Compare Pixel Car prices across 50+ stores and find the best deal. Developed by azimuth team. Published by azimuth team. Released on 10/31/2017. Available on PC. Genres: Casual, Indie, Racing.

A split-brain reflex test dressed as a racing game - if steering two pixel cars simultaneously sounds like your kind of punishment, this is it. Solo or couch PvP, nothing more.

I've seen a lot of low-budget arcade releases pass through the queue, and Pixel Car from azimuth team is about as stripped-down as it gets. The entire premise is this: you control two pixel cars at the same time, both moving down separate lanes on the same screen, and you need to collect bonuses while keeping both vehicles clear of obstacles simultaneously. That's the whole game. There's no career mode, no upgrade system, no online matchmaking, no ranked anything. Your brain is the only resource being managed here. The split-attention mechanic is the one idea worth talking about. Controlling two inputs at once - whether on keyboard or a gamepad - creates a genuine cognitive load that casual reflex games rarely bother with. For the first few minutes it feels impossible, then it clicks into a rhythm, then the obstacle patterns speed up and it stops being comfortable again. That loop is real and it does work. The 8-bit soundtrack fits the visual tone without being annoying, which is honestly more than some much bigger titles manage. Here's where it gets honest, though. The Steam community is basically a ghost town, peak concurrent players sit at one, and the 23 user reviews land at a 52 percent positive split. That mixed verdict tracks. The core idea runs dry fast in solo play. There is a local co-op and split-screen PvP mode where two players each manage their own pair of cars and compete for score, and that's where the only real replay value lives. If you have someone physically next to you and a spare controller, it becomes a decent five-minute filler. Without that, you're looking at a novelty that wears off faster than it should. Controller support works, keyboard is functional, no complaints on input latency for what it is. For shooters and competitive players looking for reaction training, there are better dedicated tools. For casual couch sessions with someone who doesn't game much, the concept is approachable and the learning curve is short enough not to embarrass anyone. Just don't buy it expecting content depth, a progression hook, or any reason to return after the novelty fades. This is a sub-five-dollar curiosity, full stop, and its asking price reflects that. Fred, Scout Team

Pixel Car
CasualIndieRacing

Pixel Car

Oct 31, 2017azimuth team
GamerScout Says

A split-brain reflex test dressed as a racing game - if steering two pixel cars simultaneously sounds like your kind of punishment, this is it. Solo or couch PvP, nothing more.

PC
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Screenshots & Media

Screenshot

About Pixel Car

I've seen a lot of low-budget arcade releases pass through the queue, and Pixel Car from azimuth team is about as stripped-down as it gets. The entire premise is this: you control two pixel cars at the same time, both moving down separate lanes on the same screen, and you need to collect bonuses while keeping both vehicles clear of obstacles simultaneously. That's the whole game. There's no career mode, no upgrade system, no online matchmaking, no ranked anything. Your brain is the only resource being managed here. The split-attention mechanic is the one idea worth talking about. Controlling two inputs at once - whether on keyboard or a gamepad - creates a genuine cognitive load that casual reflex games rarely bother with. For the first few minutes it feels impossible, then it clicks into a rhythm, then the obstacle patterns speed up and it stops being comfortable again. That loop is real and it does work. The 8-bit soundtrack fits the visual tone without being annoying, which is honestly more than some much bigger titles manage. Here's where it gets honest, though. The Steam community is basically a ghost town, peak concurrent players sit at one, and the 23 user reviews land at a 52 percent positive split. That mixed verdict tracks. The core idea runs dry fast in solo play. There is a local co-op and split-screen PvP mode where two players each manage their own pair of cars and compete for score, and that's where the only real replay value lives. If you have someone physically next to you and a spare controller, it becomes a decent five-minute filler. Without that, you're looking at a novelty that wears off faster than it should. Controller support works, keyboard is functional, no complaints on input latency for what it is. For shooters and competitive players looking for reaction training, there are better dedicated tools. For casual couch sessions with someone who doesn't game much, the concept is approachable and the learning curve is short enough not to embarrass anyone. Just don't buy it expecting content depth, a progression hook, or any reason to return after the novelty fades. This is a sub-five-dollar curiosity, full stop, and its asking price reflects that. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayerlocal-coopachievementstier:sub-5Dual-Control MechanicReflex TestCouch PvPScore AttackKeyboard FriendlyGamepad Support8-bit SoundtrackParty Game

System Requirements

Minimum

OS
xp, Vista, 7, 8, 8.1, 10
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
50 MB available space
Graphics
Intel Graphics
Processor
Intel atom 1.2 GHz
Sound Card
Any

Recommended

OS
xp, Vista, 7, 8, 8.1, 10
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
100 MB available space
Graphics
Better then Intel Graphics
Processor
Intel Core I3
Sound Card
Any

Reviews & Ratings

No ratings available

Game Info

Developer
azimuth team
Publisher
azimuth team
Release Date
Oct 31, 2017

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