1.0.014.6 MB
MIT
strict
core24
The pencil-and-graph-paper racing game, with a circuit designer
The racing game people play on squared paper, built on SDL2. Your car has a
velocity: every turn it moves by that velocity, and before it moves you may
adjust each component by one cell — no more. The straight line it sweeps has
to stay on the road. That is the whole game, and it is all about carrying
speed into a corner you can still get out of.
Clip a wall and the car stops on the last piece of road it reached, loses all
of its speed AND its next turn, and leaves a scorch mark in your colour. That
last part matters: without it the barrier is just a free handbrake. Zero
crashes is a perfect run, and the game says so.
Three ways to play:
* Time Trial — one car, ranked on fewest moves, then fewest crashes, then
* 2 Players — hotseat, alternating turns. Cars block each other, but only
* vs CPU — the same, against a computer driver at Easy, Medium or Hard. It
Five circuits across five map themes — mown grass, an island in a turquoise
sea, red desert, snow over a frozen lake, and basalt with lava running
through it — drawn as solid terrain with kerbed roads and scattered scenery.
There is an in-game circuit designer too: shape the racing line by dragging
control points and the road follows at the width you choose, with a brush for
touch-ups and forty levels of undo. It checks as you draw and will not hand
the game a circuit it cannot race.
Plays entirely with the mouse or entirely with the keyboard. No image, font
or audio assets ship — every shape and every sound is generated at runtime.
velocity: every turn it moves by that velocity, and before it moves you may
adjust each component by one cell — no more. The straight line it sweeps has
to stay on the road. That is the whole game, and it is all about carrying
speed into a corner you can still get out of.
Clip a wall and the car stops on the last piece of road it reached, loses all
of its speed AND its next turn, and leaves a scorch mark in your colour. That
last part matters: without it the barrier is just a free handbrake. Zero
crashes is a perfect run, and the game says so.
Three ways to play:
* Time Trial — one car, ranked on fewest moves, then fewest crashes, then
the clock. Your best run is saved per circuit and replayed as a ghost
line to race against.* 2 Players — hotseat, alternating turns. Cars block each other, but only
where it counts: you may sweep past the square your opponent is sitting
on and collide only if you would come to rest on it.* vs CPU — the same, against a computer driver at Easy, Medium or Hard. It
plays your nine moves, searched a few turns deep, steering by a distance
field measured through the corridor — so it brakes for corners instead of
aiming at the apex wall.Five circuits across five map themes — mown grass, an island in a turquoise
sea, red desert, snow over a frozen lake, and basalt with lava running
through it — drawn as solid terrain with kerbed roads and scattered scenery.
There is an in-game circuit designer too: shape the racing line by dragging
control points and the road follows at the width you choose, with a brush for
touch-ups and forty levels of undo. It checks as you draw and will not hand
the game a circuit it cannot race.
Plays entirely with the mouse or entirely with the keyboard. No image, font
or audio assets ship — every shape and every sound is generated at runtime.
Update History
1.0.0 (1)7 Aug 2026, 20:00 UTC
7 Aug 2026, 19:28 UTC
7 Aug 2026, 19:28 UTC
7 Aug 2026, 20:00 UTC




