Back Six Stars

Arcade Whale OriginalMade in-house, free to play

Six Stars

Developer
Arcade Whale
Genre
Racing
Released
Updated
Platforms
Browser (desktop, mobile, tablet)
Orientation
Landscape (turn your phone sideways)
Players
Single player
Tags
#Driving#Open World#police chase#3D#Car#sunset#City#free roam#getaway#escape#Arcade#wanted

How to play

Desktop W/A/S/D drive · mouse looks · Space drift/sprint · E car in/out · J/click punch · C look back · L lights · R radio

Touch Pads, pedals, LOOK; on foot stick, PUNCH

About Six Stars

Six Stars is a free browser driving game about being wanted. There is no mission list: you get a car, a sun-bleached city of nine avenues by nine under a sky that keeps moving from afternoon down into blue hour, a wanted meter across the top of the screen with six stars in it, and a GPS that draws the road to whatever matters right now - the nearest cash, the job you took, or the parking deck that hides you once the helicopter is up. Everything you do either fills that meter or empties it, and the meter is the score. It runs in any browser on a phone or a desktop with nothing to install and no account.

The loop is a single trade you keep making. Green cash markers stand on the streets; every one you take pays, and every one you take also lifts your wanted level and quietly puts a patrol on the radio. Your payout at the end is not the cash you picked up - it is that cash multiplied by the highest star you ever reached while carrying it. So the money is never the question. The question is how long you are willing to stay hot. And every time you bank, the card offers one edge for the next run - pick INSURANCE, CLEAN PLATES or FAT STACKS with a single tap, and it lasts until you bank again.

Getting the money out is its own act. The wanted meter does not drain because you drove somewhere quiet for a while; it drains because you decided to stop. Kill your headlights, sit still, be somewhere nobody can see you, and the meter starts falling fast - and when it reaches zero, the run banks and pays. Sitting in a quiet side street with four stars burning down and a siren getting louder is the tensest thing in the game, and it is also the only way to get paid.

The six stars are six different police forces, not six numbers. One star is a patrol car on your tail. Two puts roadblocks across the avenues. Three drops spike strips, and a flat tyre changes how the car answers the wheel for the rest of the run. Four calls in the helicopter, and its searchlight does not blink - the covered parking deck is the only roof in the city that hides you from it. Five is when they stop chasing and start ramming your back quarter. Six locks the city down and halves how fast you can cool off. The star only changes who comes and how many - being taken is the same at every level: stop moving with a patrol alongside and a SURROUNDED meter starts filling, faster the more cars are around you, and driving off is the only thing that empties it. On foot it is not the car that takes you but the officer who gets out of it: while a star is showing, a patrol that pulls up beside you puts a uniform on the pavement, and he runs faster than you walk and slower than you sprint, so the meter starts the moment he reaches you. Being taken does not end the run: they keep the car and let you out on foot somewhere else in the city, with the heat cleared and a little over half of what you were carrying gone.

You do not have to stay behind the wheel. Come to a stop, press E, and you step out of the driver’s door onto the street - and the woman who rides with you gets out of the other side and follows you, holding a slot at your shoulder, walking when you walk and running when you run. On foot the game becomes a normal third-person game: the mouse looks, W A S D move you relative to the camera rather than turning you on the spot, your character turns to face wherever he is going, and Space is a sprint on top of an ordinary run. Stepping out is not a way to hide, either: while you are wanted the patrol cars that catch up stop beside you and an officer gets out and comes after you on foot, so the sprint is what buys you the seconds to reach another car. You can also stand and fight. J, or a click once the mouse is captured, throws a three-hit string - right hand, left hand, then a kick that puts people on the ground - and you choose whether to finish it, because the kick hits hardest and leaves you open longest. Most people on the pavement run when you swing at them, but some swing back, and every punch you land raises your wanted level. Hit an officer and the ones around you stop just reaching for you and start punching back for a while; drop one with the kick and he is out of the SURROUNDED count until he gets up. On foot you have a health bar under the speedometer that refills if you stay out of trouble for a few seconds. Lose it with no stars showing and you wake up on the pavement with a fifth of your cash gone; lose it while wanted and it is an ordinary bust. If you would rather not touch the keyboard at all, holding the mouse button walks you forward in whatever direction you are looking. Any car will do - a parked one, a car waiting at a red light, or a car still moving: press E near moving traffic and the driver pulls over for you, then walk to the door and get in. Neither move is instant: you actually climb out of the door and stand up, and going back in you walk to the door first - around the back of the car if you are standing on the wrong side - so with a patrol alongside, deciding to swap cars costs you a second you can be caught in. What you inherit from a car you take is its shape, not its numbers, and the streets are stocked with five of them - saloon, coupe, pickup, SUV and van - so the car you see in the mirror changes even when the handling does not.

