A neon light-cycle combat racer where the wall you leave behind becomes the arena. Green trail is rideable terrain; amber kills. 90-mission campaign, 2–4 player split-screen, online. Free demo out now (beta). Next Fest 19–26 Oct. Release 28 Oct 2026.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Because the parts of Synapse Grid I can finish alone are finished, and the parts that need players are not. The campaign, the local split-screen, the map editor and the feel of the bike are all in and playable right now. What I cannot do on my own is find out how the trail-as-arena idea holds up once a few hundred people push on it — which walls read as safe when they are not, which missions stop being fun, where the difficulty curve snaps. That is what Early Access is for. I would rather ship something honest and shape it with players than keep guessing in private for another year.”

Approximately how long will this game be in Early Access?

“Approximately 6–9 months of Early Access after we go live following Steam Next Fest (October 19–26, 2026). That puts a 1.0 target in 2027, not a hard ship date. EA starts after the fest so we can fold playtest and wishlist feedback into the remaining work: more missions, online, and a bigger bike/trail roster. I would rather leave Early Access when that set is actually right than hit a date I made up. If the plan slips I will post on the Steam hub instead of going quiet. There is no invented 1.0 date beyond that 6–9 month window.”

How is the full version planned to differ from the Early Access version?

“The 1.0 target, in rough order of priority:

- Online multiplayer proven across real connections. The netcode is already in the build; making it dependable is the first job.
- Map sharing, so the built-in editor stops being a private toy.
- More arenas, more objective types, and a deeper endless curve.
- A fuller progression track and a wider cosmetic set.
- Continuous feel and balance work driven by what players actually report.

These are intentions, not promises. Please buy the game for what it is today, not for this list.”

What is the current state of the Early Access version?

“Fully playable, not finished.

In the build right now: a 90-mission branching campaign across 18 sectors with 18 different objective types; 13 play modes including endless, time attack, territory and classic snake; 2-4 player local split-screen with 2v2 teams; a built-in map editor with local map and mod loading; AI opponents running a self-play-trained neural network across four difficulty tiers; 35 earnable cosmetics; and around seven and a half hours of original music.

What is not finished: online multiplayer is present in the build but has not been proven across real connections yet — treat it as unfinished. Art is still being tuned, some balance will change under you, and you should expect rough edges.”

Will the game be priced differently during and after Early Access?

“The game is a one-time purchase and everything released during Early Access is included at no extra cost. There are no in-app purchases, no DLC paywalls, no subscription and nothing in the game that sells you an advantage — every cosmetic is earned by playing. I do not plan to lower the price when Early Access ends; if it changes at all, it will be to reflect content added along the way.”

How are you planning on involving the Community in your development process?

“Through the Steam discussion boards and hub announcements, and I read all of it. The most useful things you can tell me: whether green-versus-amber reads clearly at speed, where a mission stopped being fun, what your split-screen group actually ended up playing, and which mode you want built next. I post development updates as I go rather than saving them up for big reveals.”
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Download Synapse Grid Demo

This game is not yet available on Steam

Planned Release Date: Oct 28, 2026

This game plans to unlock in approximately 6 weeks

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About This Game

Free demo out now

Play the beta on Steam today. Steam Next Fest 19–26 Oct. Full game 28 Oct 2026. The wall you leave behind is the whole game.

THE WALL YOU LEAVE BEHIND IS THE ARENA

Every rider on the grid paints a wall of solid light behind them. It does not fade. It stays — as cover, as a surface to ride, as a trap you can close on somebody, and as the single thing most likely to kill you.

Synapse Grid is a light-cycle combat racer built entirely around that one idea. You are not driving through a level. You are building the level while you drive it, and so is everyone else on the grid.

GREEN IS TERRAIN. AMBER IS DEATH.

  • Ride the green. Settled trail is a rideable surface. Climb it, run along it, use it to get above a fight.

  • Amber kills. Freshly laid wall is lethal on contact — including your own. Every wall you make is a mistake waiting to happen.

  • Cut through. Walls are not permanent. Pierce one to open a route nobody expected, or seal a corridor and watch a rival run out of grid.

  • The lane edge is the death line. The arena closes. There is always less room than you want.

Turning is a hard 90 degrees on a cooldown — no gentle steering, no take-backs. Your only speed comes from drafting in close behind another rider, so the fastest line on the grid is always the most dangerous one. That trade is the whole game.

WHAT YOU GET

  • A 90-mission campaign across 18 sectors, laid out as a branching route map — you pick your path, and the grid opens up as you push deeper. 18 objective types, from survival and time attack to node harvest, purge runs, paint, laps, courier runs and straight duels.

  • VANTA. A recurring nemesis. The game keeps a running head-to-head record between the two of you, and it does not let you forget it.

