders, trees, roadside signs, guardrails, shops and service areas, then enters a small town finish with curbs, grandstands, checkered flags, banner towers, and parked cars. Include rough reflective asphalt with yellow center dashes and white edge markings, green grass, brown rock, blue river water, roadside “CLIFF,” “RIVER,” “TOWN,” and “SLOW” signs, and a warm overcast/daylight palette with fog and shadows. Place glowing ring-style checkpoints along the route; the player must pass them in order and reach the final checkpoint. Add three collectible off-line roadside signs labeled “$ MCS,” “$ RR,” and “$ 51,” which award bonus cash when collected. The default car is the fictional Mare GT-T85, a rough red family garage car with a medium-poly rounded body, glass cabin, hood, trunk, lights, detailed tires/rims/spokes, red brake calipers, exhaust/dump section, and optional decals/body parts. It is an honest low-power rear-wheel-drive starter with a five-speed manual gearbox but automatic mode enabled by default. Driving should be stat-driven: acceleration, braking, steering/weight transfer, tire grip, drivetrain, top speed, RPM, gears, engine temperature, tire temperature, boost PSI where applicable, wear and collision damage all affect behavior. Support automatic and manual transmission. In manual mode, clutch input and shift timing matter, with shift penalties/cooldowns; allow gear up/down shifting. Include handbrake behavior, off-road slowdown, and collisions that push the car back, slow it, and add wear/damage against guardrails, cliff rocks, buildings, utility poles, pumps, parked cars, roadside signs, and town curbs. Make sprint tuning target at least roughly 150 mph potential across the car roster rather than making the route purely a low-speed arcade course. Controls must work from one shared input state for keyboard, touch buttons, and browser gamepads. Keyboard: W or Up Arrow gas, S or Down Arrow brake/reverse, A/D or Left/Right Arrow steering, Space handbrake, Left Shift clutch, E shift up, Q shift down, T toggle automatic/manual transmission, C cycle camera, R restart. Provide touch controls with steer-left/right, gas, brake, handbrake, clutch, shift, camera, restart, transmission, menu/map, exit-car, and interact controls; use pedal/icon-oriented controls rather than huge text blocks. Poll a gamepad for steering, analog throttle/brake, clutch, handbrake, shift, camera, transmission and restart. Show a driving HUD with MPH, RPM/tachometer, gear, AUTO or MANUAL, current camera, controller status, engine-temperature bar, tire-temperature bar, boost PSI where relevant, car/wear readouts, route name, elapsed time, and checkpoint progress such as “CP 0/8.” The start screen should be a large translucent black modal over the visible driving scene. Title it “Riftline Racing,” show “Mentally Creative Studios: first playable road-racing build,” describe starting in the rough Mare GT-T85, running checkpoints on an Oklahoma-inspired two-lane route, earning cash, repairing wear, installing upgrades, and buying/selecting fictional garage-culture cars. Prominently identify the event as “Mannford Hwy 51 Loop.” Include buttons for “Start Checkpoint Sprint,” “Garage Test Run,” “Open Garage,” “Dealer,” and the road board if present, plus a compact controls explanation. Use warm orange/gold as the primary action color, dark charcoal panels, cream typography, and green for the test-run action. Support these playable modes and progression systems: Checkpoint Sprint with a timer and checkpoint completion, time-trial-style best times and rewards, and Garage Test Run; finish rewards should include base cash, best-time bonus, clean-driving bonus, collectible bonus and a wear penalty. Save money, reputation, owned cars, active car, per-car upgrades, per-car wear, best times, selected camera, transmission mode, settings and visual customizations in localStorage. Begin with