
A modern arcade racing game inspired by the retro classics.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 1 → 0.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Super Night Riders is a modern arcade racing game inspired by the retro classics.
You are Alice, a beautiful and talented motorcyclist known as the Red Rider.
In this game, your position in the race does not matter. It's all about traveling as far as possible while dodging the rival riders, and reaching each checkpoint before the timer hits zero.
All the races starts during the day and continue through the night right up until sunrise.

The game features 2 visual styles: Super and Classic.

Ride through 36 beautiful stages in 6 challenging courses!

About miyu.works
miyu.works is a one person indie game studio from France, making modern renditions of classic concepts.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 250reviews | 86% | — | $40K |
| $4.99 | 275ratings | 78% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Awesome arcade fun. I love it a lot! and now it has a worthy reboot too!
Es como el antiguo OutRun, pero con motos. Carrera contra el tiempo, y rivales que están ahí sólo para que te choques contra ellos. La música está bien. El juego está muy vacío. Sólo hay 6 escenarios, y ya. Ni objetivos, ni campeonatos, nada. Rebajado está a 1 €, y a ese precio lo veo razonable.
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Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Simples e divertido. Roda bem.
The core of Super Night Riders is similar to titles like Hang-On or OutRun where you thread the needle between other racers while extending your time in each stage as the course shifts into a new aesthetic. If you recognize the style from the trailer you should fully know what to expect from the whole game. It is quite a bit more basic than I anticipated however. Closer to the first Hang-On rather than any of AM2's later titles. Transmission is automatic, there is no boosting, bumping into other racers feels very static and basic (you cannot fall off of the bike). The turning also feels a little odd almost as if it is a bit on rails at points but you get used to it. I do not mind any of this but it does make me not have any real interest in revisiting the game after I got all of the achievements. The soundtrack is very notable and has a bit of its own style I did not anticipate. I would honestly compare it more to the Ys series before any SEGA racer, but thats just fine by me. I enjoyed every track and appreciated that you could swap between each whenever you wanted. My only real negative with the game is that some locations have poor color combinations with the tracks and racers making it hard to make out what is ahead of you at times. Nearsighted or colorblind gamers might want to skip the game for this reason. Super Night Riders is not as solid as SEGA's classic arcade titles, but I had a lot of fun getting all of the achievements in the span of two hours. Good for the price. It is also worth noting that there is a remake in development, but what is here is nice for a weeknight playthrough.
Erotischer wirds heut nicht mehr.
Es un juego hermoso y cumple con lo que promete. He jugado durante poco tiempo, pero, aun así, ya lo agregué a mi lista de favoritos. --------------------------------------------------------------- It’s a beautiful game, and it delivers on what it promises. I haven’t played it for very long, but even so, I’ve already added it to my list of favorites.
Nice little game. Nothing extra. Worth its money. Reminds me of Lotus on DOS from 1993.
The remake looks to be significantly better (and will look and play significantly better if the trailer is genuinely representative). For a paid experience this just barely slides by in quality enough to get my recommendation until the remake actually exists, as it's currently on Fanatical for a dollar (or less). To their credit the developer updated this yesterday according to SteamDB, as of the time of writing. This is precisely what it looks like- Super Hang-On, but with a character tie-in. As quite the fan of Super Hang-On and having had the pleasure of the arcade and console versions, does this get it? Close enough, for sure. Pros - Reasonably faithful recreation of the Super Hang-On rules, sans the brutal time loss from crashing replaced by (technically a con as it lacks as much consequence, but open to personal preference) bumping causing you to slow down significantly instead - Gentle reflections on the road that at highest settings extend to the entire environment - pop-up effect for the background on hitting checkpoints is quite neat - Parallaxing emulation in 3D in the background is exaggerated much like old arcade hardware to give it the right 'feel' Cons - Frame pacing issues do grate slightly, this thing could conceivably run easily at 60 even with Unity's inevitable issues but the dev just hasn't gotten the game to a point where 60 can be locked in at all - No Vsync option at all, vsync appears to be per object (this includes road dashes and creates some very odd rendering inconsistencies that take you out of an otherwise fun experience) - All six stages have the same six settings, just with tighter time restrictions - Classic mode just changes the skin, and frankly doesn't look different enough from Super, it's purely visual aesthetic and at that, only Red Rider and the bike change all that much - Standard mid 2010's Unity lighting model, if you've played any Unity engine game from that era you know all the classic issues and they will be here - You can only control with the left analog stick, dpad does nothing. Call me a purist but this is always a massive sticking point for me. Neither - Red Rider doesn't just sit on the bike, she leans, but awkwardly to each side in a way that makes no sense and is low-detail - Red Rider makes sound herself. It's rather inoffensive to hear an exclamation every time you hit a rider from the side or back, but I could see it taking some out of the experience. - Aesthetic is simply there, nothing particularly unique about it, nor is it jarring. Environments are wildly variant in detail, creates some weird contrasts. - Unlockable content exists, though barely, each stage does get more difficult, but they all have six checkpoints - Uncoupled controls from the framerate, technically saves the feel of it though so can't call it a con per se - Granular analog control means while the road follows the Super Hang-On rules and generation, the gameplay doesn't. Personally indifferent on this as it gives it a very minor amount of depth but removes some of the arcadey feel fairly quickly - Some of the stages have some slight oversaturation. Might as well touch on the graphical presentation- I get the standard Unity lighting model is awful and playing the game for any decent length of time makes it clear why they're remaking it instead of attempting to rework the original product- that's going to take some serious doing for code they wrote nearly eight years ago. Certainly won't slight the need to keep the lights on. More on that in the cons though - Unity logo of shame- some people will call this a con, a few years ago I would have too. Given the nearly six years since Unity went public though and all the obnoxious TOS decisions devs press agree to to continue making their game on those tools... Feeling a little more generous on this factor than I used to. Specifically to the devs: I hope you'll try porting your remake to something more future-proof and open source like Godot. It's far from a secret Unity has been the world's longest conga line of disasters to update between versions and deal with whatever TOS they were pushing at the time since the company went public. If this is something you made to keep the lights on to do better things as you often find with indies, frankly for a 2016 offering you did pretty well overall. Best regards, I've had a fun time with it for at least a short while.
I'm so bad at this game that I had my drivers license revoked.
Players by region
Where this game's players are, estimated from review languages.
Related
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