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Overdrive. The road gets
narrower from here.

You steer and you hold boost. That is the entire control scheme. The highway decides everything else, and it decides it from a short string you can hand to somebody else so they drive the road you drove.

  • Driving
  • Web
  • Free
Overdrive in play: the ship on a dark highway running to the horizon under a teal sky, a lit arch gate spanning the road ahead, window-lit towers to the left, an orange grid floor to either side, and the score, the level and the speed across the top.

How it works

  1. Pick your side

    A and D, or the arrow keys, move the ship across the road. On a phone, drag anywhere to steer. There is no brake, so the only question is which side of the next block you want to be on.

  2. Spend the boost

    W, Shift or the up arrow buys half as much speed again and twice the score rate for as long as the meter lasts. A second finger does it on a phone. Orbs refill the meter, so a clean line pays for the next one.

  3. Cut it fine

    Going past a hazard with under a metre and a half to spare is a near miss. It pays 250 points times your combo and raises the combo, to a maximum of ten. Five safe seconds and the combo drops a step.

  4. Send the seed

    A crash ends the run and offers a link carrying the seed and your score. Whoever opens it drives the identical highway with your number on the screen until they pass it.

The road

The seed

Six letters is the whole world

The track, the hazard patterns, the towers and pylons along it and the colour of every level all come out of one string. Hand that string to someone and they drive your road, block for block. There is a daily one as well, named after the date, the same for everybody who opens it.

The curve

It never stops tightening

Every 650 metres the speed goes up, the road narrows, the gaps close and the sweeping blocks move faster. The curve approaches a limit rather than reaching one, so nothing on the road is unsurvivable on paper. It is only unsurvivable by you.

What's on the road

Hazards
Five patterns: a single block, a pair with one lane between them, a full-width wall with one gap in it, a three-block slalom, and a block that sweeps from side to side. Every spawn leaves a reachable line, and that line can only move seven metres between patterns.
Orbs
Laid along the line the hazards leave open. Each one is 150 points times the combo and a seventh of the boost meter, so following them is both the safe route and the paying one.
Near misses
Under a metre and a half of clearance as a hazard goes past. 250 points times the combo, and the combo goes up a step. Ten is the cap and playing safe walks it back down.
The rails
The edges of the road stop you rather than killing you. You grind along them, throw sparks and lose speed, and you are still driving.
Levels
Every 650 metres. Each one takes the seed's base hue and rotates it by the golden ratio, so two levels running never look alike.
The scenery
Window-lit towers, support pylons dropping to the grid floor and overhead arch gates, built two hundred metres at a time ahead of you and thrown away behind.
The sound
A 16-step sequencer written in Web Audio, with no audio files at all. The tempo rises with the level. M mutes it.
The daily
One seed a day, named after the date in UTC, the same world for everyone who opens it. It is on the menu beside the seed you were given.

Get it

Overdrive runs in a browser tab, free, and there is nothing in it to buy.

No account, no advertising, nothing for sale, and no network request once the page has loaded. Your best score, your best on each seed and how many runs you have had sit in the browser you played in and go no further. There is no last level to reach: the highway keeps going, and you stop when you hit something.

Genre
Driving
Platforms
Web
Price
Free