Drift Trigger

Hold. Drift. Release. Boost.

  • Beta
  • Game
  • Arcade racing
  • Works offline

A one-touch arcade racer across six stylised circuits: hold into the corner to drift, release as the road straightens to bank the points.

Chase-camera view of a green car on a night road through a neon-lit city, with speed, charge and position on the HUD
The Neon City circuit.

Worth knowing

All vehicles and circuits are fictional. The game contains no real car brands, and collisions are stylised and non-graphic.

Screenshots

Frames from the Windows desktop build, captured by the project's own verification run rather than on an Android device.

Showing screenshot 1 of 6

  • The Neon City circuit.
  • The Coastal Run circuit.
  • The Ice Circuit.
  • The Toybox circuit.
  • The garage: five fictional cars and six paints.
  • Personal bests stay on the device.

What Drift Trigger is

Drift Trigger reduces arcade racing to a single input. Your car accelerates by itself; you hold the screen through a corner to break traction, then release as the road straightens to regain grip and bank the drift. Chain clean releases and the boost charges through staged tiers into Overboost. Eight offline modes are implemented, from Quick Race and Drift Score to Knockout, a deterministic Daily Run and a pursuit mode called The Interceptor, across six circuits and five fictional cars. Time Attack records a personal-best ghost and replays it beside you. The world and interface are generated at runtime from authored C# mesh data, and the soundtrack and effects are original synthesised audio. The project ships a debug-signed test APK only — it has never been published, and the release task refuses to invent signing credentials.

What it does

  • One-touch drifting: hold into the corner, release to regain grip and bank points
  • Eight offline modes including Time Attack, Knockout, Daily Run and The Interceptor
  • Six circuits: Neon City, Coastal Run, Volcano, Ice Circuit, Skyway and Toybox
  • Personal-best ghost playback and medal thresholds in Time Attack
  • Staged boost with Overboost chaining, plus seven energy abilities
  • Original procedural art and synthesised soundtrack
  • No account, advertising, tracking or online leaderboards

The whole game is one button

Acceleration is automatic. Holding breaks traction; releasing restores it. Everything else — boost tiers, Overboost chains, medal thresholds, the ghost you are racing — is built on how precisely you time that single release against the shape of the corner.

Six circuits, eight modes

All implemented in the current build.

Circuits

Neon City, Coastal Run, Volcano, Ice Circuit, Skyway and Toybox — each with its own hazards and surface behaviour.

Modes

Quick Race, Time Attack, Drift Score, Endless Pursuit, Combat Race, Knockout, Daily Run and The Interceptor.

Abilities

Pulse, EMP, Oil, Shockwave, Mine, Shield and Rocket, alongside magnet, ghost, time-shift and rewind pickups.

Rewind

Restores a recent position at a time cost — the race clock keeps running, and nothing can be collected twice.

Built to run on a mid-range phone

Course objects are pooled, trails and particles are capped, and the whole world is assembled from authored mesh data rather than a heavy imported scene. The Android configuration targets ARM64 with IL2CPP and OpenGL ES 3 from Android 8.0 upward. Physical device certification is still outstanding, and the project says so plainly.

Getting Drift Trigger

Drift Trigger is still in development and is not distributed yet. It is roughly 90% of the way to a first public release.

At a glance

Status
Beta
Version
1.0.0
Runs on
Android, Windows (Android 8.0+)
Offline use
Works offline
Package
com.drifttrigger.racing
Engine
Unity 6000.6.2f1
Last updated

Privacy

Progress, settings and your personal ghost data stay on the device. There is no backend, no analytics and no advertising SDK.

Full privacy information for Drift Trigger →

Permissions

This project requires no special permissions.

Support

Questions, bugs or ideas for Drift Trigger?

Drift Trigger support →

Technical details

Technical details

Built with

  • Unity
  • C#
  • IL2CPP
  • OpenGL ES 3
  • Procedural meshes
  • Synthesised audio

How it is put together

  • The world and interface are built at runtime from authored C# mesh data rather than hand-placed scene objects.
  • Personal-best ghost playback records and replays a real lap, so Time Attack races your own line.
  • Course objects, trails and particles are pooled and capped to hold frame time on mid-range hardware.
  • The release task clears signing values from memory and project settings in its `finally` block.

Development workflow

Built through ChatGPT.

Timeline

  1. Version 1.0.0

    Eight modes, six circuits, five vehicles and the full ability set completed.

Accessibility in the app

  • One-touch control scheme — drifting needs a single input
  • Auto Boost enabled by default, with manual control available
  • Adjustable drift assistance
  • Camera-motion, haptics and quality controls
  • Separate music and effects levels
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