
Roguelite tactics and survival meets adrenaline fueled action arcade racing!
PLAYERS: Single Player
PLATFORMS: PC & Consoles
GENRE: Roguelite Action Arcade-Racing
AUDIENCE: Enthusiast and Core Gamers, Racing and Roguelite Fans
ENGINE: Unity
RELEASE: Q3 2025

INTRODUCTION
THE OPPORTUNITY
MARKET GAP - HIGHER CHANCE OF SUCCESS
A relative lack of innovation / new mechanics within arcade racing over the past decade creates an opportunity to reinvigorate the genre with a fresh, innovative take on arcade racing.
UNEXPLORED GAME FORMAT - REACH A WIDER AUDIENCE
Combining arcade racing core gameplay with rogue-lite progression and decision making not usually seen in the genre. A racer at its core that provides a new experience for Rogue-lite fans.
REPLAYABILITY WITH LESS ASSETS - LOWER DEV COST
Rogue-lite format provides endless replayability via randomised mechanics while keeping dev costs low. Experience transofmative zero-to-hero vehicle progression within EVERY play session.
MEANINGFUL CHOICES - WHY PLAYERS CARE
A core loop that breaks away from genre tropes, our upgrades add entirely new mechanics, while power-ups offer a tactical choice between speed, survival and on-track bonuses.

INTRODUCTION
THE BIG IDEA
REINVIGORATE ARCADE RACING
Innovate and create the most replayable arcade racer by fusing high intensity action survival racing with meaningful upgrade choices & Rogue-Lite progression.
EVERY GAMEPLAY SESSION IS UNIQUE
Infinitely replayable arcade racing where every gameplay session is different, with randomised vehicles, power ups, dynamic hazards, real-time weather system, special events and unexpected boss battles.
PERSISENT UNLOCKS
The upgrade shop isn’t just about car performance, new gameplay mechanics can be unlocked - individual gameplay sessions are encompassed by a greater sense of long term progression.
GAMEPLAY PILLARS
GAMEPLAY PILLARS
EXHILARATING RACES
Players race, drift and evade huge screen-filling obstacles in an attempt to progress deep into a cycle - a randomised gauntlet of race events filled with opponents, boss battles, dynamic weather conditions and emergent on-track hazards that never appear in the same place twice. Survival is key to begin with, finishing position becomes the decisive factor later in the cycle*
*current demo only features survival gameplay
GAMEPLAY PILLARS
TACTICAL POWER UP SELECTION *
Successfully completing races offers the player an opportunity to select Power-Ups, temporary perks that can improve vehicle performance**, upgrade unique special abilities or incentivise high-risk driving, sometimes Power-Ups will come with downsides, tactical selection is key to progressing through a cycle!
*very small sample shown in current demo to demonstrate functionality
**performance-affecting mods will often come with visual upgrades
UPGRADES AND PROGRESSON *
GAMEPLAY PILLARS
Coins collected from the track can be spent in the upgrade shop, an area that offers permanent vehicle, gameplay and even track-based upgrades that offer persistence between cycles and play sessions ensuring the player’s hard work is rewarded with a sense of long term progression even if a cycle ends in defeat
*current demo showcases non-functioning shop to demonstrate concept
MOMENT TO MOMENT GAMEPLAY
GAMEPLAY
SESSION FLOW
GAMEPLAY
RACING MECHANICS
DRIVING TECHNIQUES AND RECHARGE
Players recharge their boost gauge when performing on-track drifts, jumps and while slipstreaming opponent vehicles
BOOST
Players deploy speed-boost whenever they like, boost capacity can be upgraded with power ups
WRECKS AND HAZARDS
Permanent on-track obstacles emerge as opponent vehicles crash out, huge screen-filling hazards such as spinning fans, swinging pendulums and moving gates are an ever-present threat to the player’s limited health
DYNAMIC WEATHER *
Races can undergo a number of weather environmental changes, storms come with the extra threat of on track thunder strikes - keep those eyes peeled!
*not present in current demo
GAMEPLAY
META GAME MECHANICS
SPECIAL ABILITIES *
Every vehicle is equipped with a special abilityy that can be deployed on-track, a valuable resource - special abilities will reward certain on-track playstyles including speed, aggression towards opponents, health preservation and high-risk hazard avoidance!
BOSS BATTLES *
Huge screen-filling opponents that throw hazards at everything in their wake, players will need to use every technique at their disposal to close the gap and then take them down!
RIVAL RACES *
Cycles will offer rare special events that give players the opportunity to race against and unlock new vehicles, each with their own unique stats and upgradeable special abilities!
TRACK COLOUR ZONES & SPECIAL TYRES *
Dynamically generated zones on the track offer up the chance to boost vehicle performance when the correct tyres are installed - precise drift trajectory will be required - a chance for drift kings to show what they’re made of!
