Phaser AE

Sky circuit

Pro packv3.0.0-12DArcade

Kart racing on circuits in the air: short closed tracks that climb on stilts, bank, dive and pass over and under themselves, raced against a full field. There are no guard rails, so a kart that misses a bend falls to the ground and is put back on the road. Finish high enough to race the next track.

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Released October 19, 2026

Sky circuit: a screenshot of its demo
A note about these graphics

Expansion packs don't come with graphics. This screenshot is one way of drawing what the pack does, made for its demo: none of the sprites, tiles or backgrounds in it are in the pack.

That's by design. A pack is a game's logic, mechanics and effects, and it works with whatever art you give it. Some packs draw effects, backdrops or 3D scenes of their own, but none carries a game's sprites.

So the look is yours. Make the art on phaser.io, bring your own, or let your agent draw it in code: the same pack can look like anything.

What it does

Each track is a lap of road-data laid in 3D, with a ground plane under the deck, ramps that act as kickers and upright walls as barriers. Every kart is a vehicle-handling vehicle, with its LOW and HIGH gearbox, crests, landings and bank, and the player's is driven from the input with a gear lever. Karts fly off sharp crests and kickers, fall off any edge without a barrier, land on the ground and are put back on the road after a moment. Rear hits trade speed, side hits knock karts apart and can spin them, and solid roadside things bounce them back.

The rivals have a driver of their own: a pace set by each racer's skill and the difficulty, a racing line across a share of the road, braking for bends at a share of the kart's own corner speed, passing on the side with room, easing off when boxed in, and an optional catch-up around the player. You can cap how hard they work the pedals, for a field that launches slowly or brakes late. The same driver can take the player's wheel for an attract demo.

Around the racing sit the countdown lights, laps and places, the finish with a prize by place and a time bonus, the qualifying place for the next track, game over, the extra stage after a clean sweep and a distance score. scene() hands road-view-pseudo3d the track and the focus for its rolling chase camera, which turns the whole picture with the steering and the bank. It runs at a fixed sixtieth of a second, seeded, and snapshots and restores.

Features

  • Elevated circuits — closed laps that climb, bank, dive and cross themselves, standing over a ground plane on support towers.
  • Jumps and falls — karts take off from crests and kickers, and fall off unguarded edges to be put back on the road.
  • A full field — rival drivers with skill, a racing line, braking for bends, passing, catch-up and optional pedal limits.
  • Contact — rear bumps, side knocks, spins and bounces off solid roadside things.
  • Race structure — a grid, start lights, laps, places, a final-lap call and a finish with results.
  • Qualifying and courses — courses of tracks raced in order, a place to qualify, and an extra stage in another machine after winning them all.
  • Scoring — points by distance, a prize by place, a time bonus under a pace, and optional points for places gained.
  • A rolling chase view — the track and camera focus for the pseudo-3D ribbon view.
  • Three difficulties — rival pace and catch-up, and the player's handling assist, for Easy, Normal and Arcade.

Good for

  • Elevated kart racers on roller-coaster tracks with jumps and sheer drops, in the style of Power Drift.
  • Sky or space circuits of floating decks, with barriers wherever you want them.
  • Toy-track stunt racers with short laps, kickers and a single rival.
  • Time trials on one elevated loop, with a field of one and the first place to go on.
  • Arcade cups where a top-three finish takes you to the next track and a sweep earns a bonus stage.

Make it yours

The SkyCircuitConfig holds the courses and their tracks, the start track, laps, the racers and the player, the qualifying place, the vehicle, the assist, kart size and the grid. The rivals' section sets cruise pace by skill and difficulty, the share of corner speed they brake to, how far ahead they read the road, catch-up, the racing line, weave, gap and the optional acceleration and braking caps. Contact, falls (time, restart speed, and whether the kart is put back on the centre line or its own side), scoring, finish time, the extra stage's trigger, track, laps and vehicle, and the shadow size are all fields, and validate refuses any setting it does not recognise.

powerDriftPreset takes a course, difficulty, seed and player: five courses of five tracks, twelve racers, four laps, the player fifth on a two-abreast grid, third or better to go on, and an extra stage in a jet or on a motorbike after five wins. cloudCupPreset is an original, different game: one cup of three circuits floating over clouds with barriers on every edge, six racers, three laps, the player last on a three-abreast grid, no catch-up, only a win goes on, and a floaty kart with low air gravity.

A quick look

A race from the preset, stepped with the pedals and gear lever and drawn by the ribbon view:

const SC = game.skyCircuit, RV = game.roadViewPseudo3d;
const race = SC.createSkyRace(SC.powerDriftPreset({ course: "a", difficulty: "normal" }));
const view = RV.createRibbon({ width: 320, height: 224, scale: 3, style: "canyon", styles, sprites });
const chase = new RV.RibbonChase(RV.RIBBON_CAMERAS["power-drift"]);
race.start();
game.step("race", (dt) => {
  race.tick(dt, { throttle, brake, steer, gear: lever });     // gear: 0 LOW, 1 HIGH
  const sc = race.scene();
  view.draw({ ribbon: sc.ribbon, field: sc.field, style: sc.style ?? "canyon", camera: chase.update(sc.ribbon, sc.focus, dt) });
});

Works with

Good to know

  • The preset's track layouts are drawn from course maps and recordings, not original data, and the rivals' driving, the score formula and the extra stages' layouts are estimates.
  • Rivals never fall and do not hit roadside things; only the player's kart does.
  • The extra stage's machine is drawn differently but handles like the kart.
  • Course and driver select screens, intros, continues and name entry are left to your game.

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