Compara los precios de Homebrew - Patent Unknown Key en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Copybugpaste. Publicado por Pixelscopic. Lanzado el 14/11/2014. Disponible en PC. Géneros: Action, Adventure, Indie, Racing, Simulation, Sports, Early Access.

A scrappy vehicle sandbox where you build cars, planes, and boats from scratch, then race or wreck them online. Proceed with eyes open: development stalled years ago.

My honest take after digging into Homebrew - Patent Unknown is that it sits in that awkward spot between 'diamond in the rough' and 'promising Early Access that never graduated.' The core pitch is genuinely compelling: assemble vehicles from a parts library spanning engines, wheels, wings, pontoons, detachers, and logic components, then take those creations out into a multi-island open world that simulates land, water, and air physics simultaneously. If you have ever wanted to bolt a jet engine onto a pontoon boat and then immediately regret that decision at full throttle, this is your game. The building system is the heart of everything. Parts are highly tweakable, there is no size or part count cap, and the logic component layer lets you construct autopilot systems, stabilizing rigs, and even transforming vehicles if you are patient enough. That patience requirement is real: the learning curve here is steep and largely self-directed. The tutorial is functional but has historically been crash-prone, and a lot of players report that the community workshop is the actual onboarding tool, where you grab a well-built creation, reverse-engineer it, and slowly work out how suspension tuning and wheel grip values interact. From a racing standpoint, controlling what you build is a mixed bag. Car physics on land can feel slippery and underweight, planes tend to overcompensate on inputs, and helicopters wobble in ways that feel unfinished rather than intentional. Wheel grip, in particular, responds to manual tweaking of friction values, so the sim does reward tuning work, but casual players hoping to hop in and drive something satisfying off the shelf may bounce hard. Multiplayer is in the game and functional for online sessions, which is where Homebrew has its best moments. Scrappy player-versus-player battles with custom vehicles are genuinely chaotic and fun in short bursts, and the community historically enjoyed sharing builds. That community is now very thin. Steam data suggests the active player count is extremely low, which affects online matchmaking in a practical way: do not expect a lobby to fill up on demand. There is no split-screen, so this is not a couch co-op night option regardless of how many friends you want to bring along. The 'four drunk friends on the same TV' test: this one fails it. The elephant in the room is development status. The last meaningful update from the team was over six years ago at time of writing, and the developers have publicly confirmed the game is in preservation mode rather than active development. It still launches, it still runs, and the Steam Workshop still has creations to browse, but what you see is what you get, with no roadmap toward fixing the physics roughness or expanding content. For a vehicle sandbox fan who wants something to tinker with solo and does not mind a dated, unpolished feel, there is a genuine toy here. For anyone expecting a living game with a community around it, or a racing experience with satisfying vehicle handling out of the box, the gap between Homebrew's ambitions and its current state is too wide to ignore. Riley, Scout Team

Homebrew - Patent Unknown Key

Homebrew - Patent Unknown Key

14 nov 2014CopybugpastePixelscopic
GamerScout opina

A scrappy vehicle sandbox where you build cars, planes, and boats from scratch, then race or wreck them online. Proceed with eyes open: development stalled years ago.

PC
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My honest take after digging into Homebrew - Patent Unknown is that it sits in that awkward spot between 'diamond in the rough' and 'promising Early Access that never graduated.' The core pitch is genuinely compelling: assemble vehicles from a parts library spanning engines, wheels, wings, pontoons, detachers, and logic components, then take those creations out into a multi-island open world that simulates land, water, and air physics simultaneously. If you have ever wanted to bolt a jet engine onto a pontoon boat and then immediately regret that decision at full throttle, this is your game. The building system is the heart of everything. Parts are highly tweakable, there is no size or part count cap, and the logic component layer lets you construct autopilot systems, stabilizing rigs, and even transforming vehicles if you are patient enough. That patience requirement is real: the learning curve here is steep and largely self-directed. The tutorial is functional but has historically been crash-prone, and a lot of players report that the community workshop is the actual onboarding tool, where you grab a well-built creation, reverse-engineer it, and slowly work out how suspension tuning and wheel grip values interact. From a racing standpoint, controlling what you build is a mixed bag. Car physics on land can feel slippery and underweight, planes tend to overcompensate on inputs, and helicopters wobble in ways that feel unfinished rather than intentional. Wheel grip, in particular, responds to manual tweaking of friction values, so the sim does reward tuning work, but casual players hoping to hop in and drive something satisfying off the shelf may bounce hard. Multiplayer is in the game and functional for online sessions, which is where Homebrew has its best moments. Scrappy player-versus-player battles with custom vehicles are genuinely chaotic and fun in short bursts, and the community historically enjoyed sharing builds. That community is now very thin. Steam data suggests the active player count is extremely low, which affects online matchmaking in a practical way: do not expect a lobby to fill up on demand. There is no split-screen, so this is not a couch co-op night option regardless of how many friends you want to bring along. The 'four drunk friends on the same TV' test: this one fails it. The elephant in the room is development status. The last meaningful update from the team was over six years ago at time of writing, and the developers have publicly confirmed the game is in preservation mode rather than active development. It still launches, it still runs, and the Steam Workshop still has creations to browse, but what you see is what you get, with no roadmap toward fixing the physics roughness or expanding content. For a vehicle sandbox fan who wants something to tinker with solo and does not mind a dated, unpolished feel, there is a genuine toy here. For anyone expecting a living game with a community around it, or a racing experience with satisfying vehicle handling out of the box, the gap between Homebrew's ambitions and its current state is too wide to ignore.

Riley
Riley · Scout Team

Sports & racing

Etiquetas

steamVehicle BuilderPhysics SandboxAbandoned Early AccessLogic ComponentsOnline PvPWorkshop SupportTinkerer AppealLow Player Count

Requisitos del sistema

Mínimos

Processor
Intel i5 @ 3.0 GHz or higher (or AMD equivalent)
Memory
4 GB RAM
Graphics
Nvidia Geforce GTX 550 (1…

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Intel i5 @ 3.0 GHz or higher (or AMD equivalent)
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Steam
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Información del juego

Desarrolladora
Copybugpaste
Distribuidora
Pixelscopic
Fecha de lanzamiento
14 nov 2014

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¿En qué plataformas está disponible Homebrew - Patent Unknown Key?

Homebrew - Patent Unknown Key está disponible en PC.

¿Cuándo se lanzó Homebrew - Patent Unknown Key?

Homebrew - Patent Unknown Key se lanzó el 14 de noviembre de 2014.

¿Quién desarrolló Homebrew - Patent Unknown Key?

Homebrew - Patent Unknown Key fue desarrollado por Copybugpaste y publicado por Pixelscopic.