
Pocket Cars
Re-Volt never got a proper sequel, but Pocket Cars fills that gap better than anything else in the sub-$15 bracket. If RC combat racing is your thing, this one earns its keep.
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About Pocket Cars
I'll be honest: the moment I saw RC cars drifting through obstacle-laden tracks with weapons equipped, my first thought was Re-Volt nostalgia bait. That suspicion fades fast once you get into the handling model. The physics are legitimately simulated per vehicle, and your tire selection actually changes how you grip corners and tackle off-road sections. That kind of mechanical depth is not something you expect at this price tier, and it kept me in the garage screen longer than I care to admit. The content structure is built around a Seasons mode with over 180 single-player challenges spread across race types, time trials, class-restricted events, and a separate Stunt Arena where flips and crashes are the point rather than the penalty. Each race in Seasons carries three individual challenges, so you are coming back to the same track multiple times with different objectives. It sounds thin on paper. In practice it creates a decent loop, especially once new cars, tires, and weapons start unlocking. The full roster sits at 16 physics-simulated cars, and every one of them drives differently enough that swapping builds feels meaningful rather than cosmetic. Weapons include rockets, mines, and EMPs, and you slot two before each race, which injects just enough pre-race strategy to differentiate this from pure lap sim. Multiplayer is where the ceiling opens up. Local split-screen supports up to four players, which is increasingly rare on PC and makes this an easy couch gaming pick for anyone with a couple of spare controllers. Online scales to 15 players per lobby, and the developer has been actively patching the vehicle limit upward post-launch, which tells you something about the roadmap ambitions. The community is small but the developer runs structured racing league events and regular online sessions, so finding a lobby is less of a coin flip than you might expect for a sub-5 dollar tier title. Net performance is adequate, though early reports flagged some lag in dense-grass areas tied to a known performance issue the team has acknowledged. The rough edges are real. The default soundtrack is generic rock that most players turn off within two races. Steering sensitivity out of the box runs very twitchy for mouse-and-keyboard users, and there have been post-launch resolution cap bugs that left some players stuck at 720p until a patch landed. The Shockwave weapon has documented hit detection inconsistencies. These are not dealbreakers for a solo indie team's first shipped title, but they are worth knowing before you commit. The good news is Gen90Software has shown consistent update velocity since the 1.0 launch, and a map creator is on the public roadmap. Bottom line for multiplayer-focused players: the online foundation is functional and the combat racing loop is genuinely enjoyable. For solo players, the Seasons structure and 180-plus challenges will hold attention for several hours without outstaying their welcome. It is not going to replace your main shooter rotation, but for the price and the RC combat niche it occupies, it punches above its weight class. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10/11 64-bit
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 10 GB available space
- Graphics
- GeForce GTX 560 / Radeon R7 260
- Processor
- Intel i5-2300 / AMD FX-4300
Recommended
- OS
- Windows 10/11 64-bit
- Memory
- 6 GB RAM
- DirectX
- Version 11
- Storage
- 10 GB available space
- Graphics
- GeForce GTX 1070 / Radeon RX Vega 56
- Processor
- Intel i7-4770 / AMD FX-8350
Reviews & Ratings
No ratings available
Game Info
- Developer
- Gen90Software
- Publisher
- Gen90Software
- Release Date
- Dec 11, 2024