Pavement Pursuit

New extended tutorial demo. Check it out under "tutorial" > "watch demo".

A top-down arcade racer on a procedurally-generated ribbon of road, from bright noon to pitch dark. Chase a medal across a season while the law closes in, wear the badge yourself, or watch a long relaxing road trip.

Starts easy but wait til season 10 on any level!

Controls Gas: ↑ / W · Brake: ↓ / S · Steer: ← → / A D · SPACE to choose / start.

Pick Easy, Medium or Hard before you go.

Use keyboard or gamepads on desktop. On mobile, pick a control scheme on first launch; tap the gear to pause.

New here? There's a WATCH DEMO button on the How To Play screen — it drives a real race in front of you and stops to point at things.

Unique Features

With vibe coded clones hitting the market, what did I choose to make this unique and different? Cars don't go down set paths, they "think". They have motivations and personalities. Some shy, and some will knock you off a cliff to win.

I've avoided any type of "rubber banding" or fake catch up of distant cars, or fake slow down of cars ahead of you. There is some drafting to help you if you are trying to catch up to 1st, but once your lead is taken you will have to fight for it with driving skills. You can upgrade your tires, acceleration, and but never base speed.

You can and will hit other cars, it's part of the game and so is regaining health through pickups. 

Ways to drive

  1. Rivals Race: Race a rival field across a 10-race season, at the difficulty you choose. Each race is a three-checkpoint sprint against a countdown: clip a checkpoint and the clock tops up, miss one and you're done. Win a real purse for where you finish, plus a bonus for time left on the clock — then spend it on fuel, repairs, and upgrades: Tires, Handling, Armor, Fuel Economy, and Acceleration. Nobody buys their way to a faster car — top speed is a sealed spec engine that steps the whole grid up together, so first place comes down to how well you drive the one you've got. The roads get tougher as you climb, the rivals race hard enough to wreck or run themselves dry, and somewhere out there the law is watching. Not everyone finishes — and not always for the reasons you'd think.
  2. Practice Run: Just you, a seed, and the clock. No rivals, nobody to fight for position — learn a road's corners and shave your best time. Every seed is its own little track, and your best is kept per seed.
  3. Road Trip: A meditation. No timer, no fuel, no rivals, no law — nothing to outrun. Ease off, let the dashboard fall away, and let the road carry you. It will: take your hands off the controls and it takes the wheel, and the moment you touch anything it's yours again. It has somewhere it wants to take you. Best found late at night.
  4. The Law: Get behind the wheel of the cruiser for ten shifts of your own. Run down a speeder who blows past you, break up a street race already in progress, and finish on the night the whole field runs for the county line. Same shop between shifts, same season structure — other side of the windscreen.

Features

Roads that never repeat — curves, straights, widths, and markings all generated on the fly, every corner sized to be taken flat out, with a camera that pulls in tight at speed and opens up to give you room to think. Never see the same race twice.

Sometimes there's nothing beside you — the road crosses things. A bridge over open water. A cliff edge where the land on one side simply ends. A gorge you span on a deck with a parapet and a proper expansion joint at each abutment. What's underneath is a real second world with its own ground, scrolling at its own rate, far enough down that it reads as distance. Go over a lip and the throttle stops meaning anything: you keep the heading and the speed you left with, the engine screams against nothing, and you shrink as you fall. It happens to rivals, traffic and police too — anyone can miss a bridge.

A season is a year — ten races walk a full calendar: race one in high summer, race four under autumn leaf-litter, race seven in settled snow, race ten into spring. It's a fixed arc rather than a dice roll, so you learn it and you can see it coming.

Six kinds of country — grassland, desert, snow, autumn forest, open farmland, and a coast road where the two sides of the road are genuinely not the same place. Each one changes the colour of the world and how much grip you have, from full-grip pasture down to ice.

Weather with a shape — a race's sky isn't a setting, it's an arc. You start under one set of conditions and drive into fronts: rain that arrives, fog that lifts, a sandstorm that closes in, crosswinds that shove you wide. And it carries a memory from one race into the next, so a season has weather rather than just races that happen to be wet.

