Compare Project Hovercraft prices across 50+ stores and find the best deal. Developed by Allusio. Published by Allusio. Released on 10/19/2016. Available on PC. Genres: Action, Casual, Indie.

A ghost-town arena shooter that swapped boots for hovercrafts and launched into a playerbase that never showed up. Approach with a full friend lobby or don't approach at all.

My first honest thought when looking at Project Hovercraft was: the concept is genuinely fun on paper. You pick a combat class, you float around an arena, you blow people up. Simple. Inspired by the arena structure of Unreal Tournament and Halo's team modes, it slots into Team Deathmatch and Capture the Flag, runs those two modes across a handful of maps like the twin-castle river level and the mountain-peak glass-bridge Skybridge arena, and asks you to choose between four distinct hovercraft classes before each match. That class roster is the one thing here worth talking about in any positive light. The Assault class is the safe pick: minigun plus twin missile launchers, stable handling, no nasty surprises. The Sniper runs a low-profile frame with an anti-materiel cannon and optics, which sounds intriguing in a vehicle-combat context. The Melee class exists to ram people with a Bone Saw attachment, which is either chaotic genius or a gimmick depending on your patience for close-range hovering. The Mine Deployment is the wildcard, rolling magnetic sea mines across the ground and propelling them with electric impulses. On paper that is a full read on playstyles. In practice, whether any of that class variety actually matters depends entirely on whether there are other humans online when you load the game. That is the load-bearing problem. Zero Steam reviews. Zero Metacritic score. The Steam community page shows posts from potential buyers citing server connection failures and radio-silence discussions. This is not a game with a quiet community. This is a game with no community. For an online-PvP-only title with no ranked structure, no matchmaking population data, and a developer that has been dark for years, the realistic play scenario is a private lobby with friends who you have already convinced to buy in. If you have four or five friends willing to commit, the floaty physics and class differences could produce some fun chaos for an evening. The Capture the Flag format at least provides objective structure to stop matches from devolving into pure bumper-car entropy. From a performance standpoint I have nothing useful to tell you, because there is no player data, no frame rate benchmarks from real sessions, and the netcode quality is completely untested at any meaningful scale. LAN multiplayer is listed as a supported option, which is the one scenario where connection reliability would actually be in your control. If you are running a LAN party and you want something weird to fill a 45-minute gap, this is at least a novel choice over yet another round of Counter-Strike. The honest summary is this. The idea had legs. A class-based arena combat game built around hovercraft physics, two clean objective modes, and maps that at least look architecturally distinct could have worked if the player population ever materialized. It did not. Purchasing this as a solo player hoping to find online matches is a waste of your time and money. The only viable path is coordinated group play with people you already know, and even then you are buying an unsupported 2016 indie release with no patches on record and a developer presence that went quiet shortly after launch. Fred, Scout Team

Project Hovercraft
ActionCasualIndie

Project Hovercraft

Oct 19, 2016Allusio
GamerScout Says

A ghost-town arena shooter that swapped boots for hovercrafts and launched into a playerbase that never showed up. Approach with a full friend lobby or don't approach at all.

PC
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About Project Hovercraft

My first honest thought when looking at Project Hovercraft was: the concept is genuinely fun on paper. You pick a combat class, you float around an arena, you blow people up. Simple. Inspired by the arena structure of Unreal Tournament and Halo's team modes, it slots into Team Deathmatch and Capture the Flag, runs those two modes across a handful of maps like the twin-castle river level and the mountain-peak glass-bridge Skybridge arena, and asks you to choose between four distinct hovercraft classes before each match. That class roster is the one thing here worth talking about in any positive light. The Assault class is the safe pick: minigun plus twin missile launchers, stable handling, no nasty surprises. The Sniper runs a low-profile frame with an anti-materiel cannon and optics, which sounds intriguing in a vehicle-combat context. The Melee class exists to ram people with a Bone Saw attachment, which is either chaotic genius or a gimmick depending on your patience for close-range hovering. The Mine Deployment is the wildcard, rolling magnetic sea mines across the ground and propelling them with electric impulses. On paper that is a full read on playstyles. In practice, whether any of that class variety actually matters depends entirely on whether there are other humans online when you load the game. That is the load-bearing problem. Zero Steam reviews. Zero Metacritic score. The Steam community page shows posts from potential buyers citing server connection failures and radio-silence discussions. This is not a game with a quiet community. This is a game with no community. For an online-PvP-only title with no ranked structure, no matchmaking population data, and a developer that has been dark for years, the realistic play scenario is a private lobby with friends who you have already convinced to buy in. If you have four or five friends willing to commit, the floaty physics and class differences could produce some fun chaos for an evening. The Capture the Flag format at least provides objective structure to stop matches from devolving into pure bumper-car entropy. From a performance standpoint I have nothing useful to tell you, because there is no player data, no frame rate benchmarks from real sessions, and the netcode quality is completely untested at any meaningful scale. LAN multiplayer is listed as a supported option, which is the one scenario where connection reliability would actually be in your control. If you are running a LAN party and you want something weird to fill a 45-minute gap, this is at least a novel choice over yet another round of Counter-Strike. The honest summary is this. The idea had legs. A class-based arena combat game built around hovercraft physics, two clean objective modes, and maps that at least look architecturally distinct could have worked if the player population ever materialized. It did not. Purchasing this as a solo player hoping to find online matches is a waste of your time and money. The only viable path is coordinated group play with people you already know, and even then you are buying an unsupported 2016 indie release with no patches on record and a developer presence that went quiet shortly after launch. Fred, Scout Team

Tags

multiplayerpvponline-pvptier:sub-5Arena CombatVehicle CombatClass-BasedLAN MultiplayerCapture the FlagTeam DeathmatchDead PlayerbaseIndie Arena ShooterFriend Group Required

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 9.0
Network
Broadband Internet connection
Storage
3 GB available space
Graphics
Nvidia GT 550
Processor
2.0+ GHz Dual Core

Recommended

OS
Windows 7+
Memory
8 GB RAM
DirectX
Version 9.0
Network
Broadband Internet connection
Storage
3 GB available space
Graphics
Nvidia GTX 760 +
Processor
2.5 GHz Quad Core

Reviews & Ratings

No ratings available

Game Info

Developer
Allusio
Publisher
Allusio
Release Date
Oct 19, 2016

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