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Haptic Drift

  • 2 Devlogs
  • 4 Total hours

Haptic Drift is a browser-based endless racing game featuring responsive drifting, procedural roads, dynamic sound, and immersive haptic feedback that reacts to driving actions, creating a more engaging mobile and desktop racing experience.

Ship #1 Changes requested

# Haptic Drift - Shipping Update

A new update is live.

This update focuses on improving the overall driving feel with better physics tuning, smoother performance, and more responsive haptic feedback. I've also made a number of small improvements behind the scenes to make the experience feel more polished.

There's still plenty more planned, so if you try it out, I'd love to hear what you think and what you'd like to see next.

  • 2 devlogs
  • 4h
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47m 39s logged

Haptic Drift - Devlog 2

The past few days have mostly been about making the game feel better rather than adding flashy features.

One of the biggest changes is that the haptic system is no longer just individual vibration events. It’s starting to behave more like a layer of feedback that reacts to what’s happening while you drive.

Instead of only vibrating during crashes, different driving situations now have their own distinct feel. High speed, drifting, braking, and impacts each produce different patterns, making the car feel more connected to the road.

I’ve also been tuning the driving physics. Small adjustments to steering, grip, and drift transitions have made the car much more predictable without removing the challenge. It’s surprising how much difference tiny changes can make.

Performance has been another focus. Since the game runs entirely in the browser, keeping everything smooth on mobile devices is just as important as adding new mechanics. I’ve been cleaning up the update loop and reducing unnecessary work each frame.

I’m still collecting feedback from different devices because browser support for haptics is anything but consistent. Android has been working well, but I’m especially interested in hearing from iPhone users to see how the experience compares.

What’s Next

  • More road variety and environments
  • Better visual effects while drifting
  • Improved UI for mobile
  • More satisfying sound design
  • Additional gameplay mechanics beyond endless driving

The project is slowly becoming the racing experience I originally imagined. There are still plenty of rough edges, but each update makes the game feel less like a prototype and more like an actual game.

Devlog 3 will probably be where the visuals start catching up with the gameplay.

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Haptic Drift - Devlog 1

I wanted to experiment with something different: a browser racing game that uses haptics to make the gameplay physically feel alive on your phone.

The entire game is currently built using HTML, CSS, and JavaScript.

So far it includes:

  • Procedural endless roads
  • Car physics, drifting, and collisions
  • Dynamic sound generation
  • Mobile and desktop controls
  • Haptic feedback integration

The interesting part is the haptics.

On Android devices, vibrations are currently working and are triggered by gameplay events like crashes, drifting, braking, nitro boosts, and speed changes.

I haven’t properly tested iOS yet, so feedback from iPhone users would be really helpful since browser haptic support behaves differently across devices.

This is also my first time building a game around haptics instead of treating vibration as an afterthought.

The goal isn’t to make another simple browser game, but to see how immersive a racing experience can become using only code.

It’s still early and there’s still a lot to improve, but the foundation is finally there.

If you test it, I’d love some feedback:

  • Does the haptic feedback feel good?
  • Is it too strong or too weak?
  • Does the driving feel responsive?
  • Is the UI comfortable on mobile?
  • Does it actually feel fun?

This is only Devlog 1. There’s still a long road ahead.

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