A real racing game, built by a real person.
ApexMidnight is made by Mor, developer and designer. Not a content farm, not a reskinned template, and not a wall of AI text. Every car, circuit and guide here comes from actually building and driving the game.
Why this exists
I wanted to race friends without anyone installing a 60 GB launcher first. So I built ApexMidnight: a real-time multiplayer racer that runs in the browser. You open a link, spin up a lobby, and you are wheel to wheel on a neon Tokyo street circuit in seconds. Empty grid slots fill with AI so a race is never lonely.
I wrote the driving physics, the drift and nitro model, the tuning system and the netcode myself. That is the difference behind every guide on this site: when a guide tells you how to carry speed through a hairpin or how to spend a tuning budget, it is describing the exact systems I built and drive every day, not generic advice scraped from somewhere else.
Where the guides come from
The car and circuit pages are not spec sheets copied off the internet. The performance numbers, top speeds and Performance Index figures are computed live from the same model the game runs, so the "fastest cars" and "best beginner cars" rankings reflect how the cars actually behave on track, and they update themselves as the roster changes.
If something in a guide is wrong, it is my mistake to fix, and you can tell me about it directly.
How it is built
ApexMidnight runs on Laravel and Inertia with a React front end, real-time multiplayer over WebSockets, and a Three.js / WebGL renderer for the 3D racing. It has been in active development since 2026.
The game, by the numbers
Pulled live from the running game, not a marketing claim.
- 89
- Cars modelled
- 15
- Circuits built
- 0
- Races finished
- 1
- Drivers registered
Get in touch
Feedback, a bug, a car you want in the game, or just want to say hello? Email [email protected]. A real person reads it.