TEMPO DRIFT
A racer whose road is the beat.
Every dash on the lane lines is one beat, and it lights up as you cross it. Change lanes on the beat and the song speeds up, and so does your car. Miss and it slows down. Chain it cleanly and you drive yourself into the fastest, hardest version of the road on purpose.
There is no note highway. The rhythm is the tarmac: the cream stripe across the road is a bar line, the chequered strip is a checkpoint, and every four dashes make a bar.
Six roads, six songs
- DAWN COAST, 104 BPM, 40 bars. A long road above the sea at first light, at the gentlest tempo of the six.
- PINE PASS, 112 BPM, 44 bars. Switchbacks in the mist, with hills rolling under the road.
- SALT FLATS, 120 BPM, 48 bars. The flattest road there is, with gentle bends and the shortest clock of the six.
- NIGHT HARBOUR, 126 BPM, 48 bars. Wet quayside, lamps in the water, and a dock road that will not stay straight.
- AUTUMN VALE, 132 BPM, 52 bars. Down through the orchards, everything gold, everything bending.
- STORM RIDGE, 140 BPM, 56 bars. The last ridge in weather, at a tempo the first road could not have survived.
What you play with
- Gates. A pink diamond is a tap. A pink bar is a hold. Chevrons across the road are a corner: lean into it on the beat and hold the drift through the pink kerbs, or the corner pushes you a lane wide.
- Surge. Three boost pads fill the tank and you surge: double score and wider timing.
- The garage. Shards bank from every run and buy GRIP, WINDOW, TANK and MAGNET, each one changing how the road already plays.
- Unlocks. Any medal opens the next road. Silver opens that road's REMIX at 20 BPM faster.
- Rivals. Three ghost cars, RUST, CHROME and HALO, drive the bronze, silver and gold pace. Fall behind a medal and its ghost pulls ahead of you on the road.
Checkpoints, not restarts
A crash sends you back to the last checkpoint: there is one every eight bars, and the first is the start line. The clock keeps running and each checkpoint adds time. Progress saves in your browser, including a road you leave part way.
Controls
Left and Right arrows or A and D to change lane. Space, Up or W for taps and holds. Escape or P to pause, M to mute. On a phone the game switches to a portrait layout with LEFT, TAP and RIGHT buttons.
The music follows you
The song in a run is synthesised live in your browser, beat by beat, so it can follow your tempo. Layers join as your chain grows. The menu theme and the sound effects are rendered from the same code. No AI audio.
Made with AI, said plainly: the code, the art and the text were made with AI tools and checked before release. The landscapes were generated as images and the car and roadside props as pixel art.
More free games from the studio
More free browser games from CSAF
- BANNERET: SUCCESSION — Plant the banner and the whole House charges it. The dead stay dead — their heirs inherit the blood, flaws and all.
- CHARGE BARGE — Drive a storm ironclad up a hostile coast. Volts buy the hull; surge buys the miracle; the ram is a decision.
- OTTERBOUND — Six otters, one raft, and a river that never ends the same way twice.
- THE LAST FLOCK — Your army is a crowd you shape with movement alone — and it dies.
- RUSTBLOOM — You never find the key. You forge it. A top-down adventure where every lock has many answers.
- SECOND INTENT — A duel where the opponent is openly building a read on you — and shows you exactly what it has learned.
- FLOODMARK — The flood is not the disaster. The flood is the harvest. A cozy town builder you play by aiming a river.
- ANNEAL — Pour it big. Pour it right. You rarely get both. A free foundry game about size and temper.
- PERIGEE — An indirect god game where your only lever is the moon. Set the orbit; the tide does everything else.
- PRISMHORN — Seven bands leave your horn at once. Each one is a verb, and they fire together — you aim all seven or none.
- STARCHART — Every voyage you fly is inscribed forever — the route you took becomes the constellation.
- HALFLIGHT — Everything in the vault is decaying. That is what pays you.
- WHAT WE BURN — A horror game about the cost of staying warm. Burn what made you a person, or freeze holding on to it.
- UNDERSTORY — Spread a fungal network through a forest floor. Digest what you reach. It never wipes your board.
- SWALLET — You are the hole in the hill. Cut chambers, set wards, and decide who gets back out. Free, and it never resets.
- FROSTLEDGER — The ground gives more every winter. You pay for it out of the things you can still be moved by.
- BITTERWORKS — A soda works on a drying salt lake. The brine is finite, it moves, and the works has to follow it.
- CARILLON — A tower defence whose towers never shoot. Hang bells; where two rings touch, a spark is born.
- OUT OF SORTS — A typing roguelite in a letterpress shop. You do not have a word list, you have a type case.
- THE WARM ROOM — Keep a derelict glasshouse alive through one winter. The heat in the room is made of the people in it.
- MAKE YOUR NUMBER — Six ships in the dark and one lamp. Every case is generated, then proven to have exactly one answer.
- PROMPTBOX — Three minutes of an overture, played over and over. Only what you work out survives.
- TIDEPOST — Carry the mail between nine islands across a real current field. The ocean is the mechanic, not the backdrop.
- ECHO LOCATOR — A pitch-black stealth game where sound is sight: every noise you make draws the room and gives you away.
- BULLET HELL BOTANIST — You have no weapon. The garden shoots. Harvesting a plant pays you and takes its covering fire away.
- Vampire's Morning Routine — Dawn is coming. Shut every window, drape every mirror, get in the coffin. The sunlight is a real, bendable beam.
- CLEAVE — One row of five cards. You and the end of the world draft from it. Every card is a ward, or a horror.
- TAKEN AS READ — A narrator describes the room. His sentences are not true until you accept them.
- CONTEMPT — A courtroom brawler. Objections are parries. Hitting opposing counsel works, and costs you.
- SPALL — A match-3 where the board is your mech. Getting hit shatters the plates where it lands.
- Gravity Plumber — Reroute the water. Ride the fall. A free browser puzzle platformer where the room tips toward its heaviest tank.
- ANAGAMA — A wood-fired kiln incremental whose score is a shelf of pots that will never exist again.
- ROOTBOUND — A plant that thrives shades the ones beside it. The bed you laid out perfectly stops working because it worked.
- SIDINGS — A winter railway where capacity is signalling, not mileage. One train per block section. Two is a wreck.
- POLDER — Take the land back from the sea. A free browser incremental where water is terrain, not a counter.
| Published | 1 day ago |
| Status | Released |
| Platforms | HTML5 |
| Author | CSAF — Core Systems Asset Factory |
| Genre | Racing, Rhythm |
| Tags | Arcade, cars, Driving, Music, Pixel Art, Retro, Score Attack, Singleplayer |
| Average session | A few minutes |
| Languages | English |
| Inputs | Keyboard, Mouse, Touchscreen |
| AI Disclosure | AI Assisted, Code, Graphics, Text |









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