You are not helpless in any of it. The handbrake swings the car around a corner faster than the grip allows, a hard shunt at speed wrecks a patrol car outright - it goes up in a fireball, flips onto its roof and pays a TAKEDOWN bonus into the cash you are carrying, bigger the more stars you have - and any car in the city can be jacked, parked or moving - new plates take a star off you, at the cost of dropping back to ordinary street-car handling. You start in a long-nosed V8 grand tourer with a big punch and forgiving grip, and three more cars unlock as your bank grows. The first time you play, the game drops you straight into the city and nothing moves - not the traffic, not the police, not the clock - until you touch the controls; your first bank then takes you to the garage, and after that the game opens there with your last car picked and one DRIVE button to press. You can also reach the garage from the Garage button under the minimap while you are carrying no cash and no stars, from the pause menu, or straight from the bank screen: the muscle car trades grip for an even higher top end, the van is heavy enough to shove roadblocks out of the way, and the electric Ghost cools off twice as fast when you lie low. The pavements are not scenery either - the crowds are solid, and clipping someone at speed knocks them down and puts another mark on your wanted meter.

The city keeps its own clock. Around four minutes in the radio picks you up; checkpoints go up at nine; air support arrives at thirteen; a blackout takes a whole district dark at seventeen, which is bad for seeing and excellent for hiding. At twenty-three a news chopper starts filming and your payout goes up by half while it is overhead. At twenty-six the bridges go up. Your star ceiling also rises with time in the run and with the money you have banked, so the sixth star is something you earn access to, not something the game hands you.

The city has an edge, and it is worth driving to. North of the last avenue the grid gives way to a sand strip - sea wall, parasols, volleyball nets, palms - and a causeway runs out from the middle of it, two pylons and a line of lamps, to a small rock island with a lighthouse on it. It is the only place in the game you can see from the far end of the boulevard and decide to go to. It is not a safe room either: patrol cars appear on the deck behind you and follow you all the way out, so the most cinematic stretch of road is also the one with nowhere left to turn. And in the city itself the police do not only trail you - once you are moving fast at two stars or more, a car comes in sideways out of the cross street just before the junction you are heading for, and you have to decide: brake, or thread past it.

Controls are as short as they can be, and they change with what you are doing. In the car W and S drive, A and D steer, Space is the handbrake, L is your lights, R flips the radio between three stations, holding Tab shows the key list, and E steps you out - or, alongside a parked car, straight into it. On foot the game switches to a normal third-person scheme: the mouse looks around, W A S D move you relative to the camera instead of turning you on the spot, your character faces wherever he is running, Space is a sprint on top of an ordinary run, J (or a click once the mouse is captured) punches, and E takes any car you are standing next to - or flags down one that is still driving. You can also drop the keyboard: in the car hold the mouse button and drag to steer, and on foot just hold it to walk forward wherever you are looking. On a phone two steering pads under your left thumb turn the car, the gas and reverse pedals under your right thumb drive it, dragging the right half of the screen looks around, and DRIFT, LIGHTS and JACK sit above the pedals - step out and the pads become a stick and the gas pedal becomes a PUNCH button, because on foot the stick is the walk - push that stick all the way to its edge and you sprint, and the LOOK pad beside the pedals glances over your shoulder. On a keyboard C is that same look back and H drops the whole thing into a cinematic chase camera that cuts between fixed street angles and clears the HUD away. Your bank, your best payout and your unlocked cars are stored on your own device, so closing the tab costs you nothing. If you like open-city driving and police chases, this is a short, honest version of that with the paperwork removed.

