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Velocity Circuit

  • 3d
  • racing
  • arcade
  • career
  • neon
  • mobile-friendly
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How to play

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

Discussion

Nobody has said anything about Velocity Circuit yet. Play it, then tell Yusuf Abubakar what you would add next.

Make your own game

Velocity Circuit was built by Yusuf Abubakar 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 Velocity 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 Velocity 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.

Rebuild “Velocity Circuit” as a browser-based 3D arcade street-racing game with a dark, polished neon UI and a third-person chase camera. Use Three.js-style 3D rendering with a perspective camera following the player’s car from behind and slightly above, smoothly tracking the car and looking ahead along its direction. The environment should be a compact looping circuit made from a sequence of connected straight road segments, surrounded by dark ground, atmospheric fog, cyan/pink glowing curbs, lane marks, checkpoint gates, barriers, billboard-like panels, and sparse city props such as tall commercial buildings and large trees. Use a sunset-blue palette for the first track and a darker navy night palette for the second. Cars should be stylized low-poly sports cars loaded from sedan and hatchback models: the player car is larger and visually distinct, while five rival cars drive around the loop in pink, yellow, purple, green, and orange colors.

Main menu: show a full-screen dark navy radial-gradient overlay with a centered rounded panel, subtle blue border, and large bold two-line title “VELOCITY CIRCUIT,” with “CIRCUIT” in bright cyan. Subtitle: “Arc-light street racing. Original cars. No brakes.” Offer Career (“Race the skyline circuit and unlock the next tier.”), Quick Race (“Jump straight into a 3-lap showdown.”), and Garage buttons. Include a keyboard/touch hint: touch left/right steer, throttle, brake, drift, nitro; keyboard A/D or arrows, W/S, Space drift, Shift nitro, Esc pause. Persist progression locally: begin with 500 coins, 0 XP, the starter car selected, and only it unlocked.

Garage: provide three selectable cars: “Pulse R1” starter sedan (free, cyan, base speed/acceleration/grip/nitro 1.0), “Rift S” hatchback (900 coins, speed 1.10, acceleration 1.08, grip 1.04, nitro 1.08), and “Apex V” sedan (2200 coins, speed 1.22, acceleration 1.18, grip 1.08, nitro 1.20). Show owned/purchase status, selected highlighting, a simple speed bar, and speed/grip values. Show coins and XP. Include Engine, Grip, and Nitro upgrade rows; each level costs 300 + 180 times the current level, and purchases consume coins. Engine upgrades increase acceleration and maximum speed, and Nitro upgrades should affect nitro-related tuning if implemented; preserve the visible three upgrade categories and their levels.

Racing: start with a visible 3-second countdown, then “GO!”, hide the countdown, and begin a looping music track at low volume. The player starts near the beginning of the circuit, with five AI rivals. The first track is “Skyline Loop,” 3 laps, objective “FINISH TOP 3 · 3 LAPS,” with a SUNSET label and blue-gray road. On successful career completion, award coins and XP and unlock/progress to “Breakwater Run,” a 2-lap NIGHT track with objective “FINISH TOP 2 · 2 LAPS,” darker sky and road. A race contains six total competitors. Rivals follow the loop and have different speeds/skills; the player’s position is determined by progress relative to their lap progress. Pass through a sequence of eight glowing cyan checkpoint gates in order to advance checkpoints and laps, and finish when the required number of laps is completed.

Driving model: use keyboard controls W or Up for throttle, S or Down for brake/reverse, A or Left to steer left, D or Right to steer right, Space to drift, Shift to activate nitro, and Escape to pause. Also provide large touch controls at the bottom: left and right steering buttons, BRAKE, DRIFT, GO, and a prominent orange-to-pink NITRO button. The car accelerates while throttle is held, naturally decelerates when released, brakes strongly with brake input, supports limited reverse, and steering changes yaw based on speed. Nitro consumes a 0–100 meter while active, adds a temporary maximum-speed boost and acceleration boost, and slowly recharges when not used; drifting can recharge it faster and accumulates a temporary drift score. Visually tilt/lean the car slightly during steering and pitch it subtly with speed.

Race HUD: overlay a transparent dark interface without obscuring the 3D view. At top left show position such as “1/6” and “LAP 1/3.” At top right show speed in KM/H and a timer in MM:SS.ss. Include a small rounded minimap panel with a pale outline of the loop and a glowing cyan player dot whose position updates around the map. Center a small pill displaying the current objective, weather, and nitro percentage; when drifting, append a drift score. Add a pause button. Escape or the pause button opens a dark modal reading “PAUSED,” with Resume, Restart, and Quit Race actions.

Finish/results: when the player completes the race, calculate finishing position and show a modal panel. If the player meets the track target, title it “VICTORY” in cyan and explain the objective was complete; otherwise show “RACE FAILED” in pink and state the finishing position and required top placement. Show Position, Time, and Reward rows. Award 250 + (6 minus finishing position)×75 coins and 120 XP for a successful objective, or 60 coins and 30 XP for an unsuccessful finish. Offer Next Race, Replay, Garage, and Menu buttons. Keep the overall style consistent: near-black/navy backgrounds, frosted translucent panels, rounded corners, thin cool-blue borders, white heavy typography, cyan and violet gradients for primary actions, and pink/orange accents for hazards and nitro.

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