Arcade Whale OriginalMade in-house, free to play
Apex Drift
- Developer
- Arcade Whale
- Genre
- Racing
- Released
- Updated
- Platforms
- Browser (desktop, mobile, tablet)
- Orientation
- Landscape (turn your phone sideways)
- Players
- Single player
How to play
Desktop W/↑ gas · S/↓ brake · A/D steer · Space/Shift drift
Touch ‹ › pads, pedals, slide the gas thumb onto DRIFT
About Apex Drift
Apex Drift is a top-down drift racer where the fast line and the safe line are not the same line, and choosing between them is the entire game. You work the gas and brake yourself — the camera follows the car, so the road ahead always points up the screen — and the two things you decide are your line and when to commit to a slide. Short corrections keep the car planted; hold a turn and the rear steps out.
Drifting charges a mini-turbo in tiers — hold a slide longer and the boost that comes out the other side is bigger, and the smoke behind you changes colour so you can read the tier without looking away from the corner. The catch is that a drift widens your line. Every corner is a small negotiation: take it tight and clean and keep your speed, or throw the car sideways for a boost you will only benefit from if you do not run out of road first.
That tension is what makes the racing line a puzzle rather than a memorised path. On an open sweeper a long drift is nearly free. In a tight technical section the same drift costs you more time than the boost returns. Reading which is which, at speed, is the skill the game is actually testing.
You race three rival drivers who brake for corners, hold their own line and will bump you wide if you dive up the inside — finishing ahead of them is what earns stars — first place is three, second two, third one — and a better position pays more coins. You also race your own ghost, which is a quietly brutal way to learn a track — you can see exactly where the previous you was faster, corner by corner. Each world also has a time-attack stage with no rivals, where the stars come from gold, silver and bronze target times instead. Coins go into the garage for engine, grip and nitro upgrades that shift how the car behaves rather than just making it faster.
You play it stage by stage across three worlds: Sunset Coast with its dunes and palms, Harbour Nights between shipping containers under floodlights, and Alpine Pass through pine and rock. Every world adds a surface of its own — boost pads on the coast, oil slicks in the harbour, black ice on the mountain — and the later stages mix them. A top-three finish opens the next stage, and each world ends in a three-lap cup final against upgraded rivals. After the Summit Cup the stages keep coming: a fresh circuit is built for every new stage, cycling through the three worlds, so there is always a next race. The other races are two laps, both checkpoints required each lap. Gas and brake with W/S or the up/down arrows (pedals on a phone), steer with A/D or the ‹ › pads; hold Space to slide — on a phone, roll your gas thumb onto the DRIFT button beside the pedal, so you never lift off — or simply hold a turn at speed. It runs in the browser on desktop and mobile with nothing to install.
Steer left/right (arrow keys, A/D, or the ‹ › pads), gas with W / ↑ and brake with S / ↓ (the green and red pedals on a phone). Braking into a corner helps the nose rotate; your line and your slides are the whole game. To drift, hold Space / Shift, or on a phone slide your thumb from the gas pedal onto DRIFT right next to it (DRIFT keeps the gas on) - or simply HOLD a turn for about half a second at speed. On the first coast stages, until you have a star there, the car eases off the gas before a corner you are entering too fast and turns in a little sharper; once you have passed a stage it drives as normal. Short steering corrections keep the car planted, so a clean line is always an option. Charge builds while you slide and fires as a tiered mini-turbo when you straighten up. Both checkpoints must be crossed each lap; two laps per race, three in the cup finals.
Finish in the top three for stars — one star opens the next stage — and spend the coins on garage upgrades as the rivals get faster.
Frequently asked questions
How do I drift?
Hold the drift control — Space or Shift on a keyboard; on a phone, slide your thumb from the gas pedal onto the DRIFT button beside it, which keeps the gas on — or simply hold a turn for about half a second while at speed. Brief steering corrections do not break traction, so you can still take a corner cleanly when that is faster. Holding the slide longer charges a bigger tiered mini-turbo, which releases as a boost when you straighten up.
Do I need to accelerate?
Yes. Hold W or the up arrow (the green pedal on a phone) to accelerate and S or the down arrow (the red pedal) to brake. Braking into a corner helps the car rotate, and a short lift before a drift keeps you on the road. On your first coast stages the car lifts off for you before a corner you are entering too fast, until you earn a star there. The camera follows your car, so the road ahead always points up the screen.
Do I race against opponents?
Yes — three rivals share the track with you, each with a different skill level and racing line. They brake for corners and defend their position, and beating them earns bonus coins. Separately, the ghost is a replay of your own best run on that track, racing alongside you. It shows exactly where you are gaining or losing time compared to your previous attempt, which makes it the fastest way to learn a track.
How do stars work?
In a race your finishing position sets the stars: first place earns three, second two and third one. In the time-attack stages there are no rivals, so the stars come from gold, silver and bronze target times. One star is enough to open the next stage, and the coins you earn go into engine, grip and nitro upgrades — the rivals in the later worlds are quick enough that you will want them.
Do the stages ever run out?
No. You race one stage after another across three worlds: Sunset Coast, Harbour Nights and Alpine Pass. Each world introduces a new surface — boost pads, oil slicks, then black ice — includes a time attack, and finishes with a three-lap cup final. After the Summit Cup a new circuit is built for every stage, cycling through the three worlds with rivals on fully upgraded cars, so there is always a next stage.

