AGSR Screenshot 1
AGSR Screenshot 2
AGSR Screenshot 3
AGSR
Screenshot 01
First look at AGSR 3rd Person Perpective.
Screenshot 02
So many locations and tracks to master.
Screenshot 03
Thruster Testing one of many looks.
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Status In Development
Engine Godot 4
Pipeline Blender → GLB
Teams 12+ Factions
Modes 3 Planned
Platform PC → Mobile
About the Game

Speed. Factions. Anti-Gravity.

AGSR is a futuristic anti-gravity racing game inspired by high-speed motorsport, neon cities, rival factions, and cinematic arcade energy. Built entirely solo in Godot 4 with a full Blender pipeline.

The world features 12+ racing teams — Solar Dragons, Voidrifters, Neon Phantoms, Black Sun Security, Frostbytes, Ghost Circuit, and more — each with their own arcs, rivalries, and story.

Tracks span Shibuya Circuit, neon skyline routes, anti-gravity tunnels, and dangerous high-speed layouts. The campaign goes deep. The world goes further.

AGSR Cover Art
Development Archive
Build Notes
Progress

Build Notes

Blender to Godot tests, ship movement, menu systems, track experiments, collisions, lighting, and animation work — ongoing and evolving.

StatusOngoing
Racing Factions
Teams

Racing Factions

Solar Dragons, Voidrifters, Neon Phantoms, Black Sun Security, Frostbytes, Ghost Circuit, and more.

Teams12+
Tracks and Cities
Environments

Tracks & Cities

Shibuya Circuit, neon streets, anti-gravity lanes, tunnels, loops, skyline routes, and dangerous high-speed layouts in development.

TypeConcepts
UI / HUD Lab
Racing HUDs
Interface

Racing HUDs

Speed overlays, boost meters, lap systems, cockpit UI, warning panels, and diagnostic interface graphics.

FormatPNG / UI
View Assets
Menu Systems
Game UI

Menu Systems

Startup screens, press-start pages, team select, garage menus, leaderboard panels, and cinematic navigation in testing.

StatusTesting
3D Pipeline
Blender / Godot

3D Pipeline

Ships, tracks, emissive materials, GLB exports, animation testing, collision setup, and lighting studies — solo built.

PipelineBlender → Godot
Game Modes
Team Campaigns
Campaign Mode

Team Campaigns

12 racing factions. Branching story. Rivalries, choices between races, cinematic dialog — and a first-person hub world where you walk between events. The main story is going to be epic.

Solar Dragons Voidrifters Neon Phantoms Black Sun Security Frostbytes Ghost Circuit + 6 More
Planned
Marathon Mode
Endurance

Marathon Mode

Endless speed survival. Hazards, gaps, fog, escalating speed, and pure arcade tension. How far can you go?

StatusConcept
Time Trials
Competitive

Time Trials

Pure speed. One ship, one track, one lap. Beat the clock, beat your ghost, beat the leaderboard.

StatusConcept
AGSR Demo
Future

AGSR Demo

A playable demo — test track and prototype once core movement and UI feel locked in. Steam page eventually.

Status
Coming Soon
Roadmap
Phase 01 — Now
Foundation Build
Ship movement, Blender → Godot pipeline, HUD designs, menu systems, world-building, team lore, and track concepts.
Active Godot 4 Blender Solo Dev
Phase 02 — Next
Playable Demo
One test track, core anti-gravity handling locked in, basic HUD live, and a Steam page up. People can try it.
PC Steam (Wishlists) Demo Build
Phase 03
Early Access / Campaign Alpha
Full campaign mode enters alpha. Multiple tracks. 12 team factions playable. First-person hub world prototype.
PC Campaign 12 Teams
Phase 04
Full Launch — PC + Mobile
Marathon Mode, Time Trials, full campaign, all tracks. PC launch on Steam. Mobile port begins.
PC Mobile Steam
Phase 05 — If We Get There
Console + Funding
Console port. Publisher or investor partnership. Expanded content, online features, and the full AGSR universe.
Console Investor Online
The Vision

AGSR is the flagship.

This page will grow into dev logs, screenshots, playable builds, team bios, track previews, downloadable UI packs, and the full AGSR universe. Steam. Mobile. Console. We get there.