Orbital Racer
Solo space-sim physics meets checkpoint racing across 24 tracks and 8 real solar system locations, but a 43% Steam rating tells you this niche experiment earns its audience the hard way.
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About Orbital Racer
My Saturday-night co-op radar went dark the second I loaded Orbital Racer: this is strictly a solo experience, PC-only, with no split-screen, no online multiplayer, and menus that still require a mouse even when you're playing on a controller. So before anything else, if you were hoping to drag friends into this one, park that idea. What you do get is a genuinely unusual 6DOF space racer that attempts something most developers sensibly avoid: stripping away every physical road and asking you to race purely through a sequence of floating checkpoint rings hung in the void around Saturn, Venus, asteroid fields, and orbital stations. There are two modes, and they feel almost like different games. Action mode hands you missiles, mines, and other powerups, letting you blast through the checkpoint hoops at reckless speed against up to eleven AI rivals. It's the more approachable entry point, though reviewers have flagged that the weapons feel toothless because opponents can spam unlimited decoys to shrug off missiles, making combat more of a distraction than a genuine threat. Simulation mode is where Orbital Racer gets serious: ships obey Newtonian physics, thrusters follow plausible force models, and the correct racing line means pointing at the next checkpoint before you've cleared the current one. That planning-ahead mindset is genuinely unlike anything in a conventional racer, and when it clicks, the satisfaction is real. A full flight school exists specifically to help players wrap their heads around it, which is a thoughtful addition. The career layer adds a light management dimension: you build funds, attract sponsors, and plan travel across the solar system, since events are scheduled by in-universe time and you can't always teleport to Mars on a whim. It's a subtle layer of realism, but the progression feedback is thin. After a race, you see prize money and standings; nothing announces an unlock or points you toward a logical next step. That open-ended structure tips from freeing to directionless faster than it should. The AI is challenging enough to sting, particularly at the front of the grid where your thrusters apparently lag behind the pack at race start, creating a frustrating early-race bumper-car effect that punishes clean finishes in the prior round. The orientation problem is the most common complaint across the community, and it's legitimate. Without walls, kerbs, or track geometry to anchor your sense of direction, you depend entirely on HUD arrows and glowing rings to know where you're going. The dual-arrow system (current checkpoint, next checkpoint) is a reasonable attempt at a solution, but reviewers consistently found the competing HUD elements cluttered and sometimes misleading, especially at speed. A gamepad works fine in the actual races once you're past the menu friction; there's no wheel or HOTAS support flagged, so sim-hardware owners won't get any special benefit here. The visuals are clean and sharp at 1080p/60fps without drama, and the soundtrack draws praise for atmosphere. Bottom line: Orbital Racer is a one-developer passion project aimed at a sliver of the audience that genuinely wants Newtonian physics in their racing game. That sliver will find real depth in Simulation mode. Everyone else will bounce off the disorienting checkpoint-only structure, the absent multiplayer, and the thin career rewards well before the concept fully opens up. The 43% Steam rating isn't unfair, but it's also not the whole story for the right player. Riley, Scout Team
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Game Info
- Developer
- Paweł Dywelski
- Publisher
- Movie Games S.A.
- Release Date
- Dec 14, 2017