  • 13 ways to play — Campaign, Arena free-for-all, Time Attack, Territory, Infinity, Endless Grid (Cruise and Survive), Classic Snake, Free Ride and more. Endless keeps generating fresh runs for as long as you keep riding.

  • 2, 3 or 4 player local split-screen on one PC, including 2v2 teams. One setup sheet picks the player count, marks each seat human or AI, and chooses the screen layout - side-by-side or stacked for two, thirds or a grid for three, quarters for four. Every connected controller gets full verbs: steer, strafe on the bumpers, and pause. Keyboard, gamepads, or both at once, and AI fills any seat nobody takes.

  • A built-in map editor. Stamp out your own arenas, play them immediately, and load maps and mods other people build.

  • Opponents that actually learned to ride. The AI runs a neural network trained by self-play, wrapped in hunting logic, across four difficulty tiers you pick before the match.

  • 94 original tracks, around seven and a half hours of synthwave and retrowave. The mix tightens and lifts as the field thins toward the last two riders.

  • 35 unlockables — 18 trail colours, 8 chassis, 3 riders, 6 grid skins. Every one of them earned by playing.

  • Built for Windows and Linux / SteamOS. Native builds for both, the same content on each, one purchase covers both.

BUY IT ONCE. THAT IS THE WHOLE DEAL.

No ads. No in-app purchases. No energy timers, no loot boxes, no subscription, and nothing anywhere in the game selling you an advantage. Every cosmetic is unlocked with credits you earn on the grid. You buy Synapse Grid once and you own all of it.

WHERE IT IS GOING

Synapse Grid launches into Early Access. The combat loop, the campaign and local split-screen are what you are buying on day one. What comes after, in rough order:

  • Online play. The netcode is already in the build and proving it out across real connections is the next job.

  • More arenas, more objective types, and a deeper endless curve.

  • Sharing for player-made maps, so the editor stops being a private toy.

  • Feel and balance passes driven by what players actually report.

Those are goals, not promises. Buy it for what is in the build today.

Made solo in Godot 4.2 by Timothy Bunce / AlluringCoffee.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some of the art, music, voice-over and cinematic clips in Synapse Grid were produced with generative AI tools during development, then edited, curated and directed for release. Nothing is generated while you play.

The tools used, and what each produced:

Google Gemini - concept art and texture reference
ACE-Step - original music tracks
MiniMax-Music3 - original music tiles
IndexTTS - cast voice-over
MiniMax H3 (via ComfyUI) - tutorial and transmission video clips

All of this content was generated for this project. No third party's personal media, voice or likeness is used. The same list is shown in the game's own credits screen.

Separately, the opponent riders use a neural network trained by self-play. That system decides how a bike steers; it does not generate any art, audio or text that you see or hear.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel Core i5-4590 / AMD FX-8350 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.1 capable GPU, 2 GB VRAM
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: Any Windows-compatible audio output
    • Additional Notes: Requires a Vulkan 1.1 capable GPU. The game renders with Vulkan and has no DirectX or OpenGL fallback. Local split-screen supports 2-4 players on one PC via the shared keyboard and/or gamepads. Gamepads work for gameplay and menus; the map editor needs keyboard and mouse.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 / 11 64-bit
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600 or better
    • Memory: 8 GB RAM
    • Graphics: Vulkan 1.1 capable GPU, 4 GB VRAM (NVIDIA GTX 1060 / AMD RX 580 or better)
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: Any Windows-compatible audio output
    • Additional Notes: A gamepad is recommended. For local split-screen, one gamepad per additional player, or share the keyboard.
    Minimum:
    • OS: Ubuntu 20.04 LTS / SteamOS 3.0 (64-bit)
    • Processor: Intel Core i5-4590 / AMD FX-8350 or equivalent
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.1 capable GPU, 2 GB VRAM
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: Any Linux-compatible audio output (PulseAudio/PipeWire)
    • Additional Notes: Native Linux build — no Proton or emulation required. Requires a Vulkan 1.1 capable GPU; there is no OpenGL fallback. Local split-screen supports 2-4 players on one PC via the shared keyboard and/or gamepads. Gamepads work for gameplay and menus; the map editor needs keyboard and mouse.
    Recommended:
    • OS: Ubuntu 22.04 LTS / SteamOS 3.0 (64-bit)
    • Processor: Intel Core i5-8400 / AMD Ryzen 5 2600 or better
    • Memory: 8 GB RAM
    • Graphics: Vulkan 1.1 capable GPU, 4 GB VRAM (NVIDIA GTX 1060 / AMD RX 580 or better)
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: Any Linux-compatible audio output (PulseAudio/PipeWire)
    • Additional Notes: A gamepad is recommended. For local split-screen, one gamepad per additional player, or share the keyboard.
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