An open world night city. Steal it one car at a time.
A hundred blocks of neon towers, a harbor at the edge, and a police force with no sense of humor. Take any car, run jobs for cash, push your luck to five stars. Every chase ends in chaos.
- Procedurally generated neon city: 100 seeded blocks of stepped towers with lit windows, blinking antenna beacons, neon rooftop trims, flickering signs, street lights, crosswalks, curbs, parks, a plaza with a rotating holo sign, a harbor waterfront and a distant skyline ring across the water
- A consistent neon design system across every menu, panel and slider, with a cinematic vignette and yellow cabs in traffic
- Rain-slick streets with real screen space reflections, rain, light cones, a starry shader sky with a moon, and a FANCY or FAST graphics toggle
- Third person on-foot movement with sprint and jump, walk up to any car and take it
- Arcade vehicle physics with headlight beams, brake lights, collision sparks, handbrake tire smoke and rev-following engine audio
- AI traffic that follows the road grid, brakes for obstacles and honks when wedged
- Pedestrians who stroll the sidewalks and scatter when things go wrong
- Five star wanted system: hit and runs raise the heat, cruisers hunt you down and bust you if they corner you
- Six story missions plus endless courier jobs once the campaign is done
- Live minimap, cash, mission timers, pause menu, stats screen, persistent save file
- Built-in auto updater: the game checks GitHub releases on launch, downloads the new version and swaps itself on restart
- Full settings menu, reachable from the main menu and mid-game from pause: graphics quality, fullscreen, vsync, rain, glow, FPS counter, master, music and SFX volume, mouse sensitivity, invert Y, traffic and pedestrian density, minimap and auto update toggle
- Procedural audio engine: three radio stations and every sound effect are synthesized from pure math at startup
- Zero binary assets in the entire repository: every mesh, texture and sound is generated from code
- Native builds for both x64 and Windows-on-ARM
- Three speedboats moored at the promenade: real buoyancy, neon waterline, the harbor is finally yours
- Two helicopters (warehouse roof and the dock helipad): Space climbs, Shift descends, rooftops become destinations
- Three street races with checkpoints, par times, prize money and persistent best times: drive into a purple ring
- Three buyable businesses that pay passive income every minute you play
- Eight story missions, including a boat smuggling run and a sky-high helicopter pickup
- Nitro boost on every car: hold Shift, watch the bar, breathe flames
- Drive a yellow cab and run endless taxi fares for tips
- Pay N Spray garages clear your wanted level for $300 and a new paint job
- Five star heat calls in armored SWAT vans
- Career records for top speed, best airtime and longest chase survived
- A monorail circles the city day and night
- Dynamic weather drifts between drizzle and downpour
- Photo mode (P): pause the world, fly the camera, save shots with Enter
- Pedestrians ragdoll into a spinning arc when clipped, physics approved
- Hot dog carts, trash cans and mailboxes burst into bouncing debris, hot dogs included
- Giant glowing beach balls at the plaza and parks, punt them across the city
- Pigeon flocks that scatter and occasionally decorate your windshield
- Brainrot FM: three station car radio, from synthwave to POLKA 24/7 to ELEVATOR.WAV
- Horn pack: factory, clown and airhorn. Honking startles everyone nearby
- Police radio banter that escalates with your wanted level
- Stunt ramps everywhere, two of them aimed directly at the harbor. Airtime pays in slow motion
- Cinematic slow-mo orbit cam every time you get WASTED or BUSTED
- Five golden cats hidden across the city. Pet them all and become unstoppable
| Input | Action |
|---|---|
| WASD / arrows / left stick | Move and drive |
| Mouse | Camera |
| Shift | Sprint |
| Space | Jump on foot, handbrake in a car |
| E | Enter or exit a car, pet cats |
| H | Horn |
| J | Change horn style |
| R | Change radio station |
| M | Toggle minimap |
| Esc | Pause |
Longer jobs pay better. Stay out of the harbor.
Campaign: Package Run, Neon Sprint, Night Cab, Hot Wheels, Rooftop Cache, Night Rider
After the campaign: endless Courier Runs with escalating pay
Find the yellow beacon to start a job, follow the cyan beacons to finish it.
The cleanest path once the winget submission is merged:
winget install OutBlade.NeonHarborwinget downloads without browser marking, so SmartScreen never appears.
Downloading the installer manually instead? Windows SmartScreen will warn because it is a new unsigned binary with no reputation yet. Click More info, then Run anyway, or unblock it once in PowerShell:
Unblock-File "$env:USERPROFILE\Downloads\NeonHarborSetup.exe"On devices with Smart App Control (many new Windows 11 ARM laptops) the unsigned installer is blocked without an override. Use the portable build instead, which runs fine, or see docs/SIGNING.md for the code signing plan that removes the block entirely.
Either way this only affects the first install. The built-in auto updater downloads future versions directly and never triggers SmartScreen again.
# Godot 4.6.x standard build, no Mono needed
godot --path . # run the game
godot -e --path . # open in the editorEvery mesh, texture and sound is generated procedurally at boot, so there are no assets to import and no downloads beyond the engine itself.
godot --headless --export-release "Windows x64" dist/NeonHarbor-win-x64.exe
godot --headless --export-release "Windows ARM64" dist/NeonHarbor-win-arm64.exe
ISCC.exe installer/neon_harbor.iss # Inno Setup 6Output lands in dist/. The installer bundles both architectures and installs the native binary for the machine it runs on.
neon-harbor/
project.godot Engine config, autoload, rendering settings
export_presets.cfg Windows x64 and ARM64 export presets
scenes/
Main.tscn Single entry scene, everything else is code
scripts/
Main.gd Menus, session flow, world upkeep, autoshot mode
Game.gd Autoload: state, heat, input map, save data
CityGen.gd Procedural city: blocks, towers, signs, harbor
Player.gd On-foot character
CameraRig.gd Orbit camera with wall avoidance
Car.gd Vehicle physics, enter and exit, lights, audio
TrafficCar.gd Grid-following civilian AI
PoliceCar.gd Pursuit AI, busts, light bar and siren
Pedestrian.gd Sidewalk AI, flee and ragdoll
MissionManager.gd Campaign and courier jobs, beacons
HUD.gd Cash, stars, mission panel, minimap, toasts
SoundBank.gd Procedural PCM synthesis for all audio
installer/
neon_harbor.iss Inno Setup script (x64 + ARM64 in one setup)
docs/
screenshots/ Captured by the built-in autoshot mode
Run the game with -- --autoshot and it plays itself and saves fresh screenshots to shots/.
MIT
Neon Harbor is an original work, not affiliated with Rockstar Games or the Grand Theft Auto series.


