Compare Crashbots prices across 50+ stores and find the best deal. Developed by Neonchimp Games. Published by Neonchimp Games. Released on 10/9/2018. Available on PC, Mac, Linux, Xbox. Genres: Action, Casual, Indie.

A budget-tier arcade runner with a bold energy-management twist that the controls and camera aren't quite equipped to support. Worth a look if punishing one-more-try loops are your thing.

I want to like Crashbots more than I do, and I spent a fair amount of time trying to find the angle where it clicks. Neonchimp Games is a one-person Dutch studio, and there is real ambition packed into this isometric arcade runner: five themed worlds spanning a factory floor, an evergreen forest, a haunted mansion, a wild west stretch, and a neon city, each hosting more than twenty short levels and capped with a boss fight. That is a genuinely generous amount of content for a solo-dev project, and the cartoon visual style is clean and cheerful throughout. The core loop asks you to guide one of five robots through obstacle-filled corridors by switching between three lanes, jumping, sliding, hovering with a jetpack, and firing a standard weapon or a robot-specific heavy attack. Each bot carries its own stat profile and can be upgraded over time, and spare parts hidden across levels unlock the full roster. On paper this layering of arcade shooting onto the runner template sounds like a pleasingly weird hybrid. In practice, the execution stumbles on one stubbornly bad design choice: every single action, including running itself, drains a shared energy bar. Jump, jetpack, slide, shoot, take a hit from an obstacle, and that bar shrinks. Run it to zero and you die on the spot. Energy pickups exist, but they are scattered unpredictably, occasionally tucked inside crates that cost energy to destroy. The loop becomes less "dodge cleverly" and more "manage an anxiety meter", and early levels punish you for simply using the moves the game hands you from the opening screen. Compounding the energy frustration is a camera that sits at an isometric angle rather than directly behind or above your robot. Judging the precise distance of spinning blades, laser grids, and moving barriers becomes genuinely unreliable. You will clip obstacles you were certain you cleared, and the physics response to hits is inconsistent: sometimes a nudge backward, occasionally a violent lurch that sends you straight into the next hazard. Controls feel a touch sluggish for the speed the game demands, meaning you have to anticipate inputs rather than react to what you see, which is a hard skill to build when the feedback for failure feels arbitrary rather than instructive. There are two modes, World and Endless, and both carry the same mechanical baggage. The three-star grading system on each World level gives completionists a reason to replay, and achievement hunters will find the 100-percent path genuinely demanding. The soundtrack pumps upbeat sci-fi loops that suit the setting, and each world area brings its own audio palette, which is a small but appreciated touch. The presentation, all told, punches above the solo-dev weight class. It is the systems underneath that needed another few months of playtesting before launch. Crashbots is the kind of game I root for instinctively. A one-person studio, a mobile-to-PC rebuild, a real attempt at mechanical depth. The bones are interesting. But the energy system, the isometric depth-perception problem, and the sluggish input response form a trio of friction points that grind against each other constantly. If you have a high tolerance for punishing arcade loops and enjoy chasing marginal improvement run by run, there is something here to dig into. Go in with lowered expectations and you may surprise yourself. Go in expecting a polished PC runner and the frustration will arrive fast. Kai, Scout Team

Crashbots
ActionCasualIndie

Crashbots

Oct 9, 2018Neonchimp Games
GamerScout Says

A budget-tier arcade runner with a bold energy-management twist that the controls and camera aren't quite equipped to support. Worth a look if punishing one-more-try loops are your thing.

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Screenshots & Media

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About Crashbots

I want to like Crashbots more than I do, and I spent a fair amount of time trying to find the angle where it clicks. Neonchimp Games is a one-person Dutch studio, and there is real ambition packed into this isometric arcade runner: five themed worlds spanning a factory floor, an evergreen forest, a haunted mansion, a wild west stretch, and a neon city, each hosting more than twenty short levels and capped with a boss fight. That is a genuinely generous amount of content for a solo-dev project, and the cartoon visual style is clean and cheerful throughout. The core loop asks you to guide one of five robots through obstacle-filled corridors by switching between three lanes, jumping, sliding, hovering with a jetpack, and firing a standard weapon or a robot-specific heavy attack. Each bot carries its own stat profile and can be upgraded over time, and spare parts hidden across levels unlock the full roster. On paper this layering of arcade shooting onto the runner template sounds like a pleasingly weird hybrid. In practice, the execution stumbles on one stubbornly bad design choice: every single action, including running itself, drains a shared energy bar. Jump, jetpack, slide, shoot, take a hit from an obstacle, and that bar shrinks. Run it to zero and you die on the spot. Energy pickups exist, but they are scattered unpredictably, occasionally tucked inside crates that cost energy to destroy. The loop becomes less "dodge cleverly" and more "manage an anxiety meter", and early levels punish you for simply using the moves the game hands you from the opening screen. Compounding the energy frustration is a camera that sits at an isometric angle rather than directly behind or above your robot. Judging the precise distance of spinning blades, laser grids, and moving barriers becomes genuinely unreliable. You will clip obstacles you were certain you cleared, and the physics response to hits is inconsistent: sometimes a nudge backward, occasionally a violent lurch that sends you straight into the next hazard. Controls feel a touch sluggish for the speed the game demands, meaning you have to anticipate inputs rather than react to what you see, which is a hard skill to build when the feedback for failure feels arbitrary rather than instructive. There are two modes, World and Endless, and both carry the same mechanical baggage. The three-star grading system on each World level gives completionists a reason to replay, and achievement hunters will find the 100-percent path genuinely demanding. The soundtrack pumps upbeat sci-fi loops that suit the setting, and each world area brings its own audio palette, which is a small but appreciated touch. The presentation, all told, punches above the solo-dev weight class. It is the systems underneath that needed another few months of playtesting before launch. Crashbots is the kind of game I root for instinctively. A one-person studio, a mobile-to-PC rebuild, a real attempt at mechanical depth. The bones are interesting. But the energy system, the isometric depth-perception problem, and the sluggish input response form a trio of friction points that grind against each other constantly. If you have a high tolerance for punishing arcade loops and enjoy chasing marginal improvement run by run, there is something here to dig into. Go in with lowered expectations and you may surprise yourself. Go in expecting a polished PC runner and the frustration will arrive fast. Kai, Scout Team

Tags

singleplayerachievementstier:indieAuto-RunnerEnergy ManagementOne-Person DevBoss FightsRage-Quit RiskIsometric CameraMobile PortRobot Upgrade System

System Requirements

Minimum

OS
XP
Memory
1024 MB RAM
DirectX
Version 11
Storage
1 GB available space
Graphics
1024MB Dedicated Memory
Processor
2.4 Ghz Dual Core CPU
Sound Card
DirectX® Compatible

Recommended

OS
10
DirectX
Version 11
Storage
1 GB available space
Graphics
2048MB Dedicated Memory
Processor
3.0 Ghz Quad Core CPU or faster
Sound Card
DirectX® Compatible

Reviews & Ratings

No ratings available

Game Info

Developer
Neonchimp Games
Publisher
Neonchimp Games
Release Date
Oct 9, 2018

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