Choose a map to start the race.
Five finishes. One hull.
Armour, metallic panels and engine glow. Your choice is saved automatically.
Flight, collisions, ramming, shooting, nitro and the race run on the original project's fixed-step engine and hull contours. Crystals use the original project's red facets and drop behaviour. The ZeroSpeed keeps its model, exhaust and shot animation.
Asteroids use the original project's rock meshes, colours and hit sparks, with NOVA rock mechanics: rocks rest until pushed, split into smaller rocks, grind down under engine pressure and restock away from pilots.
Graphics and interface — backdrop, planets, other ships' finish, effects, HUD, menus and sounds — are this project's own procedural work. Duel mode and the ZeroSpeed bot pilot are new.
Ship geometry and statistics come from the public pmgl/starblast-modding definitions (MIT); the ship models are Neuronality property, used here for a personal, non-commercial concept. Font: Play (SIL OFL 1.1).
Duel: an empty arena — press B to bring in up to 40 ZeroSpeed bots. Race · Orbital ring: three laps of the orbital ring against the clock. Race · Meteor Run: a long point-to-point route through ten sections — an asteroid belt, a repulsor and gravity wells, a meteor storm, a minefield, laser gates, an ion storm and comets crossing the track. Nitro is finite there: the tank starts full (four charges) and only the green fuel cells along the route refill it; the whole route is on the map (R). Free flight: an asteroid field to practise ramming and mining. Damage drains the shield first; after that every hit spills crystals from the impact point, and an empty hold means the ship is lost.