Compara los precios de Team Racing League en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Gamious. Publicado por Gamious. Lanzado el 11/8/2017. Disponible en PC. Géneros: Racing, Early Access.

A 3v3 racing concept clever enough to deserve a real player base, stuck in an Early Access shell that hasn't been touched in over eight years. Bring your own five friends or don't bother.

I've spent enough time watching promising multiplayer games die on the vine to recognise the pattern immediately, and Team Racing League fits it uncomfortably well. The core hook is genuinely smart: two teams of three, but only one player per side needs to cross the finish line. That single rule flips the entire dynamic. Your other two teammates can drift and boost toward the front, sure, but they can also drop cube roadblocks, activate anchor mode to physically choke a section of track, roast opponents with an afterburner, or physically link their hovercraft to yours and form a rolling barrier. On paper, it reads like Rocket League crossed with a MOBA, which is exactly how some of the early coverage framed it, and that comparison is not entirely unearned. The driving itself holds up under scrutiny. The top-down view keeps the whole track visible at once, so there are no cheap offscreen hits and no excuses for losing position. Drifting has weight to it, braking creates boost opportunities, and the vehicle physics feel considered rather than floaty. The skill ceiling for the pure racing role is legitimate: time trial with ghost mode is in here, and if you grind it, lapping a track cleanly while two enemies are trying to anchor and roast you feels satisfying in a way that rubber-band kart racers never do. No randomised power-ups, no catch-up mechanics. You get beaten, you got outplayed. I respect that philosophy even when it punishes me. But here is where the impatience kicks in. The last developer update on Steam is over eight years old. The game never graduated out of Early Access. The Steam community boards have threads literally titled "Is the game dead?" with no official response. That is not a rhetorical question at this point, it is a factual one, and the answer is almost certainly yes. The track list sits at twelve circuits across forest, mountain, snow, and desert biomes, which felt thin at launch and feels thinner now. Reviewers at the time flagged the map design as the weakest element, with awkward elevation layering that the top-down perspective handles poorly and at least one track where the finish line placement genuinely confused new players. Those issues never got fixed. The lobby situation is the actual killer. A 3v3 game needs six warm bodies with reasonable ping. Finding a random match in 2025, let alone 2026, is not a realistic expectation. The local multiplayer mode was added post-launch, which at least gives a couch co-op out if you can stuff six people and their controllers into a room. The time trial mode lets you practice solo, but grinding ghosts in a game built entirely around team coordination only goes so far. If you have a dedicated group of five friends who are all willing to install this together and commit to scheduled sessions, there is a genuinely fun evening or two buried in here. For everyone else, the dead server reality will hit you inside thirty minutes. Fred, Scout Team

Team Racing League
RacingEarly Access

Team Racing League

11 ago 2017Gamious
GamerScout opina

A 3v3 racing concept clever enough to deserve a real player base, stuck in an Early Access shell that hasn't been touched in over eight years. Bring your own five friends or don't bother.

PC
ProtonDB Bronze
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.29

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I've spent enough time watching promising multiplayer games die on the vine to recognise the pattern immediately, and Team Racing League fits it uncomfortably well. The core hook is genuinely smart: two teams of three, but only one player per side needs to cross the finish line. That single rule flips the entire dynamic. Your other two teammates can drift and boost toward the front, sure, but they can also drop cube roadblocks, activate anchor mode to physically choke a section of track, roast opponents with an afterburner, or physically link their hovercraft to yours and form a rolling barrier. On paper, it reads like Rocket League crossed with a MOBA, which is exactly how some of the early coverage framed it, and that comparison is not entirely unearned. The driving itself holds up under scrutiny. The top-down view keeps the whole track visible at once, so there are no cheap offscreen hits and no excuses for losing position. Drifting has weight to it, braking creates boost opportunities, and the vehicle physics feel considered rather than floaty. The skill ceiling for the pure racing role is legitimate: time trial with ghost mode is in here, and if you grind it, lapping a track cleanly while two enemies are trying to anchor and roast you feels satisfying in a way that rubber-band kart racers never do. No randomised power-ups, no catch-up mechanics. You get beaten, you got outplayed. I respect that philosophy even when it punishes me. But here is where the impatience kicks in. The last developer update on Steam is over eight years old. The game never graduated out of Early Access. The Steam community boards have threads literally titled "Is the game dead?" with no official response. That is not a rhetorical question at this point, it is a factual one, and the answer is almost certainly yes. The track list sits at twelve circuits across forest, mountain, snow, and desert biomes, which felt thin at launch and feels thinner now. Reviewers at the time flagged the map design as the weakest element, with awkward elevation layering that the top-down perspective handles poorly and at least one track where the finish line placement genuinely confused new players. Those issues never got fixed. The lobby situation is the actual killer. A 3v3 game needs six warm bodies with reasonable ping. Finding a random match in 2025, let alone 2026, is not a realistic expectation. The local multiplayer mode was added post-launch, which at least gives a couch co-op out if you can stuff six people and their controllers into a room. The time trial mode lets you practice solo, but grinding ghosts in a game built entirely around team coordination only goes so far. If you have a dedicated group of five friends who are all willing to install this together and commit to scheduled sessions, there is a genuinely fun evening or two buried in here. For everyone else, the dead server reality will hit you inside thirty minutes.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvponline-pvplocal-multiplayercooponline-cooptier:sub-5Top-Down RacingMOBA-Racing HybridTeam-Based StrategyAnchor MechanicsDrift PhysicsGhost Time TrialCouch Co-opDead ServersAbandoned Early Access

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
VRAM: 1792 MB NVIDIA GTX 460, ATI Radeon 4850, or Intel® HD Graphics 4400
Processor
2.3 GHz Intel Dual Core

Recomendados

OS
Windows 7
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
VRAM: 2 GB NVIDIA® GeForce® GTX 660 or AMD Radeon™ HD 7950 or better
Processor
Intel Core i5

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Información del juego

Desarrolladora
Gamious
Distribuidora
Gamious
Fecha de lanzamiento
11 ago 2017

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¿En qué plataformas está disponible Team Racing League?

Team Racing League está disponible en PC.

¿Cuándo se lanzó Team Racing League?

Team Racing League se lanzó el 11 de agosto de 2017.

¿Quién desarrolló Team Racing League?

Team Racing League fue desarrollado por Gamious.