Compare BlazeRush prices across 50+ stores and find the best deal. Developed by Targem Games. Published by Targem Games. Released on 10/28/2014. Available on PC, Mac, Linux. Genres: Action, Casual, Indie, Racing. Metacritic score: 66/100.

Stripped-down isometric combat racer with no brakes, no health bars, and just enough chaos to justify one more match at 1am with three friends on the couch.

I came into BlazeRush expecting a throwaway party game and walked away having lost two hours to its Death Race mode alone. That survival variant, where a giant spiked roller crushes anything at the back of the pack, is the clearest sign Targem Games understood exactly what makes this genre tick: punish passivity, reward aggression, keep every race feeling like it could flip in the final corner. The mechanical foundation is deliberately lean. There is no acceleration button and no brake, so your only inputs are steering and deciding when to spend your weapon or boost pickup. Sixteen vehicles split across three handling archetypes: standard cars with predictable grip, jets that maneuver more freely but get knocked around easier, and tanks that bully rivals off-line but fight their own inertia on every corner. The weapon kit covers machine guns that force spin-outs, heat-seeking missiles that demand evasive swerves, ricocheting buzzsaw blades, slime traps, and force blasts for punting cars wide on tight turns. None of them feel pointless, which is rarer than it should be in this genre. Three core modes, career trophies that gate progression at a reasonable pace, and a career that co-op supports up to four local players round out the solo and small-group experience. Where the game earns its Metacritic 66 rather than something higher is on two recurring complaints that never fully go away. The shared camera, fixed on the center of the pack, means that if you build a lead you are effectively racing blind and relying on the minimap. It is a design choice I understand for couch play, but it legitimately costs you races you earned. The teleport catch-up mechanic is the second friction point: cars too far behind get snapped forward, which occasionally creates a loop where you arrive mid-pack at reduced speed and get teleported again immediately. Online, there are reported lag spikes that can compound both issues at the worst moments. Steam user sentiment sits at 88 percent positive across over a thousand reviews, which tells you the people who stuck around are genuinely fond of it. Critics were cooler, landing around that 66 Metacritic average, mostly pointing to the depth ceiling. They are not wrong: solo, against AI, you will hit a wall on long-term engagement. The game is openly and unapologetically a local and online party experience first. Four controllers, one PC, a shared screen, and someone who keeps getting hit by their own ricocheting buzzsaw because they panicked. That is the pitch, and it delivers on it cleanly. The framerate holds solid regardless of on-screen chaos, which matters more than the slightly dated textures. Controller input feels tight; this is not a game you want to play with keyboard if you can avoid it. If your use case is solo grinding, move on. If you have a rotation of friends who want something with a lower rules overhead than Mario Kart and more carnage than Trackmania, BlazeRush punches well above its age and its tier price point. Just go in knowing the camera will betray you at least once per session. Fred, Scout Team

BlazeRush
ActionCasualIndieRacing

BlazeRush

Oct 28, 2014Targem Games
GamerScout Says

Stripped-down isometric combat racer with no brakes, no health bars, and just enough chaos to justify one more match at 1am with three friends on the couch.

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Screenshots & Media

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About BlazeRush

I came into BlazeRush expecting a throwaway party game and walked away having lost two hours to its Death Race mode alone. That survival variant, where a giant spiked roller crushes anything at the back of the pack, is the clearest sign Targem Games understood exactly what makes this genre tick: punish passivity, reward aggression, keep every race feeling like it could flip in the final corner. The mechanical foundation is deliberately lean. There is no acceleration button and no brake, so your only inputs are steering and deciding when to spend your weapon or boost pickup. Sixteen vehicles split across three handling archetypes: standard cars with predictable grip, jets that maneuver more freely but get knocked around easier, and tanks that bully rivals off-line but fight their own inertia on every corner. The weapon kit covers machine guns that force spin-outs, heat-seeking missiles that demand evasive swerves, ricocheting buzzsaw blades, slime traps, and force blasts for punting cars wide on tight turns. None of them feel pointless, which is rarer than it should be in this genre. Three core modes, career trophies that gate progression at a reasonable pace, and a career that co-op supports up to four local players round out the solo and small-group experience. Where the game earns its Metacritic 66 rather than something higher is on two recurring complaints that never fully go away. The shared camera, fixed on the center of the pack, means that if you build a lead you are effectively racing blind and relying on the minimap. It is a design choice I understand for couch play, but it legitimately costs you races you earned. The teleport catch-up mechanic is the second friction point: cars too far behind get snapped forward, which occasionally creates a loop where you arrive mid-pack at reduced speed and get teleported again immediately. Online, there are reported lag spikes that can compound both issues at the worst moments. Steam user sentiment sits at 88 percent positive across over a thousand reviews, which tells you the people who stuck around are genuinely fond of it. Critics were cooler, landing around that 66 Metacritic average, mostly pointing to the depth ceiling. They are not wrong: solo, against AI, you will hit a wall on long-term engagement. The game is openly and unapologetically a local and online party experience first. Four controllers, one PC, a shared screen, and someone who keeps getting hit by their own ricocheting buzzsaw because they panicked. That is the pitch, and it delivers on it cleanly. The framerate holds solid regardless of on-screen chaos, which matters more than the slightly dated textures. Controller input feels tight; this is not a game you want to play with keyboard if you can avoid it. If your use case is solo grinding, move on. If you have a rotation of friends who want something with a lower rules overhead than Mario Kart and more carnage than Trackmania, BlazeRush punches well above its age and its tier price point. Just go in knowing the camera will betray you at least once per session. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopachievementscontroller-supporttrading-cardscloud-savestier:sub-5Combat RacingIsometric RacerCouch MultiplayerDeath Race ModeWeapon PickupsCatch-up MechanicVR CompatibleParty Game

System Requirements

Minimum

OS
Windows XP SP3
Memory
1 GB RAM
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
256 MB NVidia / AMD Radeon / Intel (HD 3000, HD 4000) with support for Pixel Shader 3.0 (AMD Radeon X1000 not supported)
Processor
2.0 Ghz Intel Pentium-4 / AMD Athlon II

Recommended

OS
Windows 7 x64
Memory
2 GB RAM
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
512 MB NVidia GeForce 650 / AMD Radeon HD 5750 / Intel HD 4000 and newer
Processor
2.3 Ghz Intel Core 2 Duo / AMD Athlon64 X2 or better

Reviews & Ratings

Metacritic
66

Game Info

Developer
Targem Games
Publisher
Targem Games
Release Date
Oct 28, 2014

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