About the Game
Back To Drive is a detailed car-building and survival simulator set in a post-apocalyptic cyberpunk world. The player starts with nothing but a rusty frame and gradually transforms it into a fully functional vehicle: assembling the engine, suspension, and interior; tweaking firmware and optimizing processes.
To survive in this harsh future, the player must find different ways to make a living — the main one being courier work for powerful corporations. What makes the game unique is that every manually installed part directly affects the car’s behavior, and progression isn’t tied to abstract levels but to real mechanics of construction, tuning, and survival. Finding the right balance between practicality and racing will be a real challenge.
Game Trailer
Key Features
The World of Back To Drive
The year is 2115. Earth has been ravaged by climate disasters and decades of neglect. The wealthy elite have long since moved to Mars, leaving behind a planet ruled by corporations and powered by cheap labor exploited for resource extraction. Beyond the neon glow of cyberpunk megacities stretch vast wastelands — dangerous, yet full of opportunities for those who know how to survive.
Autonomous systems govern every aspect of society: from city management to logistics and transportation. All legal deliveries are tracked and controlled, every move under constant surveillance. But corporations often play a dirtier game. To bypass oversight, they turn to independent couriers — people who can move goods quietly, off the grid, and without questions.
You are one of those couriers. Driving across ruins and desert highways, exploring abandoned sites, and carving out a place of your own, you’ll need skill, ingenuity, and a reliable machine to survive in a world where technology and resourcefulness mean everything.
About the Developer
I’m a solo developer with no background in programming, but with years of experience in 3D modeling and animation. Back To Drive is my personal attempt to bring a dream to life — to create a game where every action has weight, and progress isn’t just abstract numbers, but real craftsmanship.
I don’t follow the usual rules of game development. I build what I enjoy, and I listen closely to the players who are waiting for this game.