
Race the line. Work the crowd. Build the bike.
Isometric arcade motocross. Three-minute races where the fastest line and the loudest line are different bets — and knowing when to switch is the whole game.
Concept trailer
Thirty seconds under the lights
Cinematic concept footage with generated imagery, music and voice. It shows the direction for the game, not gameplay. Dirtstorm MX is in development.
The pitch
Two lines through every corner. Only one is on the map.
Every circuit is built so the quickest way round and the most spectacular way round are different bets. Stay low and protect your position, or take the long launch, clear the pack, and arrive at the next corner with a Hype multiplier instead of a rival on your fender.
Rider skill decides both. Landing quality matters more than animation completion, small mistakes cost speed instead of the race, and recovery is fast because losing three seconds should never feel like losing a race.

What you actually do
Built around one more event
Pick the event, pick the bike
Eight original machines with genuinely different decisions, not a power ladder. The lightweight Blitz 125 flicks and recovers; the Ironclad 500 tanks rough ground and contact; the Aero 250 lives for airtime nobody else can hold.
Race for position
Gate drops with a skill-based launch window, speed-sensitive steering, loose-surface drift, suspension preload before big jumps, and a contextual shove when the racing gets close.
Work the crowd
Pitch, whip, cancel, align both wheels for the perfect landing. Style is not a cutscene: it feeds the Hype meter, and Hype is what turns a mid-pack finish into a career.
Bank the rewards
Finishing position is the largest guaranteed prize, but clean riding, aggressive riding, sponsor objectives, and track records all pay differently.
Build the bike
Four upgrade branches per bike with mutually exclusive choice nodes and a bike-specific capstone. Specialise hard, or respec later and explore a different build on the same machine.
Climb the tiers
Local, Pro, World Extreme. Wider grids, weather that rewrites the fast line lap by lap, tougher sponsor contracts, and prestige events where a mistake costs a championship instead of a position.
The world
Twelve circuits, three tiers, ten atmospheres
From a county fairground dirt oval at golden hour to a frozen lake under an aurora, a lava-lit basalt sprint, a rain-slick container port and a rooftop skyline duel. Every venue has its own hazard language, crowd scale and signature jump.




Playtest
Your feedback will have impact
Dirtstorm MX is playable now as an early build on Android and Windows, and the handling, the Hype economy and the twelve-track roster are all still being tuned. Testers shape that tuning directly — the reason to join now is that your notes land while the decisions are still open.
- The real race loop — gate drop, laps, position, Hype banking, results, rewards and a garage purchase that changes the next race.
- Three tracks in the build — County Fair Clash, Pine Hollow MX and Quarry Rush, with the other nine visible as in-production events.
- A written protocol — what device, what you expected, what happened, and whether it repeats. That last part is what turns a report into a fix.
It is a development build: visual and audio polish is unfinished and the physical-device performance and thermal pass is not complete. The game asks for no permissions and sends nothing back to us — see Support & privacy for what this website itself logs.
The deal
No ads. No energy. No loot boxes. No accounts.
You buy the game, you own the race. There are no timers gating your next event, no paid score boosts, and nothing sold that makes a rival faster than you. The runtime collects and transmits no personal data at all — career saves, ghosts and settings live on your device.
From the studio
Latest from development
Announcing Dirtstorm MX: race the line, work the crowd, build the bike
What is playable today, what the twelve-track roster looks like, and the promises that will not change: no ads, no energy timers, no accounts, no data collection.
Questions
Straight answers
When does it come out?
Not announced yet, and we would rather not invent a date. The vertical slice is playable today; store release follows the physical-device performance and thermal acceptance pass, which is still open.
What will it cost?
A free onboarding cup, then one full-game unlock, with cosmetic expansions only. No ads, no energy timers, no loot boxes, and nothing that makes another player faster.
What do I need to run it?
Android 10+ on a 64-bit device, iOS 15+ or iPadOS 15+, or Windows x64. Landscape only on mobile, with a 30 fps floor on minimum-spec hardware as a gate we have to earn rather than a hope we can market.
Do I need an account to play?
No. The game has no accounts, no sign-in, no advertising SDK and no analytics. It runs offline and asks for no permissions, so it works with the radio off.
Is the art on this site from the game?
The images here are original pre-production key art that sets the visual direction for each track, not final gameplay footage. The game itself is a stylized 3D isometric racer built in Unity.
How can I follow along?
Development notes are published as posts on this site, and the RSS feed carries them. For a playtest build, request access and tell us what device you use.
