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NEON BAY start screen

NEON BAY

L1vsun · Also known as Neon Bay

Made with Claude CodeDeveloper ReportedGitHub (L1vsun) ↗RacingSimulationBrowserGitHubPartially verified

Pick one of seven cars and drive a procedurally generated coastal city with simulation-grade physics, police chases and a helicopter at three stars. The README says Claude Opus 5.5 wrote it in Claude Code and nobody edited the code by hand.

Where to play

Official site l1vsun.github.io, verified Nov 3, 2026. Given as the online address of the game (GitHub Pages) in the README of the developer's L1vsun/NEONBAY repository.

Where to play

Every platform this game is on. Links are checked against official sources; we never host or mirror games.

  • BrowserReleased · Keyboard only; the README says tests ran in headless Chromium and WebKitFree

    Runs in a desktop browser. No download.

    Browser (no download) · Official link verified Nov 3, 2026.

    Play free — official site
  • GitHubReleased · Source code (MIT); the original v1 is kept in the v1/ folderFree

    Download from the GitHub releases page.

    Desktop · Official link verified Nov 3, 2026.

    View on GitHub

About NEON BAY

NEON BAY is a free open-world driving game that runs in a browser tab. You choose one of seven cars, from a hypercar and a police sedan to a hot hatch and a box van, and drive a coastal city that is generated from a seed: a street network built from Voronoi cells rather than a grid, about 310 intersections in the default city, with traffic lights wherever three or more roads meet, a river with three bridges, underground parking garages, jumps in the parks and on the beach, a pier whose end drops into the sea and off-road hills outside town. Adding ?seed= and a number to the address builds a different city. The README stresses the physics: each car is a rigid body with its own mass and inertia, four raycast suspension struts, Pacejka tyre curves, an engine torque curve and an automatic gearbox, with ABS and traction control that can be switched off, all running at a fixed 120 Hz. The showroom's 0–100 km/h and top-speed figures are measured by the game on a test strip when it opens. Traffic follows lanes and stops at red lights and pedestrians walk the sidewalks. A wanted level runs from one to five stars: police cars are physics vehicles that try to box you in, a helicopter with a searchlight joins at three stars, and you can take any nearby car, police cars included. Drifts, near misses and air time earn cash. It is keyboard only, with no missions, audio or saving, and there is no on-foot mode. The README says Claude Opus 5.5 wrote the game in Claude Code and that nobody edited the code by hand; version 2 was built in one session from one task in 70 minutes. Free on GitHub Pages, with the source on GitHub under the MIT licence.

open-worlddrivingcar-physicspolice-chaseprocedural-citythree-jsno-install

How it was built

Partially verified

The README says Claude Opus 5.5 wrote the game in Claude Code and that nobody edited the code by hand. Version 2 was built in one Claude Code session from one task, which asked for ultra-realistic driving based on inertia, mass and other real physics, a choice of cars and a different city with a random street layout, bridges and underground parking. The build log marks the human as away and records no human messages after the task. During the session the model drove every car, bridge, jump and garage ramp with scripted tests and fixed what the numbers showed, for example bridges that ended mid-river and locked wheels that kept 99% of their grip. The first version, a 36-minute, 1,461-line single file with a 9 × 9 grid city, is kept in the repository.

Developer ReportedNEON BAY — README
Supporting evidence
  • DeveloperBUILD_LOG_v2.txt, last entry (30 Sep 2026, 20:29:26): v2 complete and tested, 2,561 lines, “no code edited by hand, no human messages after the task”. — GitHub (L1vsun)
Development approach

Plain JavaScript with three.js for rendering, with no build step, server or install; it also runs straight from index.html opened as a file. Version 2 is 2,561 lines in eight modules (core, world, worldmesh, vehicle, traffic, police, hud, game) plus index.html. The physics runs at a fixed 120 Hz: rigid bodies with inertia tensors, raycast struts with dampers and bump stops, anti-roll bars, Pacejka tyre curves with combined slip and per-surface grip, a drivetrain with an automatic gearbox, aerodynamic drag, water buoyancy and box-to-box collisions. The city is generated from a seed with a Voronoi street network, districts, a river with three bridges, garages and checked jump run-ups. Police route to the player with A*. The README lists headless Chromium and WebKit tests; Firefox and real trackpads were not tested. Graphics presets (high, balanced, battery) and an adaptive render resolution manage GPU load.

Engine / framework
three.js
Languages
JavaScript
Team size
Not disclosed
Initial build time
70 minutes for version 2, from the task (19:19:23) to the last test passing (20:29:26); version 1 took 36 minutesDeveloper ReportedGitHub (L1vsun)
Development time
Not disclosed
Development cost
Not disclosed
AI-written code
~100% of shipped codeDeveloper ReportedGitHub (L1vsun)
“Claude Opus 5.5 wrote it in Claude Code; see How it was built. Nobody edited the code by hand.”
— L1vsun, NEON BAY — README

Verification notes: AI use, features, car figures and the build story from the repository README and BUILD_LOG_v2.txt, both read as raw files on 4 Nov 2026. The build log dates the v2 session to 30 Sep 2026 but gives no time zone. The game page loaded on 4 Nov 2026 (title NEON BAY) and its eight script modules match the README's list; the scripts make no network requests apart from what the bundled three.js loader can do, so no AI service runs during play. The github.com page and API were not reachable from our session, so stars, commit dates and the first publication date were not read; the release date is left blank. The licence file is MIT, held by "neonbay contributors"; the developer's name, location and team size are not given. The README calls the game "GTA-style" as a description of the genre and says it is not affiliated with Rockstar Games; the game's scripts use no Grand Theft Auto names, and the cars and districts have their own names. The game was not played through.

Development history

  1. Version 2 is built in one Claude Code session: the task is logged at 19:19:23 and the last test passes at 20:29:26 (time zone not given).

Game performance

Each figure measures something different — concurrent players, owners, downloads and sales are never interchangeable and are never added together. Labels show where each number comes from.

Browser (official site)

Released (Keyboard only; the README says tests ran in headless Chromium and WebKit)FreeOfficial site

No public metrics recorded for this listing.

Not publicly available: Concurrent players (site), Monthly revenue, Gross revenue.

GitHub

Released (Source code (MIT); the original v1 is kept in the v1/ folder)FreeStore page

No public metrics recorded for this listing.

Not publicly available: GitHub stars.

Sales & revenue (all platforms)

Downloads
Not disclosed

Browser game — there are no downloads to count.

Reviews & rankings

Editorial review

Not yet reviewed by our editors.

Ranking positions

Not currently ranked.

Sources

SourceTypePublishedAccessed
NEON BAY — README
GitHub (L1vsun) · English
RepositoryNot confirmedNov 3, 2026
NEON BAY — BUILD_LOG_v2.txt
GitHub (L1vsun) · English
RepositoryNot confirmedNov 3, 2026
NEON BAY (game page)
L1vsun (GitHub Pages) · English
Official siteNot confirmedNov 3, 2026
Official game page (language check)
L1vsun
Official siteNot confirmedNov 3, 2026
Verification: Partially verifiedLast verified: Nov 4, 2026OfficialDeveloperThird-PartyObservedUnverified
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