Compare Hyperdrive Massacre prices across 50+ stores and find the best deal. Developed by 34BigThings srl. Published by 34BigThings srl. Released on 10/12/2015. Available on PC, Mac, Linux, Xbox. Genres: Action, Casual, Indie.

Grab three friends, four controllers, and prepare to lose them all in one session of chaotic neon space-car combat. Solo? Hard pass.

My patience for local-only multiplayer ran out around 2018, but Hyperdrive Massacre keeps making a reasonable argument for itself every time a couch-full of people shows up. This is a single-screen arena shooter where you pilot muscle cars through zero-gravity space arenas, firing lasers and homing missiles at your friends while the synth-pop soundtrack insists you are living your best 80s life. The pitch is essentially Asteroids crossed with Micro Machines, stripped to the frame: throttle, brake, aim, shoot. That minimal control set is the whole game, and whether that sounds brilliant or boring tells you everything about whether this is for you. The shooting mechanics are tighter than the concept suggests. Your car fires forward, so every kill is a question of momentum management and angular positioning. Weapon pickups cycle through nine options, including submachine guns, sniper rifles, frag grenades, and homing missiles. There is also a bullet-deflecting shield mapped to its own button, which opens up a genuinely interesting standoff meta where two players circle each other, switching between shielding and firing, each waiting for an opening. One reviewer called these moments "tense standoffs" and that tracks. The inertia physics add friction to every engagement: boosting in a direction commits you, and correcting a bad angle under fire is how you die. Time-to-kill is instant across the board, which keeps rounds short and chaos high. Six modes cover the bases: Deathmatch, Team Deathmatch, Last Man Standing, Death Race (race to randomised checkpoint orbs while murdering everyone in the way), Space Soccer, and Spong, which is exactly Space Pong. Death Race in particular is the mode worth staying for, because the checkpoint randomisation creates natural chokepoints and ambush opportunities that the straight fragfest modes lack. The problems are real and worth naming. There is no online multiplayer, full stop. Three of the six modes are locked behind having at least two human players in the room. Solo play drops you in against AI bots, which are functional but noticeably less reactive than humans, and the depth of the standoff meta evaporates completely against them. The movement has been criticised across several reviews for feeling slightly sluggish relative to the pace the game wants, and that criticism is fair: the turning circle on most vehicles is modest, and correcting a commit mid-fight requires planning rather than raw reaction, which can feel punishing when you are learning. Sixteen cars and eight arenas provide variety, and you unlock both by playing through modes, which gives solo sessions a purpose even if they are not where the game lives. Here is the honest framing for a shooter player: Hyperdrive Massacre has no ranked ladder, no netcode to worry about, and no online infrastructure at all. It is a party game that happens to reward the player who understands inertia-based movement and weapon timing. If you have a regular group who shares a room and a TV, the depth-to-accessibility ratio is genuinely good. If you are buying this to grind solo or queue up with online randoms, those features simply do not exist. The 85 percent positive Steam score on a small review pool reflects a happy niche audience playing it exactly as intended. That audience is couch sessions, controllers in hand, ideally with something cold nearby. Fred, Scout Team

Hyperdrive Massacre
ActionCasualIndie

Hyperdrive Massacre

Oct 12, 201534BigThings srl
GamerScout Says

Grab three friends, four controllers, and prepare to lose them all in one session of chaotic neon space-car combat. Solo? Hard pass.

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About Hyperdrive Massacre

My patience for local-only multiplayer ran out around 2018, but Hyperdrive Massacre keeps making a reasonable argument for itself every time a couch-full of people shows up. This is a single-screen arena shooter where you pilot muscle cars through zero-gravity space arenas, firing lasers and homing missiles at your friends while the synth-pop soundtrack insists you are living your best 80s life. The pitch is essentially Asteroids crossed with Micro Machines, stripped to the frame: throttle, brake, aim, shoot. That minimal control set is the whole game, and whether that sounds brilliant or boring tells you everything about whether this is for you. The shooting mechanics are tighter than the concept suggests. Your car fires forward, so every kill is a question of momentum management and angular positioning. Weapon pickups cycle through nine options, including submachine guns, sniper rifles, frag grenades, and homing missiles. There is also a bullet-deflecting shield mapped to its own button, which opens up a genuinely interesting standoff meta where two players circle each other, switching between shielding and firing, each waiting for an opening. One reviewer called these moments "tense standoffs" and that tracks. The inertia physics add friction to every engagement: boosting in a direction commits you, and correcting a bad angle under fire is how you die. Time-to-kill is instant across the board, which keeps rounds short and chaos high. Six modes cover the bases: Deathmatch, Team Deathmatch, Last Man Standing, Death Race (race to randomised checkpoint orbs while murdering everyone in the way), Space Soccer, and Spong, which is exactly Space Pong. Death Race in particular is the mode worth staying for, because the checkpoint randomisation creates natural chokepoints and ambush opportunities that the straight fragfest modes lack. The problems are real and worth naming. There is no online multiplayer, full stop. Three of the six modes are locked behind having at least two human players in the room. Solo play drops you in against AI bots, which are functional but noticeably less reactive than humans, and the depth of the standoff meta evaporates completely against them. The movement has been criticised across several reviews for feeling slightly sluggish relative to the pace the game wants, and that criticism is fair: the turning circle on most vehicles is modest, and correcting a commit mid-fight requires planning rather than raw reaction, which can feel punishing when you are learning. Sixteen cars and eight arenas provide variety, and you unlock both by playing through modes, which gives solo sessions a purpose even if they are not where the game lives. Here is the honest framing for a shooter player: Hyperdrive Massacre has no ranked ladder, no netcode to worry about, and no online infrastructure at all. It is a party game that happens to reward the player who understands inertia-based movement and weapon timing. If you have a regular group who shares a room and a TV, the depth-to-accessibility ratio is genuinely good. If you are buying this to grind solo or queue up with online randoms, those features simply do not exist. The 85 percent positive Steam score on a small review pool reflects a happy niche audience playing it exactly as intended. That audience is couch sessions, controllers in hand, ideally with something cold nearby. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayercooplocal-coopachievementscontroller-supportcloud-savestier:indieInertia PhysicsCouch PvP4-Player LocalArena CombatInstant Kill TTKController RequiredParty ShooterRetro Arcade

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 10
Storage
450 MB available space
Graphics
Intel HD 4000
Processor
Dual Core
Additional Notes
NOTE: CONTROLLER REQUIRED

Reviews & Ratings

No ratings available

Game Info

Developer
34BigThings srl
Publisher
34BigThings srl
Release Date
Oct 12, 2015

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