Smoke and Flame began with a wish to make a racing game we could play with friends. Something colorful and fun, the kind of game that gives everyone a reason to make noise around the screen. Our first touchstones were close at hand: Mario Kart and Crash Team Racing. Think of those games, and half an evening is already spoken for in your mind.

But the longer we sat with that starting point, the more persistent one question became: why make something similar when we could just boot up the old favorite? It already has everything that makes us want to come back. We needed a reason of our own to put another racing game on the table.

What we put in the garage instead of kart racing

We wanted something wilder, rougher, and deeper. Mad Max came to mind: cars with character, danger, and strange contraptions that look like they were built by people completely convinced they were right.

Memories of Carmageddon and Rock n’ Roll Racing joined the mix. A top-down camera, combat on wheels, excitement, and action you can read at a glance. From somewhere else entirely came League of Legends, with its vivid characters, abilities, and interest in different combinations of options.

That’s how the recipe began to take shape: a fixed top-down camera, heroes with their own stories and abilities, unique cars, different eras, stats, preparation, and combat racing. Then came ideas about arenas, lobbies, garages, and online play. For a project that began as “let’s make a fun little racing game,” the list grew imposing pretty quickly.

The car and the person should both matter

The most interesting part of this direction is the combination of hero and car. We want you to choose more than a good-looking body; you’re choosing a way to act. Play through the game on your own, play with friends, then prove your skill in competition by finding combinations of car and character that work for you.

This is the creative direction we have in mind. Co-op, a full online mode, and the complete set of combinations we envision are ambitions, not features we’re claiming for the current prototype. Right now, we have concrete work underway on a solo race, controls, models, equipment, and environments. The larger idea points the way, but it doesn’t replace what we can test today.

The world found its own conflict, too. People end up in another time with their memories erased, but their personalities intact. One still argues, another prepares carefully, a third takes risks. The race continues beyond the finish line: we want to know who’s behind the wheel and what it means to return.

When you want to open the project again

Of our games, Smoke and Flame is the one whose development process has us especially absorbed right now. It’s easy to get excited about a new car, a material, or a situation on the road. That’s good energy, with a familiar trap: the urge to add another era, another hero, and yet another absolutely essential exhaust pipe.

So between a new idea and the next beautiful image, we need a race that works. The car has to take a turn, collide correctly, make it through a jump, and return after repairs. The stone wheels need to leave stone marks, not rubber ones. The garage needs to show the car that will actually take to the track.

Some problems show up clearly in the latest revisions: the bones looked plastic, the proportions needed another pass, and the effects had to match the actual pipes and wheels. Those details show how a wild contraption gradually learns to exist convincingly in a game.

If Guzzle is the pleasure of a quick hunt on your phone, and Last Road is the urge to get lost in trading after work, Smoke is a place for noise, rivalry, and one more race. We want to make it for the same reason we want to play it: to see what happens when this whole crew finally meets on the road.

Maria leans her elbow on the hood and smiles at Ernan, comically stunned by his chess defeat · Illustration from the approved website art collection; not gameplay.Open image separately ↗
Maria leans her elbow on the hood and smiles at Ernan, comically stunned by his chess defeat · Illustration from the approved website art collection; not gameplay.
Concept art: a black supercar jumps a gap in the road as a red car pursues · Illustration from the approved website art collection; not gameplay.Open image separately ↗
Concept art: a black supercar jumps a gap in the road as a red car pursues · Illustration from the approved website art collection; not gameplay.
Smoke and FlameDevelopment diary