

Race the line. Work the crowd. Build the bike.
Dirtstorm MX is an isometric arcade motocross game about two kinds of speed: the fast line and the loud one. Carve a compact 3-minute race, throw a whip for the grandstand, bank the Hype, then spend it turning a scrappy 125 into a championship machine.
The pitch
Two lines through every corner. Only one of them is on the map.
Every Dirtstorm circuit is built so the quickest way around and the most spectacular way around 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 the recovery is quick because a lost three seconds should never feel like a lost race.
Short races, real stakes
Two to four minutes, three to six laps, four riders in the Local circuit up to eight in the World Extreme Championship. It is built for a phone in landscape, one thumb on each side, and a session you can finish while the coffee is still hot.
What you actually do
Built around one more event
01Pick 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.
02Race 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.
03Work 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.
04Bank the rewards
Finishing position is the largest guaranteed prize, but clean riding, aggressive riding, sponsor objectives, and track records all pay differently. Chase the combination your bike is actually good at.
05Build 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.
06Climb 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 calendar
Twelve tracks, 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. Each venue has its own hazard language, crowd scale, and signature jump.

County Fair Clash
Dirt oval, hay-bale chicane, festival jump, and a grandstand that reacts to every whip.

Baja Crossing
Red-rock canyon gaps, mesa backdrops, pyrotechnic towers and cliff grandstands.

World Final
Indoor supercross, fire towers, a mud course, and the championship arch you have to earn.
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 — the career save, ghosts, and settings live on your device.
Status
Where the build actually is
The race loop, career ladder, garage, sponsors, ghosts, audio, and accessibility options are all running in a playable vertical-slice build. Three of the twelve tracks are in the build today; the rest are in production. We test on real phones and say plainly what has passed and what has not.
Dirtstorm MX is an original game in development by Elemental Game Studios. Concept art shown is pre-production visual direction, not final gameplay footage. Built with Unity.