
Cave Coaster
A mobile endless runner that took a wrong turn onto Steam, jump and dash your mine cart through cave obstacles, but know upfront that PC was never its first home.
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About Cave Coaster
I want to be honest with you about Cave Coaster, because that is the only useful thing I can do here. This is a mobile endless runner, originally built for iOS, Android, and Amazon, that was ported to PC in 2015 by Smyowl and pushed out under the Strategy First label. The moment you launch it, that origin story is legible in every pixel: tap-to-avoid controls, looping obstacle tracks, a gem-collection loop, and a cart customization screen that feels lifted directly from a free-to-play phone game menu. If you have played any mine-cart endless runner on a touchscreen, you have already played the first thirty minutes of this. The core loop goes: pick a mine cart, launch into a procedurally arranged cave track, jump and dash to clear incoming obstacles, collect gems, unlock new cart cosmetics and a handful of unique skills that briefly extend your run. There are Steam Leaderboards, so chasing a high score against other players is technically possible, and six Steam achievements give completionists a thin checklist to work through. Controller support is listed and, to the game's credit, it does make the jump-and-dash rhythm feel a little more natural on PC than mouse-clicking ever will. The "run even in the dark" sections, where visibility drops and you rely on reflex over sight-reading, are the closest the game gets to a moment of genuine tension. Here is where I have to stop advocating. The Steam community forum tells a sobering story: multiple players reported the game failing to launch entirely, crashing on startup, or producing dump files on Windows 10 shortly after release. Those threads are old and still unanswered. The overall Steam reception is "Mixed" across a small pool of reviews, and the most pointed community criticism cuts right to the core issue: this is an Android game ported to PC with no meaningful redesign for the platform. The controls, the pace, the screen layout, none of it was rethought for mouse or even gamepad. A run lasts minutes. The skill ceiling is low. There is no narrative, no handcrafted level design, and no soundtrack that lingers after you close the window. Who does this suit? Honestly, a very specific kind of player: someone grabbing it from a bundle or a sub-tier price point who wants five minutes of idle distraction and a fast route to a complete set of Steam trading cards (there are fifteen of them, including named carts like "Kron" and "Harley-Cartson"). As a card-farming curiosity with a side of casual reflex exercise, it fulfills that narrow brief. As anything more considered, it simply does not hold up. The craft is not here. The intentionality is not here. I defend slow games, thin games, small games, but I have a harder time defending games that feel like they arrived on a platform by accident rather than by design. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 or later
- Memory
- 1024 MB RAM
- DirectX
- Version 9.0c
- Storage
- 200 MB available space
- Graphics
- 800x600 minimum resolution (Direct3D/OpenGL compatible card with at least 128MB)
- Processor
- 2000 MHz
- Sound Card
- 2D sound compatible card
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Game Info
- Developer
- Smyowl
- Publisher
- Strategy First
- Release Date
- Jun 4, 2015