Voidrunner is live: a WebGL flight racer you can play in one click

2026-06-07 · 3 min read · Voidrunner Studio

Today we are launching Voidrunner, a flight racer that runs entirely in your browser. You open the page and you are already flying down an endless neon corridor: thread the cyan gates, grab the energy orbs, dodge the magenta walls, and outrun the void. There is nothing to download and no account wall in front of the fun. Press play and go.

This is a devlog, so let us talk about what it actually is and how it is built.

What you are playing

Voidrunner is an endless flight racer. Your light-craft accelerates the longer you survive, so every run is a negotiation between greed and control. The scoring is simple to read and hard to master:

  • Distance ticks up constantly. The faster you go, the faster it climbs.
  • Gates are the cyan rings. Thread the center cleanly and your score multiplier goes up, all the way to x12. Miss the hole and you clip the ring.
  • Orbs are loose energy. Grab them for a burst of points, scaled by your current multiplier.
  • Walls are the magenta hazards. You have three shields. Spend them carefully.

The trick is stringing gates together without resetting your multiplier on a wall. A clean run looks calm. A great run looks reckless.

How it is built

The entire world is real-time 3D rendered with WebGL, using Three.js and React Three Fiber. There are no textures and no asset downloads: the corridor, the gates, the horizon sun, and the starfield are all generated in shaders and geometry on the fly. That is why it loads instantly and why no two runs look quite the same.

A few details we are proud of:

  1. The corridor is a GLSL grid. The scrolling neon tube is drawn in a custom fragment shader, with the grid lines rushing toward you in real time. It scrolls forever without ever accumulating floating point error, because the world moves past a fixed ship rather than the ship flying through an ever-growing world.
  2. Bloom makes the neon glow. A post-processing pass takes every emissive surface (grid lines, gates, orbs, your engine) and blooms it into that arcade-cabinet glow. It is the difference between "some shapes" and "a place."
  3. Object pooling keeps it smooth. Obstacles and orbs are a fixed pool of meshes that get recycled, never created or destroyed mid-run. Collisions are analytic, evaluated only on the exact frame an obstacle passes your ship. The result is a game that holds 60fps in a tab.

The leaderboard

Every run is ranked worldwide. You can play and post a score as a guest in seconds. Sign in and your runs persist into a career: a best score, a global rank, and your tag highlighted on the board. The leaderboard is the whole point, so the game is identical for everyone. Same physics, same world, same rules.

Pilot Pass

Voidrunner is free, all of it, forever. The optional Pilot Pass adds exclusive ship skins, ranked seasons, and a permanent highlighted spot for your tag. It is cosmetics and status, never an advantage. The fastest pilot wins because they are the fastest pilot, not because they paid.

What is next

This is launch day, not the finish line. On the roadmap:

  • New sectors with different hazard patterns and palettes.
  • More ship skins, including animated ones.
  • Ranked seasons with resets and end-of-season rewards.
  • Touch controls tuned for phones.
  • A daily seeded challenge where everyone flies the same run.

We ship in the open, so you will hear about each of these here in the devlog as it lands.

Now stop reading and go set a score. The board is waiting.