The city also hands you work, and you never have to take it. An amber diamond turns up on the minimap every so often; drive into it and the contract is yours, and from then on the route is drawn on the road in front of you - blue chevrons to the drop, a marker at the screen edge when it is out of view, and the job chip naming the next turn. A COURIER run is a package across town against a clock. A STORE HIT parks you outside a shop and asks you to get out and hold the door while the till empties - the money is good and the wanted meter jumps the moment it pays, so you take that job knowing what you are buying. A REPO marks one specific parked car somewhere in the grid and wants that exact car, which means walking up to it, taking it and driving it back. Every job pays on top of the cash markers, pays extra if the car comes back without a scratch, and pays more again if you take the next one straight away instead of cooling off. Ignore the diamond and it expires quietly; another one comes along.

The city is not scenery. The pavements carry real crowds - people walk in pairs, wait on corners, cross when there is a gap, and stop and turn to watch you when you step out of the car or drive past with a star on you. Traffic queues at the lights instead of piling into itself. And the police radio under the minimap is not on a timer: it speaks when something actually happens. It calls the star you just earned, the unit that has eyes on you, the moment they lose you again, a wrecked patrol car, a pedestrian you clipped, or the car you just took - and every line names the district it happened in. When the radio goes quiet, you got away.

Frequently asked questions

How do I score in Six Stars?

Pick up cash markers and get your wanted level as high as you dare, then bank. Your payout is the cash you are carrying multiplied by the highest star you reached while carrying it, so a small pile of money banked at four stars is worth far more than a big pile banked at one. Nothing counts until it is banked. Your wanted level climbs from being seen driving badly, from every marker you take, and from anyone you knock down on the pavement. Banking also hands you a choice for the next run: INSURANCE means a bust takes none of your cash, CLEAN PLATES makes every car you jack drop two stars instead of one, and FAT STACKS pays 50% more on every marker. One pick per bank, and it ends when you bank again.

How do I lower my wanted level?

Deliberately. Turn your headlights off with L, come to a stop, and make sure no patrol has eyes on you - the meter then falls quickly, and the moment it reaches zero the run banks and pays out. Driving around does almost nothing to it; being wanted is a state you have to actively leave. The electric Ghost cools twice as fast, and a city lockdown halves the rate.

What happens when the helicopter shows up?

It arrives at four stars, and its searchlight tracks you continuously - while it has you lit you are permanently spotted, so your wanted level keeps climbing and you cannot cool down at all. The covered parking deck is the one structure with a roof over it; getting under there is what breaks the light, and the moment the helicopter lifts off the GPS switches to a pink route to the nearest deck. Losing the helicopter means dropping back below four stars.

What happens if I get busted?

They take you three ways: wreck your car, corner it, or send an officer after you on foot - if you are stopped with a patrol car beside you, a SURROUNDED meter fills over a few seconds and pulling away is the only way out of it. The run does not end and there is no game over screen. They keep the car, you lose a little over half the cash you were carrying and one star off your payout multiplier, and then you are let out on foot somewhere else in the city with the heat cleared. On foot an officer who reaches you fills the same meter, so walking away from a wanted level does not work - you sprint, or you get into a car. Getting another car back is quick - flag one down out of traffic with E - so being busted is a setback you drive out of, not a restart. Losing a fist fight while wanted counts as a bust; losing one with no stars showing only knocks you out, costs you a fifth of the cash you carry and leaves your payout multiplier alone.

What is a takedown in Six Stars?

