Derby Prototype is a small, browser-based demolition-derby demo built for this archive as a tribute to the collision logic that made the original Next Car Game tech demo notable in 2013 — steer into an opponent hard enough and something in the arena gives. It's a tribute built with plain HTML canvas, not a reconstruction of Wreckfest itself, and it runs entirely in your browser with no download and no plugins.
Press Start Simulation, then use the controls below to drive.
W/↑— accelerateS/↓— brake / reverseA/←— steer leftD/→— steer right
Ram the three steel-colored cars circling the arena. A hard enough hit scores points and knocks the opponent off its line; a glancing hit does neither. The round ends after 60 seconds — beat your own score on the next run.
BUILD_SPECHow This Was Built
Derby Prototype is written in plain JavaScript against the HTML canvas 2D API — no game engine, no physics library, no external dependencies of any kind. Every car is a rotated rectangle tracked by position, heading, and speed; steering and acceleration are applied each frame, and friction slows every car down when the throttle isn't held.
Collisions are resolved with simple circle-overlap checks between cars. When the player's car and an opponent overlap, the relative speed of the impact decides the outcome: a fast, head-on hit pushes the opponent off its course, scores points, and briefly slows both cars; a slow graze barely nudges either one. Opponents themselves drift around the arena on a simple wandering pattern, bouncing off the boundary walls, rather than chasing the player.
It's a small, deliberately simplified demo — a tribute to the idea behind the original 2013 tech demo (that destructible-feeling car contact could be fun on its own, with no track or lap requirement) rather than an attempt to reproduce Wreckfest's actual deformation engine, which this archive has no access to.
The arena itself is intentionally small and enclosed rather than an open track, mostly so the wall boundaries can double as extra obstacles — bouncing an opponent into the rust-lined perimeter counts the same as a straight collision. The three opponents don't hunt the player; they wander on their own loose paths, so the scoring depends entirely on how the player chooses to time and angle an approach rather than on scripted difficulty.
No game engine. No physics library. Just position, heading, and speed — recalculated every frame.
Why This Archive Includes a Playable Demo
Most of this site is a written and illustrated record — the year-by-year development timeline, the studio profile, the dev-diary citations. A playable demo is a different kind of record: it lets a visitor experience, in a very small way, the same core idea that made the original tech demo worth covering in gaming press back in 2013 — that car-to-car contact itself, not lap times, was the interesting part of the design.
Keeping Derby Prototype dependency-free was a deliberate choice as well. A page that needs no game engine, no asset pipeline, and no network request beyond the page itself loads quickly and keeps working long after any given JavaScript framework's version has moved on — which fits an archive meant to still be readable years from now, not just at launch.
“Car-to-car contact itself, not lap times, was the interesting part.”
— the 2013 tech demo pitch, distilledDerby Prototype: Frequently Asked Questions
Is Derby Prototype part of Wreckfest?
No. It's a small original browser demo built for this archive, referencing the collision-focused idea behind the original 2013 Next Car Game tech demo. It does not use Wreckfest's assets, code, or deformation engine.
Do I need to install anything to play?
No. It runs directly in the browser using HTML canvas and plain JavaScript, with no plugins, downloads, or accounts required.
Does it work on mobile or with a gamepad?
Derby Prototype currently uses keyboard controls only, so it plays best on a desktop browser. Touch and gamepad support are not implemented.