Skip to content

Arcade › Wreck Night

Wreck Night

  • 3d
  • demolition-derby
  • arcade
  • driving
  • survival
  • mobile
  • third-person
0
Remix it Discord

2 plays

How to play

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

Discussion

Nobody has said anything about Wreck Night yet. Play it, then tell Kyle Foster what you would add next.

Make your own game

Wreck Night was built by Kyle Foster 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 Wreck Night 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 Wreck Night

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 mobile-first 3D demolition derby game titled “Wreck Night,” built as a compact single-player arcade survival loop with a rowdy late-PS2-era arena-racer feel. Use a third-person chase camera behind and above the player car in a circular dirt bowl at night: dark blue-black background and fog, warm directional lighting, orange ambient glow, soft shadows, and a stylized low-detail Three.js-like look. The arena is a broad brown dirt circle about 30 units in radius, with a raised outer boundary/metal ring, a low central dirt pile/obstacle roughly 5–6 units wide, scattered junk blocks across the bowl, and alternating red and pale stacked barrier blocks around the outside. Keep the camera focused on the player, with three selectable modes: Chase (about 8 units high and 11.5 behind), Wide (14.5 high and 17.5 behind), and Cinematic (5.5 high and 8.2 behind). A Camera button cycles these modes and briefly displays “Chase cam,” “Wide cam,” or “Cinematic cam.”

The player drives a reinforced bright coral-red/orange boxy car with a dark trim, pale blue transparent roof/windshield, four black wheels, and a prominent light-colored front ram. Start the player near the arena edge at position roughly (0, 0.9, 8), facing inward. Use simple arcade vehicle physics: GO accelerates forward up to about 14 speed, REV drives backward down to about -7, BRAKE scrubs speed, LEFT and RIGHT steer with stronger turning at low speed, and BOOST gives a temporary burst up to about 21 speed while consuming boost energy; boost only activates while moving faster than 2 and regenerates when unused. The car should drift/turn around the bowl, emit small dark smoke puffs at speed, bounce off the outer wall with a speed reversal and damage, and be kept out of the central pile.

At the beginning show a full-screen translucent dark start overlay with the title “Wreck Night,” subtitle “iPhone-first demolition derby — a compact, playable slice inspired by the rowdy PS2 era,” bullets explaining ramming rivals into barriers for heavy damage, collecting repair and nitro crates, surviving the timer and clearing heats, and thumb-friendly touch controls. Include a large orange-to-red “Start engine” button and the hint “Hold GO + LEFT/RIGHT to drift around the bowl. BOOST is strongest on a straight line.” Hide the overlay when the run starts; after winning or losing, show it again with a restart button and a result summary.

Each run contains three escalating heats. Heat 1 spawns 5 AI rival cars, then Heat 2 spawns 6, and Heat 3 spawns 7 (cap at 8 if appropriate), positioned around the bowl. Rivals are differently colored versions of the same chunky box car, without the player’s special ram, and use simple AI that steers toward and chases the player, varies its attack direction, avoids the outer boundary, and rams aggressively. Rival health increases with heat. Cars collide physically when close: separate overlapping vehicles, reverse their speeds, and calculate impact damage from relative speed. Player impacts should award score, add to a Chaos meter, and give a front-facing ram bonus; destroying a rival awards a large bonus, shows “Rival totaled,” creates a burst of glowing debris, and usually spawns a pickup. AI cars can also damage one another. The player loses if health reaches zero, with a message such as “Your ride is done,” or if the heat timer expires, with “Time expired.”

Give the player 100 health and 100 boost at the start. Each heat has a countdown of approximately 117 seconds for Heat 1, 129 for Heat 2, and 141 for Heat 3, displayed as a mm:ss timer. Clearing all rivals advances to the next heat, restores up to 18 health and 35 boost, and displays a heat-clear message; clearing Heat 3 wins the run and displays “Arena cleared.” The player loses health from wall impacts and vehicle crashes. Add a Chaos meter from 0–100 that rises from impacts, takedowns, and boosting, then gradually drains when the action calms. Maintain a score: impacts award points based on impact force and ram alignment, a nitro pickup awards 120, and a totaled rival awards 900.

Scatter four initial floating pickup crates in the arena and keep at least three available during play. Repair crates are glowing green cubes and, on contact, restore 28 health up to the maximum and show “Repair crate.” Nitro crates are glowing blue cubes and restore 42 boost, add 120 score, and show “Nitro crate.” Pickups rotate and bob above the ground; collecting one creates a colored burst effect. Car impacts, wall slams, and takedowns should produce small bright cubic debris bursts, while cars and high-speed motion can produce smoke puffs.

Use a responsive iPhone-safe HUD over the 3D view. At the top, place a translucent dark rounded panel containing horizontal Health, Boost, and Chaos meters with numeric values, plus a row for “Score,” the countdown timer, “Heat 1/2/3,” and “Rivals N.” Health uses a red/orange gradient, Boost cyan/blue, and Chaos yellow/orange. Put the Camera button on the right side of this panel. Near the upper center, show short rounded status messages that fade after roughly 1.4 seconds, including pickup, collision, and heat messages. Along the bottom, provide large thumb-sized touch controls: LEFT and RIGHT on the lower left, BRAKE beneath them, REV and GO on the lower right, and BOOST beneath them. Buttons should be translucent dark rounded rectangles with white bold labels, orange active feedback, safe-area padding, no page scrolling, and pointer events that support holding multiple controls. Also support keyboard controls: Arrow keys or WASD for driving/steering, Space or Shift for BOOST, and B for BRAKE. Make the layout responsive for narrow phone screens while remaining playable on desktop.

More free browser games

Browse the whole Arcade →