Compare Revhead prices across 50+ stores and find the best deal. Developed by Creative Pudding Hungary Llc.. Published by Creative Pudding Hungary Llc.. Released on 3/9/2017. Available on PC, Mac, Linux. Genres: Action, Adventure, Casual, Indie, Racing, Simulation, Sports, Strategy.

Forget arcade gloss - Revhead hands you a newspaper, a scrapyard budget, and a chassis that needs everything. If the garage loop hooks you, you won't surface for hours.

I came into Revhead expecting a budget racer with a light wrenching gimmick bolted on. What I found is something closer to a mechanical management sim that happens to end in actual races - and that split personality is both its biggest strength and its most honest flaw. The garage loop is genuinely compelling. Every car in the game is assembled from dozens of individual components that connect the way real parts do: pull the drive belt and the car screams at you, let the battery degrade and your dash starts lying to you, run the wrong tire type on a dirt oval and watch your lap times crater. You source vehicles and parts through an in-game newspaper classifieds system, strip wrecks for usable components, and Frankenstein together builds by mixing engine families - L4, L6, V6, V8, and larger - across different car bodies. There are muscle cars, 4x4s, family sedans, and pickup trucks in the roster, each with its own weight and handling baseline to tune around. Gear ratios, suspension geometry, differential setup, tire pressure: the customization depth puts many larger-budget titles to shame. That part of Revhead, the part where you're cross-referencing part conditions and making buy-or-build decisions with a limited cash float, works. Steam players with real hours in the game consistently cite the build loop as the reason they stay. The race side is the problem. Revhead's driving model is arcade-adjacent with manual or automatic shifting available, but the handling feedback is thin and the AI sticks rigidly to racing lines without much reactive behaviour. Track variety spans asphalt circuits, dirt ovals, drag strips, and landspeed runs, which is a wider spread than you might expect, but the number of individual venues is limited enough that the loop starts repeating faster than the build progression can sustain it. The difficulty curve between Amateur and Pro tiers is steep and the game does not explain why - tire compound choice for surface type, weight distribution, suspension tuning for each track category - none of this is taught systematically. Players who understand suspension geometry will figure it out. Everyone else will restart multiple times before a community guide bails them out. Presentation is a clear weak point and there is no walking around it. Textures are low resolution, the open-world hub zones are barren of traffic or pedestrians, and the audio - engine sounds in particular - drew near-universal criticism across every review outlet that covered the console release. Performance on PC is generally more stable than the console ports, but frame-rate hitches during multi-car races have been noted even on respectable hardware. The UI is functional but clunky, and browsing the newspaper classifieds for parts is slower than it should be given how central that system is to progression. None of these issues are dealbreakers if you are there for the garage sim, but they make the experience harder to recommend to anyone who is not already sold on the concept. On Steam the game sits at a Very Positive rating across several hundred reviews, which is a reasonable signal that the audience it was built for finds enough value to overlook the roughness. The developer has pushed over 55 updates since launch and is still active, which matters for a title this niche. If your baseline is Car Mechanic Simulator or the old Street Rod games and you want something that makes you diagnose failure states rather than click a repair button, Revhead scratches that itch in a way few other games attempt. Go in knowing the racing is the weakest part, treat the garage as the game, and your tolerance for jank will determine whether this is an underrated gem or a frustrating chore. Diego, Scout Team

Revhead
ActionAdventureCasualIndieRacingSimulationSportsStrategy

Revhead

Mar 9, 2017Creative Pudding Hungary Llc.
GamerScout Says

Forget arcade gloss - Revhead hands you a newspaper, a scrapyard budget, and a chassis that needs everything. If the garage loop hooks you, you won't surface for hours.

