Vector Death
One tunnel, 8 ships. Half of them coming the other way.
This isn't racing where you dodge your rivals. It's racing where you hunt them, plasma weapons and all, and every lap is a game of chicken at a speed that does not forgive a late decision.
It's built on the bones of the games I lost whole weekends to. WipeOut XL taught me a racer can be elegant and lethal in the same breath. Red Planet taught me a track is more interesting when it is actively trying to kill you. The crowd never paid to watch anyone cross the line. They paid to see who was left.
This one is brand new and openly under development. It's a mobile game — iOS and Android, landscape, built in Unity 6 — and it's in the core physics phase right now, which is the part where you find out whether a ship actually feels right at speed before anything else is worth building on top of it. A playable demo is what I'm working toward, and it will land here first.