
Hanaa
A downloadable game for Windows
A postmodern turn-based racing game inspired by an ancient Finnish (literal) sandbox tradition. Slow-paced, low-tempo — reach the finish line one tap at a time.
The game is still in an early phase, evolving toward its final form. For now, it's only available on Windows. I'm aiming to release updates monthly.
All feedback is greatly appreciated. Thanks in advance!
Featuring
- Local multiplayer, best enjoyed with 2–4 players (though you can play against yourself).
- Support for mouse and game controllers, including hot seat mode for shared devices.
- Casual gameplay with built-in instructions.
- Three uniquely designed tracks.
- Plenty of glitches — some more hilarious than others.
Not featuring
- AI opponents
The goal is simple: race by tapping cars golf-style. Try to stay on the road ...

... navigate obstacles ...
... and reach the finish line first — however you manage to pull it off.
Contact
- Email: mobilelastgames@gmail.com
- Bluesky: @mobilelast.bsky.social
- X: https://x.com/mobilelastgames
- YouTube
Honorable Mentions
- Music: Jani Kuittinen
- Testing: Timo, Jusa, Turo
- Used assets and services: AllSky, Beautify 3, BetterUI, Color Meanings by Jacob Olesen, Mountain Environment - Dynamic Nature, Odin, Terrain Sample Asset Pack, Ultimate Sound FX Bundle, Universal Sound FX
Updated | 7 days ago |
Status | In development |
Platforms | Windows |
Author | mobilelast |
Genre | Racing |
Made with | Unity, Blender, GIMP, Substance Painter & designer, Audacity |
Tags | Casual, Multiplayer, Physics, Turn-based, Unity |
Average session | About a half-hour |
Languages | English |
Inputs | Mouse, Gamepad (any) |
Multiplayer | Local multiplayer |
Player count | 1 - 4 |
Links | Bluesky, Twitter/X, YouTube |
Download
Download
hanaa-0.1.0.zip 453 MB
Version 1 33 days ago
Install instructions
Prefer Itch App. For manual installing, follow the next steps.
- Download the zip-file and extract it into any folder.
- Run the "Hanaa.exe"-executable.
- Any issues can be reported to mobilelastgames@gmail.com.
Development log
- How to Deadlock Yourself in a Racing Game7 days ago
- Aiming the Car12 days ago
- It's the Law!17 days ago
- Showing it in Motion20 days ago
- Sandbox Photogrammetry24 days ago
- The Name of the Game28 days ago
- The Beginning32 days ago
Comments
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We played the game, first track once, with default settings, 4 players on a big screen and did like it, fun was had and the silly, unrealistic but still kind of predictable physics had us laughing many times.
Here are some notes I wrote down, these are a bit random, and mostly just nitpicks, but I'll share this as you might find them useful:
-Music was nice but at times very repetitive
-Staying on the road was hard as it's not super clear where you can land and if you can take any shortcuts
-The game feels slow, the first lap took forever
-Maybe there could be some minigolf-like shortcuts that you could miraculously take
-The ghost cars of other players are shown where the end up, even if they've ended up off-road, almost felt like bug
-Perhaps the power meter could yoyo between zero and max power instead of just going full force if kept pressed for too long
-Maybe a casual setting could be nice, that would automatically adjust the settings to the most beginner friendly options
-The game looks nice, the pine cones especially were a nice touch
Thanks for the game! Will get back to it to play some other tracks and try out different settings, too.
Thank you for the throughout feedback! And not nitpicky at all, I found them extremely helpful. Many of the issues were risen by others and me already. And writing answers actually brought me some new ideas too, which delayed the answer a little.
Music was nice but at times very repetitive
I agree. The idea is to create distinct audio background for each track, eventually in a procedural way. But it's still very much a work in progress.
Staying on the road was hard as it's not super clear where you can land and if you can take any shortcuts
Combining sandbox aesthetics with clear visualization definitely has its challenges. Unity's terrain tools aren’t ideal, so I’ll likely need to write a custom utility to paint the terrain so it aligns precisely with the track. Adding flashing indicators for track limits and other players' positions at the start of each step could also be helpful.
The game feels slow, the first lap took forever
I was also surprised by how long the races can take, especially with four players. A quick, straight starter track could be a solution. Right now, the engine only supports looping tracks, but that should be easy enough to change.
Maybe there could be some minigolf-like shortcuts that you could miraculously take
At the moment, the track is made from a single spline, so branching isn’t possible, and it will take some time to fox that. However, features like teleporters, no-stop zones, and other elements for shortcuts and penalties are already planned and definitely doable. I also need to make the physics more predictable so players can intentionally aim for those areas.
The ghost cars of other players are shown where the end up, even if they've ended up off-road, almost felt like bug
Yeah, I wasn’t quite sure what to do with inactive cars, so for now I just left them where they are. The ghost car material doesn’t look great anyway, so I’ll probably replace it with a fancier disappearance effect.
Perhaps the power meter could yoyo between zero and max power instead of just going full force if kept pressed for too long
Good idea. It’ll require a few adjustments to the timeout and incoming tiebreaker rules, but it shouldn’t be too difficult. That said, there’s always the risk it could slow down the pace even more.
Maybe a casual setting could be nice, that would automatically adjust the settings to the most beginner friendly options
There aren’t many settings that directly affect difficulty at the moment, but a shorter and easier default track would probably make the game more approachable.
The game looks nice, the pine cones especially were a nice touch
The cones were actually the musician’s idea. More procedural and moving obstacles are on the way — one I’m especially excited about is insects walking around the tracks. Dynamic elements caused a bunch of special cases that weren’t handled well in version 0.1.0, but those should be fixed now.
Thanks again for the feedback — feel free to send more my way anytime! Meanwhile, I’ll add these to my TODO lists for future versions.
Cool game! I was skeptical about how a "turn-based racing game" would work, but it does! It's like playing golf with a car instead of a ball. The art style and music is great and reminds me of the song "Pink Beetles in a Purple Zeppelin" by Arjen Lucassen.
Thank you! I was actually surprised there aren’t more games like this. Tapping toy cars was a common hobby when I was a kid. I’ll make sure to pass your message along to the musician.