10+ years building my racing game

10+ years building my racing game

I've been working on this racing project for over 10 years.

Outside of game development, I'm also involved in real-world motorsports. The goal of this project has always been to build an ultimate, highly dynamic racing experience - focused on physics, control, and intensity rather than arcade simplification.

The driving model is built around realistic vehicle behavior, high-speed stability, and precise control. Every car is designed to feel responsive and predictable, even in extreme situations.

The game also features extensive vehicle tuning. Nearly every major component can be adjusted, allowing players to fine-tune handling characteristics and build cars for different driving styles and racing scenarios.

AI opponents follow the same physical rules as the player. They don't bypass physics - they have to deal with real traction limits, braking distances, inertia, and collision risk while racing in dense traffic.

A lot of attention also went into the camera system. Vehicle movement, weight transfer, and the sensation of speed, making every overtake and high-speed maneuver feel more intense.

The roads are generated endlessly, allowing for a huge variety of layouts, corners, environments, and traffic situations. From fast highways to technical mountain roads, every run can unfold differently.

After years of small iterations and improvements, the project gradually evolved into what I believe is a unique combination of speed, realism, control, and fun.

The game is already in beta, and the mobile release is planned for the near future.

Do you think a project like this should also be released on Steam?

I'd love to hear your thoughts.

youtu.be
u/_DOCrip_ — 11 hours ago
▲ 261 r/MobileGaming+1 crossposts

New gameplay from my 10+ year racing game on a more technical road

The previous gameplay video received a lot of attention, so I wanted to share another short update.

The game has now entered closed beta and is getting closer to release.

This time, the video shows a more winding and technical road with a higher-grip tire setup, so the driving is more focused on precision, speed and control

Pre-registration is also open on Google Play for anyone who wants to follow the release.

Thanks for the attention and feedback. I’d love to hear what you think about this gameplay as well.

u/_DOCrip_ — 12 hours ago

10+ years building my racing game

I've been working on this mobile racing project for over 10 years.

Outside of game development, I'm also involved in real-world motorsports. The goal of this project has always been to build an ultimate, highly dynamic racing experience - focused on physics, control, and intensity rather than arcade simplification.

The driving model is built around realistic vehicle behavior, high-speed stability, and precise control. Every car is designed to feel responsive and predictable, even in extreme situations.

The game also features extensive vehicle tuning. Nearly every major component can be adjusted, allowing players to fine-tune handling characteristics and build cars for different driving styles and racing scenarios.

AI opponents follow the same physical rules as the player. They don't bypass physics - they have to deal with real traction limits, braking distances, inertia, and collision risk while racing in dense traffic.

A lot of attention also went into the camera system. Vehicle movement, weight transfer, and the sensation of speed, making every overtake and high-speed maneuver feel more intense.

The roads are generated endlessly, allowing for a huge variety of layouts, corners, environments, and traffic situations. From fast highways to technical mountain roads, every run can unfold differently.

After years of small iterations and improvements, the project gradually evolved into what I believe is a unique combination of speed, realism, control, and fun.

Development is currently focused on the upcoming beta release, which is planned for the near future.

I'd love to hear your thoughts.

u/_DOCrip_ — 30 days ago
▲ 412 r/IndieDev+1 crossposts

10+ years building a racing game in Unity

I've been working on this racing project for over 10 years.

Outside of game development, I'm also involved in real-world motorsports. The goal of this project has always been to build an ultimate, highly dynamic racing experience - focused on physics, control, and intensity rather than arcade simplification.

The cars are built using Unity WheelColliders, but the vehicle physics have been heavily reworked to achieve realistic behavior and stability at extreme speeds.

AI opponents follow the same physical rules as the player. They don't bypass physics - they have to deal with real traction limits, braking distances, inertia, and collision risk while racing in dense traffic.

A lot of attention also went into the camera system to keep the sense of speed and intensity while maintaining readability during chaotic racing situations.

The world is generated endlessly.

The result is a physics-driven racing system built for fast, chellenging, and fun gameplay.

Would love to hear any thoughts on it.

u/_DOCrip_ — 30 days ago