Super Dungeon Racer — Quick Manual
Version v5.5.0 (alpha)
Heads up: this is an alpha build. The game is still being rewritten and reshaped — expect rough edges, missing features, and saves that may break between versions. The version number will jump to
v26/v27/v28once the game is officially released. Until then we usev5, because this is the 5th re-write of the game.v5.1.0is the first version I'd at least think to show to anyone outside my closest friends.
This manual describes the game as it stands today. What changed in each version lives in the release notes.
What is this?
Super Dungeon Racer (SDR) is a blocky, pixel-art driving game. You drive a car around a procedurally generated open world made of chunks — roads, biomes, and circuits to lap. A blocky, Minecraft-skinned driver rides in the car with you. There's no goal yet beyond driving, exploring, and beating your own lap times.
Getting in
- Launch the game and you'll spawn on a track at the world origin.
- The world is generated from a seed, so the same seed always gives the same world. Pick a different track or biome from the in-game menus to re-roll the spawn area.
- The world keeps generating around you as you drive — drive far enough and new terrain streams in.
Controls
Driving (player 1):
| Action | Keyboard | Gamepad |
|---|---|---|
| Forward / Back | ↑ / ↓ | Left stick or D-pad |
| Steer Left / Right | ← / → | Left stick or D-pad |
| Handbrake | Space | R1 |
| Respawn (back to spawn) | R | Share / Select |
Camera:
| Action | Keyboard / Mouse | Gamepad |
|---|---|---|
| Cycle camera mode | C | Triangle / Y |
| Free-look (Manual mode) | Move mouse | — |
| Capture mouse (Manual mode) | Left click | — |
| Release mouse | Esc | — |
| Move (Manual mode) | W A S D | — |
| Up / Down (Manual mode) | Space / Shift | — |
| Fast (Manual mode) | Ctrl | — |
Map & debug:
| Action | Keyboard | Gamepad |
|---|---|---|
| Expand minimap (hold) | M | Square / X |
| Toggle debug UI | F1 or O | L3 |
Camera modes
Press C to cycle through:
- Manual — free-fly spectator camera.
- Follow — orthographic isometric framing that tracks the car.
- Third Person — perspective chase cam trailing behind the car.
- First Person — bumper cam, low and looking ahead.
- Top View — high zoomed-out map-style overview.
- Follow Isometric — orthographic behind-the-car chase: the Third Person angle with Follow's flat isometric look, with smoothed follow.
Split screen (local 2 players)
- Toggle split screen from the in-game menu for local two-player on one machine.
- Player 1 = keyboard, Player 2 = gamepad (you can swap which device is which).
- Each player gets their own camera pane and HUD. Music is shared; engine sound is per car.
- Split screen is offline only — you can't go online while split.
Online (co-op free-roam)
- Host or join from the in-game Network menu.
- The host's world config (seeds, tuning, spawn choices) is sent to joiners, who rebuild the identical world locally. Everyone sees the same world.
- Each client only simulates its own car; other players appear as ghost cars (no collision). Nothing physics-related crosses the network — just pose snapshots.
- World-identity menus (track / biome / spawn) are locked while online.
Saving
- Save your run from the in-game Saves panel. Saves are named and stored on your machine.
- A save captures the world identity, your car's pose, quest progress, and a cache of every chunk you generated — so the terrain you drove through survives even if generation changes later.
- Saves are offline solo only. They may break between alpha versions — don't get too attached yet.
Quests
- Each track circuit has a "lap" quest: leave the start chunk, visit every drivable track chunk, and return. The HUD shows the active quest at the top.
- Quests arm lazily — the first time you enter a track's area — so driving far doesn't load every quest up front.
Tuning & settings
- The in-game debug menus let you tweak almost everything live: car handling, camera, lighting, audio, post-processing (CRT/VHS, pixel-art outlines, color grading LUTs), and more.
- Presets (PC / TV / Handheld / Mobile / MobileWeb / Empty) bundle overrides
across all tuning panels — pick one that matches your setup, then fine-tune from
there.
MobileWebtargets the phone-browser (WASM) build: it turns on the on-screen touch pad on top of a low-cost 480p-window / 720p-render profile. - Display settings (full screen, window size, render scale) let the world render chunky while the HUD stays crisp. The render-scale picks name a 16:9 resolution but follow your screen's shape, so the world always fills the window — the panel shows what it actually ends up rendering. Full screen is a debug-panel toggle today; there is no keyboard shortcut for it yet.
Web & mobile (touch)
- The game runs in a browser as a Web (WASM) build — drive it online without
installing anything. The landing page is at
superdungeonracer.com(with the manual, release notes, and test results); click PLAY there, or go straight tosuperdungeonracer.com/play. - On a touch device (mobile or browser), on-screen controls appear: a steering pad on the left, throttle/brake on the right, and a handbrake button. The camera cycle, map-expand, respawn, and debug-UI toggle actions have their own on-screen buttons (the "UI" button shows/hides the debug panels — the touch-device equivalent of F1).
- The web build uses the Compatibility (OpenGL3) renderer — pixel-art outlines and CRT/VHS post-processing still work there.
Recording
- Record video or take screenshots from the in-game Recorder menu. Output lands in your user recordings folder as timestamped files.
Known alpha caveats
- Things will change. Saves, presets, and worlds may not carry forward between versions.
- The world is infinite-ish but generation is still being tuned — you may find weird seams or dead ends.
- Balance (car handling, quest tuning, biome variety) is rough on purpose right now.
- If something breaks, reload the world or restart the game. Report what you saw.
TL;DR
Drive around a blocky world, lap the circuits, explore the biomes, tweak the look and feel live, and bring a friend online, on the couch, or in a browser. It's alpha — have fun, break things, and tell me what you find.