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Screenshots & Media

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About Revhead

I came into Revhead expecting a budget racer with a light wrenching gimmick bolted on. What I found is something closer to a mechanical management sim that happens to end in actual races - and that split personality is both its biggest strength and its most honest flaw. The garage loop is genuinely compelling. Every car in the game is assembled from dozens of individual components that connect the way real parts do: pull the drive belt and the car screams at you, let the battery degrade and your dash starts lying to you, run the wrong tire type on a dirt oval and watch your lap times crater. You source vehicles and parts through an in-game newspaper classifieds system, strip wrecks for usable components, and Frankenstein together builds by mixing engine families - L4, L6, V6, V8, and larger - across different car bodies. There are muscle cars, 4x4s, family sedans, and pickup trucks in the roster, each with its own weight and handling baseline to tune around. Gear ratios, suspension geometry, differential setup, tire pressure: the customization depth puts many larger-budget titles to shame. That part of Revhead, the part where you're cross-referencing part conditions and making buy-or-build decisions with a limited cash float, works. Steam players with real hours in the game consistently cite the build loop as the reason they stay. The race side is the problem. Revhead's driving model is arcade-adjacent with manual or automatic shifting available, but the handling feedback is thin and the AI sticks rigidly to racing lines without much reactive behaviour. Track variety spans asphalt circuits, dirt ovals, drag strips, and landspeed runs, which is a wider spread than you might expect, but the number of individual venues is limited enough that the loop starts repeating faster than the build progression can sustain it. The difficulty curve between Amateur and Pro tiers is steep and the game does not explain why - tire compound choice for surface type, weight distribution, suspension tuning for each track category - none of this is taught systematically. Players who understand suspension geometry will figure it out. Everyone else will restart multiple times before a community guide bails them out. Presentation is a clear weak point and there is no walking around it. Textures are low resolution, the open-world hub zones are barren of traffic or pedestrians, and the audio - engine sounds in particular - drew near-universal criticism across every review outlet that covered the console release. Performance on PC is generally more stable than the console ports, but frame-rate hitches during multi-car races have been noted even on respectable hardware. The UI is functional but clunky, and browsing the newspaper classifieds for parts is slower than it should be given how central that system is to progression. None of these issues are dealbreakers if you are there for the garage sim, but they make the experience harder to recommend to anyone who is not already sold on the concept. On Steam the game sits at a Very Positive rating across several hundred reviews, which is a reasonable signal that the audience it was built for finds enough value to overlook the roughness. The developer has pushed over 55 updates since launch and is still active, which matters for a title this niche. If your baseline is Car Mechanic Simulator or the old Street Rod games and you want something that makes you diagnose failure states rather than click a repair button, Revhead scratches that itch in a way few other games attempt. Go in knowing the racing is the weakest part, treat the garage as the game, and your tolerance for jank will determine whether this is an underrated gem or a frustrating chore. Diego, Scout Team

Tags

singleplayerachievementscontroller-supporttier:aaaCar Building SimComponent-Level TuningWrench-and-RaceDirt Oval RacingDrag RacingPart Sourcing EconomyNewspaper ClassifiedsMechanical Failure SimAustralia SettingIndie Sim

Steam Deck & Linux

Steam Deck Verified

Valve rates this game Steam Deck Verified.

System Requirements

Minimum

OS
Windows 7, Windows 8.1, Windows 10 (64-bit versions only)
Memory
4 GB RAM
DirectX
Version 9.0
Network
Broadband Internet connection
Storage
2 GB available space
Graphics
Min. 1GB ram
Processor
2GHz dual core

Recommended

OS
Windows7, Windows 10
Memory
16 GB RAM
DirectX
Version 9.0
Network
Broadband Internet connection
Storage
2 GB available space
Graphics
Nvidia GTX 960 (2GB)
Processor
i5

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Game Info

Developer
Creative Pudding Hungary Llc.
Publisher
Creative Pudding Hungary Llc.
Release Date
Mar 9, 2017

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Where can I buy Revhead cheapest?

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What platforms is Revhead available on?

Revhead is available on PC, Mac, Linux.

When was Revhead released?

Revhead was released on 9 March 2017.

Who developed Revhead?

Revhead was developed by Creative Pudding Hungary Llc..