Wrecking a patrol car. Ram one hard enough, or often enough, and it explodes, flips over and burns out where it lands, and you are paid a TAKEDOWN bonus that grows with your wanted level. It also starts a chain: every takedown, hard ram or near miss at speed inside a few seconds of the last one raises a multiplier on the next, up to five times, and the chip at the top of the screen shows the multiplier and how long you have left. The bonus goes into the cash you are carrying, so it is still multiplied by your star when you bank - and still at risk if you get busted first.

Can I steal other cars?

Yes, including cars that are still driving. Press E while you are alongside a parked one to jack it from the driver’s seat, or stop, press E to get out, and take anything on foot: a parked car, a car stopped at a red light, or moving traffic - press E near a moving car and its driver pulls over, then walk to the door and press E again. Switching plates drops your wanted level by a star, which makes it a genuine escape tool. You keep the shape of the car you took - saloon, coupe, pickup, SUV or van - but it handles like an ordinary street car, so your grand tourer or something unlocked from the garage is still worth going back for.

Do I need to download anything or pay?

No. Six Stars runs directly in the browser on desktop and on phones - no download, no plugin, no account, and nothing is bought with real money. Your bank, best payout and unlocked cars are saved on your own device.

What is out on the causeway?

A lighthouse island at the north end of the map, past the beach. It is the one landmark you can see from the boulevard and drive to on purpose, and the drive out is exposed by design: the causeway is a single deck with sea on both sides, patrol cars appear on it behind you, and there is no side street to turn into. Going out there while you are hot is the most dangerous cash run in the game.

Can I get out of the car and walk around?

Yes. Come to a stop and press E and you step out of the driver’s door; your passenger gets out with you and follows you on foot. On foot it plays like a normal third-person game: the mouse looks around, W A S D move you relative to the camera, your character turns to face where he is running, and Space sprints. Holding the mouse button walks you forward if you would rather not use the keyboard, and on a phone the left stick moves you while dragging the right half of the screen looks - the gas and reverse pedals are gone until you are back behind a wheel. If you are wanted when you step out, expect company: patrol cars stop beside you and officers get out to chase you down the pavement. The car you left stays parked exactly where you left it, and you get back in - or into anything else on the street - by walking up to it and pressing E.

Can I fight in Six Stars?

Yes, on foot. Press J, click once the mouse is captured, or tap the PUNCH button that replaces the gas pedal when you step out, and each press moves one step along a three-hit string: a right hand, a left hand and a kick that knocks people down. You can stop after any hit. The kick is the strongest but you are open while it lands, and that is when anyone fighting you gets their punch in. Most pedestrians run from you, some fight back, and every hit raises your wanted level - knocking someone down puts an assault call on the police radio. Punching an officer makes the officers near you fight back for about fourteen seconds, but an officer you have staggered or knocked down cannot hold you, so a well-timed kick can break a SURROUNDED meter. Your health bar sits under the speedometer and refills after a few quiet seconds. Run out of it while wanted and you are busted; run out with no stars and you are knocked out, lose a fifth of your cash and get straight back up.

What are the side jobs in Six Stars?

An amber diamond appears on the minimap between runs, and driving into it takes the contract. COURIER is a timed delivery across town. STORE HIT asks you to park outside a shop, step out and hold the door until the till is empty - it pays well and it puts a patrol on you the second it pays. REPO marks one specific parked car in the city and wants that car brought back, so you have to go and take it. Once you take one, the road to it is drawn under your wheels and the job chip tells you which way to turn next. Jobs pay on top of the cash markers, pay a bonus if the car finishes undamaged, and chain into a bigger reward if you start the next one immediately. Ignoring the diamond costs you nothing - it expires and another appears later.

What is the police radio in Six Stars?

It is the scanner strip under the minimap, and it reacts to you rather than to the clock. It speaks when a star goes up, when a unit gets eyes on you, when they lose you again, when a patrol car is wrecked, when a pedestrian is struck, or when the car you just took is reported - and each line names the district. It is the fastest way to read whether they still know where you are. The music radio is a separate thing: R cycles three procedural stations - Vice FM, Lo-Fi 88.1 and Nightdrive - generated live rather than streamed, and the menu turns it off.

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