Coming soon · iOS · Android

BURN/LANE

A neon night-drive built around real driving feel. Drag your finger and the car tracks you — no lane snap, no tap-to-swerve. The car has weight. The tires have grip. Push too hard and the wheel is yours to fight back. How far can you hold the line?

▸ Press start
Lane 01 · The Loop

Thirty seconds
to find the line.

Average run: 30 seconds. Average session: ten of them. The hook isn't the run — it's the one where you almost held the grip.

01

Drag to steer

Your finger is the wheel. The car tracks you through the entire drag — no lane snap, no tap-to-swerve. You pick the line.

02

Feel the weight

Second-order spring-damper physics. The car leans into your input, then momentum carries through on release. Real mass, not a cursor.

03

Watch your grip

At speed the tires lose bite. Whip the wheel and the line gets away. The live CONTROL gauge shows how much rope you have left.

Lane 02 · Philosophy

The rules
we refuse to break.

// Pillar 01

Radical simplicity

If a feature can be removed without breaking the core drive, it is removed. No upgrade tree. No progression. No assists. Every run starts identical — you, the wheel, the road.

// Pillar 02

Feel over everything

The physics model is the game. Every damping coefficient, every grip curve — polished first, polished most. This is a simulated vehicle, not a cursor.

// Pillar 03

Death teaches, not tutorials

Zero text during play. You learn grip loss by losing grip. If an idea can't be taught without a caption, it's the wrong idea.

// Pillar 04

Chase the last run

Every system exists to make you tap restart faster. Menus, modals, mid-run ads, lives, energy timers — the enemy. All of them.

Lane 03 · The soundtrack

Twenty-three loops.
One long drive.

A hand-picked synthwave mixtape — warm Juno pads, metallic FM leads, dry sub-kick. Hit play on any track; it's the real music from the game.

burnlane Side A · C90
“Every sound is the thumb — sharp, immediate, gone before it can explain itself. The music is the only thing allowed to linger. It's the only thing that has to.” // from the BURNLANE sound bible
1
road
361
tests
23
tracks
restarts
Lane 04 · The kit

Everything
you need.

Nothing you don't. A list short enough to fit on one cabinet.

Drag to steer

Your finger is the wheel. The car tracks you through the whole drag — no lanes to snap to, just the line you choose.

Real weight

Second-order spring-damper physics. The car leans into input, then momentum carries through on release.

Tire grip

At speed the tires lose bite. Whip the wheel back and forth and you lose control. The faster you drive, the harder the hold.

Live CONTROL gauge

A neon-palette meter at the bottom of the screen shows exactly how much grip you have left. Watch it — it warns before it breaks.

Feedback you feel

Screen shake keyed to both speed and grip loss. Tire-screech audio modulated live with your traction. You feel it before you see it.

Tune to your thumb

Custom steering sensitivity slider. Pick the response curve that matches your reflexes — the default is tight, not twitchy.

361 passing tests

The physics model is covered by 361 automated tests. Every gameplay decision documented and version-controlled. Not a template — hand-built.

Sub-second reset

Collision to next run in under a second. No modal, no "you died" screen. The retry is the reward.

Remove ads · one tap

Free with interstitials between runs. A single IAP kills them forever. Restore across devices.

Lane 05 · The manifesto

What this game isn't.

This is not that kind of game.

Burn the lane.

The neon is warming up. The tires are ready. Be first to find your line — and the first to lose it.