*not present in current demo
MEANINGFUL CAR CHOICES - SPECIAL ABILITIES *
Vehicles come pre-loaded with unique abilities that can be deployed mid-race, abilities can be modified with powqer-ups giving them even more powerful utility!
SHOCKWAVE TAKEDOWN
Takedown opponents with a shockwave attack
TIME SHIFT
Slow down time to assist evasion in critical situations, hazards are not affected by time - skilled players can take down opponents indirectly using their environment!
GUARD
Brief protection when colliding with wrecks and hazards, must be activated just before impact"!
SUPER BOOST
An instantaneous fire-and-forget speed injection that requires no boost recharge!
*not present in current demo
SPECIAL ABILITY MODS *
Special abilities can be upgraded and inherit secondary and tertiary effects - for example:
SHOCKWAVE TAKEDOWN + LV2 MOD
Automatically replenish boost recharge for every opponent taken down with a shockwave blast
SUPER BOOST + LV2 MOD
Become temporarily invincible while your super boost is deployed
*not present in current demo
DYNAMIC LIFECYCLE OF CARS
Cars progress visually over each play session. Players always start with stock upgrades and over time various components such as bumpers, air-intakes, spoilers, wheels, hood, roof scoops all should transform based on the choices made by the players.
PRODUCTION
PROJECT SCOPE
16 unique vehicles spread across 4 classes
4 core driving techniques (Drifting, Jumping, Boosting & Slipstreaming)
4 unique special vehicle abilities (Time-shift, Shockwave, Guard & Super boost)
15 Circuits supporting dynamic time of day & gameplay-affecting weather conditions
Survival racing gameplay
Additional boss battle gameplay
Core “cycle” run-based format featuring randomised:
Hazards & Weather conditions
Power-Ups
Vehicles, tracks and boss battle occurrences
Single player rogue-lite progression system
Approx 20+ unique shop-bought vehicle, track and gameplay upgrades
Approx 20+ unique collectable power ups
Rival events & new vehicle unlocks
End-game leaderboard
Steam Achievements
Car colour and decal customisation
Plans for post-launch 2 player online co-op game mode
PROJECT STATUS
Feature | Demo Build | Final Game |
---|---|---|
Vehicles | 3 | 16 |
Tracks | 4 | 15 |
Power Ups | 4 | 20+ |
Special Abilities | n/a | 4 |
Shop Upgrades | 1 | 25+ |
Track Hazards | 3 | 8 |
Core Driving Techniques | ![]() |
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Survival Gameplay | ![]() |
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Position Racing | ![]() |
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Track Boost Pads | ![]() |
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Track Ramps | ![]() |
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Track Colour Zones | ![]() |
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Boss Battles | ![]() |
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Dynamic Weather | ![]() |
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Rival Events | ![]() |
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Leaderboard | ![]() |
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Car colour customisation | ![]() |
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Steam Achievements | ![]() |
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Project Timeline
Budget
Role | Amount | Months | Total |
---|---|---|---|
Design Lead | £5,500 | 18 | £99,000 |
Design | £3,000 | 18 | £54,000 |
Programming | £3,000 | 18 | £54,000 |
Production | £3,500 | 18 | £63,000 |
Concept Art | £1,500 | 6 | £9,000 |
Vehicle Art | £2,500 | 18 | £45,000 |
Environment Art | £2,000 | 18 | £36,000 |
UI/HUD Design | £1,500 | 12 | £18,000 |
VFX | £1,500 | 12 | £18,000 |
Audio Design | £2,000 | 10 | £20,000 |
Music | £3,000 | 15 | £45,000 |
Writing | £1,000 | 12 | £12,000 |
Office/Other | £1,500 | 18 | £27,000 |
TOTAL | £27,777 | 18 | £500,000 |
Company is supported with funds awarded by the UK Global Screen Fund – a DCMS fund administered by the BFI.
Reward Amount £100,000
Meet the FunDay Team
Previous: Guitar Hero Live, Everywhere, Hot Wheels ID, Split Second, Pure, Velocity 2X
TECHNICAL DIRECTOR
BUSINESS DIRECTOR
Previous: Replaced, Luna Abyss, Worldless, Lost Words, QUBE 2, Eyes in the Dark, Paws of Fury
Hrvoje Mitic
Hussain Shiekh
Previous: Armed Heist, Legends of Libra, Questopia: Conquer the World, Fishing Tour, Twin Sector, Booster Trooper
DESIGN DIRECTOR
Alkan Hassan
Boris Mesaros
Previous: EA (Unanounced title), Project Cars, Split Second, Pure
ART DIRECTOR
Our Pedigree
The FUN DAY team has vast experience in the racing genre having worked on some of the most innovative and exciting titles of the last decade.
Our team’s skills have been honed by working in class-leading studios such as Playground Games, Blackrock Studio, SEGA, Futurlab and many more...
