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About us
We're a small team in Toronto that makes games for Android. Neon Highway Racer is our newest one, and this web version exists so you can play it before it reaches the store.
Who we are
Kirexto is the name we publish our games under. The person responsible is John Martin, and he's the one who reads the mail sent to [email protected]. We work out of downtown Toronto, on Adelaide Street West, and we make short games for phones: runs that last a minute or two, one-finger controls, nothing to set up before you start.
We don't have a glass-walled office or a marketing department. We have a game we think is good, and we want to find out whether other people think so too.
Why the game is on the web first
An Android app asks for an install, permissions and space on your phone. A link asks for nothing. Putting the web version out first lets us show the game to people who've never heard of us and hear what goes wrong before we lock in the store build.
The whole game weighs 149 KB, less than a single photo taken on your phone. It opens in about two seconds even on a weak mobile connection, which is why you can play it right inside the page without downloading anything.
How we built it
No game engine and no libraries: plain HTML, CSS and JavaScript in a single file just under a thousand lines long. A few decisions you'll notice when you play:
- A fixed step of 1/120 s. The physics don't depend on your screen's refresh rate, so the game behaves the same on a 60 Hz phone and a 144 Hz monitor.
- Difficulty is measured in reaction time, not in number of cars. The gap between waves shrinks from 2.15 to 1.10 seconds over 170 seconds, and no wave ever blocks all three lanes.
- The sound is synthesized. There isn't a single audio file: engine, coins, crashes and the shield breaking are all generated by the browser. Each coin's pitch rises with the combo.
- An autopilot tests the game. Before we publish, a debug mode lets a script drive full runs on its own. That's how we took the screenshots on this site.
- Bugs we've already fixed. In an early build, grabbing one power-up on top of another left the car 20% faster for good. Now every new power-up clears the old one before it starts.
What we don't do
- No ads and no purchases in the web version.
- We don't ask for an account, email or phone number to play.
- We don't collect stats: your records stay in your browser and never reach us.
- We don't promise a launch date until we have one.
What we don't know yet
There's no date for the Android version, and the price and distribution model haven't been decided either. The difficulty numbers on the home page are from the web version of 21/09/2026. If we change them on Android, we'll update this page and say what changed.
Did something feel unfair, slow or boring when you played? That's exactly what we want to read.