Neon anti-gravity racing

Choose your line before the city eats it.

Race hover ships over branching neon tracks, chain boost pads, survive wall hits and deploy pickups at the moment that actually matters.

Axis, Vector, Titan

Three ships, different race instincts

Pulsar is built around readable tradeoffs. Pick a light ship for aggression, a balanced ship for control, or a heavier hull when surviving contact matters more than perfect top speed.

Axis hover ship Axis

Fast pressure

High energy and sharper tempo for players who want to attack the racing line.

Vector hover ship Vector

Balanced control

Stable handling with enough offense and defense to adapt mid-race.

Titan hover ship Titan

Heavy survival

More hull strength and impact tolerance for aggressive traffic and wall pressure.

01

Branching routes

Tracks split and merge into real choices instead of one fixed racing line.

02

Deployable pickups

Carry up to three pickups and trigger shields, repairs, disruption or shock when the race opens up.

03

Boost and damage

Boost is a resource, walls hurt, shields matter and catastrophic failure ends bad driving fast.

04

Builder-born tracks

The race world comes from saved builder levels instead of old demo-track logic.

Timers and local boards

Built for repeat runs

Every clean lap matters. Pulsar tracks store times per route build and vehicle, so speedruns can become the reason to keep coming back when the race itself is done.

Start a run
Pulsar neon city racing artwork

Ready to launch?

Open the current browser build and race directly from the live Pulsar game folder.

Play Pulsar