KAIDO RS22
The quick one. Long, level and hard to upset, until it is.
- TOP
- 134 mph
- LENGTH
- 4.34 m
- DOORS
- Four
One road, dealt as you drive it. Gates against a clock that only a clean one refills.
Hardpack Rally is a driving game about one long dirt road and the nerve to keep your foot in. The road is not a track laid out in advance. It is dealt ahead of you, part by part, and it hardens the further you get: sweepers give way to chicanes, chicanes to narrows, esses and hairpins, with jumps, whoops and blind crests throughout.
The handling is arcade, not simulation. The car turns its nose and the grip scrubs the slide away, so a corner is a decision about the throttle rather than an exam in weight transfer. The springs, the jumps and the air are still real, which is why a crest taken flat still costs you.
Every run is recorded. Beat your time and your own ghost drives the next one alongside you.
Gates stand across the road every 300 to 400 meters, painted posts and a cream banner. Go through and the clock goes back to fifteen seconds.
Each gate in a row pays more than the last. Miss one and the clock keeps only what was left of it, which is rarely enough.
When the clock reaches zero the run is over and the score stands. Fifteen seconds across 340 meters asks about 51 mph of you, so that is the floor, not the target.
A long run rolls out of one landscape and into the next with a blend between them, and the hour rolls with it: day, afternoon, sunset, dusk, night, dawn.






Both run on engine audio recorded from real cars, one loop per hold from idle to the limiter. The rest of the field joins them as each one is tuned.
The quick one. Long, level and hard to upset, until it is.
Point it, pin it, and hold on for the noise.
Nothing retouched. Click one to see it whole.
The road, the land, the driving law and the replays all live in one Rust library. The shell around it draws and listens. Two machines given the same seed and the same inputs produce the same run, down to the last decimal.
A run is saved as inputs rather than video, so it can be watched from any camera: orbit it, fly it, or plant a tripod at the corner and let the car come to you.
Stop the run, take the camera off the car, frame the shot. Every picture on this page came out of the game that way.
The Steam Deck at 60 fps is the floor the whole look is built against, which is why it is facets and rules instead of textures and photographs.
Windows and Steam Deck. A store page follows when it is ready. Until then, this is where the game lives.
Hardpack Rally is in development. Everything here is from a build in progress.