Real night driving — as day turns to night the road goes genuinely dark. Your headlights and everyone else's cut through fog or rain — and if you catch red-and-blue in the mix, the night just got a lot more interesting.

Traffic & rivals — share the road with civilian traffic and a persistent rival field matched to your pace, not your wallet. Every rival drives with a real personality — some ruthless, some steady, some cautious — and you'll learn to read it before you ever see a name. Everyone runs the same sealed spec engine, tracked in plain classes from D up to A, so races stay close and the winning is in the driving: smooth lines beat frantic ones, since a hard swerve bleeds real speed. Rivals trade paint, run dry, and crash themselves into DNFs — and some of them won't finish because the law got there first.

The law is real — outlawed street races don't go unnoticed forever. A cop screams past at a hundred miles an hour and it rattles you, and from there it only escalates: cruisers hunt whoever's leading, lurk on the shoulder waiting to reacquire you, and will chase you onto the grass to bring you down. Race ten is a manhunt — one cruiser at first, then another every few seconds until six are working the field, purging it from the back forward. Stay ahead of that and it stops caring about the standings and comes for you. Get run down and it's over for that race: busted means the purse is confiscated, full stop. Prefer a clean race? Turn it off in Settings.

The Road Trip goes somewhere — past the opening drive it becomes one stage a night, and the sun is the clock. A stage swells through the afternoon, is at full by nightfall, holds through the dark and lets go at dawn: the wrong sizes, the road that writes on itself, the world doubling over on itself, the long psychedelic peak. Every stage plays once before any plays twice, and the last night of the run turns them all on at once — and then, halfway through the dark, breaks them past anything the rest of the game allows. Then the sun comes up and it starts again. (No bridges or cliffs out here. Different kind of road.)

Plays anywhere — keyboard on desktop or touch on mobile, with a heads-up display that reshapes itself to fit any screen, from a phone to a widescreen. Settings apply instantly — no restarts — and an Ease Motion toggle softens screen shake and strobe for anyone who needs it.

Updated 1 day ago
StatusIn development
PlatformsHTML5
Release date Jun 12, 2026
Rating
Rated 5.0 out of 5 stars
(5 total ratings)
AuthorVibe Coded Games
GenreRacing
Made withPixiJS, Bevy Engine
TagsArcade, Driving, Indie, meditation, mobile, Procedural Generation, racer, Singleplayer, smartphone
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Xbox controller, Gamepad (any), Touchscreen, Smartphone
AI DisclosureAI Assisted, Code, Graphics, Sounds, Text

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Comments

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Hey man, really congrats on your racing game, I really enjoyed the effort you've put into the driving physics for sure, and the change of scenery and lighting does keep it fresh for a while. For my style, the speed is a bit slow, but i get its a different type of driving simulation than my game per say, but i like the 10 stages race progression with upgrades and leaderboard, really well thought out. 

i would add some turbo pick ups that give a nice speed boost for a 1 or 2 seconds, and maybe start working on the road visuals as for me personally it feels a bit too serious with just green with no trees, no roadside props,, or blue for the sea, etc.

Congrats for properly updating and polishing your game, no slop here. If you do want to check out my driving game also vibe coded with time and thought, I'd really appreciate any feedback too man, congrats again!

(+1)

Yea, show me your game. As far as speed, it does get faster and the races go by. Especially race 4 and 7.

OH NICE nice, yea go to my profile you'll see VAPOR LANE, its more arcade 90s style, but im pretty proud of it, my first ever game project after years of just being a gamer lol

(+1)

It's a great start. I love the colors and the details!

(+1)

nice little car game

Hi! Pavement Pursuit’s procedural roads, weather arcs, and personality-driven racers look like a great match for experimentation. Would you like to try an AI game-creation product free and test our upcoming 2D and 3D models?

(+2)

Fishtailing is a lot more fun in this game than it is in real life!