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Games / Racing deckbuilder

Pace Cards

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A racing deckbuilder with a PS1-era look. Races run sector by sector, and when you get close to a rival it turns into a card duel.

Status
Early build 0.1
Year
2026
Role
Design + development
Built with
Godot · GDScript · Blender · Higgsfield
A minute of the early build: qualifying, card battles, and all seven circuits.

How it came together

Pace Cards started as a spin-off from brick-bas. Once I had Godot running for one side project, a second one that mixed two things I like, F1 and deckbuilders, was hard to resist. Races run sector by sector: your car's pace sets the gaps, and when you get within half a second of a rival, it becomes a duel of lines and cards. Between races you collect cards and parts, sign sponsors, and try to climb from the Cadet Series to the Premier Grand Prix.

The look is late-90s PS1 racer, drawn the modern way: low-poly cars and tracks, but rendered at full resolution with clean edges, glow on the lamps and neon, and a CRT filter if you want one. The art went through a lot of rounds. Generated concepts set the direction, and the picked car concept was lifted straight into 3D and cleaned up in Blender, so the car you race is the one I picked rather than a hand-built lookalike. Skies, trees, and the title garage started as generated art too, converted down to fit the PS1 palette.

Sound took a few tries. The first engine was a synthesised loop that didn't care what the car was doing. Now every car runs a virtual seven-speed gearbox: it shifts up on the straights, blips down as the brake lights come on, and sits on the limiter in the pit lane, playing steady loops of one F1 V10 bent to the exact revs. The race engineer talks on the radio too, in nonsense syllables made in code and put through a team-radio filter.

It plays in the browser on desktop with a keyboard and mouse, and your career saves in the browser. It's an early build, so expect rough edges, and feedback is welcome on the itch.io page.

What's in it

Race with a hand of cards

Get close and it's a duel: inside or outside, attack or defend, a card at a time. Rivals have plans, tells, and bluffs, and a better race engineer shows you more of them.

A battle: your line, the rival's plan, and the hand of cards.
An overtake at dusk under the volcano.

Seven circuits

A parkland classic, a harbour, a desert canyon, cherry blossoms, snow, a night street race, and a volcano at dusk, with rain, safety cars, oil, crashes, and spins along the way.

Lumen, the night street circuit.
Under pressure in the snow at Frostpeak.

Qualify on the limit

One flying lap, six sectors, six timing calls. Nail the shift, the braking point, the apex, and the commit to move up the grid.

Qualifying: a perfect commit through the fast sector.

Call the race

Before every lap, set the engine, attack or follow, plan the tyres, and decide when to pit. Fuel is one budget, and your cards spend it too.

Build a career

Three leagues, seven rounds a season. Pick cards and parts, sign sponsors, develop the car, and paint it your way in the Paint Shop.

The Paint Shop.

Updates

October 12, 2026Early build on itch.io
October 12, 2026

Early build on itch.io

The first public build is up on itch.io, playable in the browser.

Build 0.1 has the full career across three leagues, a quick race mode, qualifying, all seven circuits, and the new engine and radio sound. It plays in the browser on desktop.

Balance will keep moving around, so tell me what's fun, what's confusing, and what breaks in the comments on itch.io.

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Updates

  1. October 12, 2026Early build on itch.io
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