Compare Slipstream prices across trusted key stores and find the best deal. Developed by ansdor. Published by ansdor. Released on 5/21/2018. Available on PC, Mac, Linux. Genres: Casual, Indie, Racing. Metacritic score: 75/100.

Outrun's spiritual successor built by one person in a basement, with enough drift precision to humble anyone who thought they were good at racing games.

My first thought firing this up was: someone actually did it. Slipstream, built solo by Brazilian developer ansdor, is the closest thing to a modern Outrun that exists on PC right now, and it earns that comparison almost entirely on the strength of two mechanics: drafting and drifting. That's the whole game. You either master both or you get eaten alive. The drift system is the heartbeat here. Manual drifting has real teeth to it - initiating is forgiving enough, but chaining turns at speed demands proper timing, and one clipped apex sends your car tumbling. There's an auto-drift option for players who want to focus on routing and slipstreaming without wrestling the physics, which is a sensible accessibility call rather than a cop-out. The slipstream mechanic itself - tucking behind a rival or traffic car long enough to slingshot past them - delivers a genuine speed rush when it works, complete with screen-warping action lines. These two systems are the entirety of the skill ceiling, and that ceiling is higher than it looks on the store page. The five-second rewind with its cooldown timer is there for disasters, but don't lean on it; it runs dry fast and the AI does not wait. Six modes give this more replay surface than expected. Grand Tour is the Outrun-style centerpiece: five stages, branching paths, rival cars with floating pixel portraits who taunt you between sectors. Multiple runs are required to see all 20 tracks because route splits are baked in. Grand Prix runs a championship format where race earnings fund speed, acceleration, and handling upgrades across a five-car roster. Then there's Cannonball for customizable chaos, Time Trial, and a Battle Royale where the last-placed driver gets eliminated each leg. Local multiplayer up to four players rounds things out, and it fits the couch energy of the aesthetic well. Online is absent, which stings mildly, but the AI at higher difficulty will make you forget you wanted it. The presentation is the other thing worth mentioning, because the custom pseudo-3D engine does something clever: it renders sprite-based 2D cars against environments that have genuine depth, running at a locked 60fps. Tracks span coastlines, neon cityscapes, mountain passes, and stranger places. Environmental asset repetition is noticeable on longer stretches, which is either charming period-accuracy or a limitation depending on your tolerance. CRT and NTSC filter options, a 30fps mode, and the ability to import your own music tracks into the game round out a settings menu that clearly had attention paid to it. The synthpop and jazz-fusion OST is nine original tracks and holds up under extended sessions. The main friction point is the physics under pressure. When traffic placement and drift trajectory conflict, getting through a corner cleanly can feel like it punishes you for a logical input. This is most apparent at higher difficulties where one mistake effectively ends your race - the AI does not rubber-band back to you. That's faithful to the era being homaged, but it will frustrate players who came in expecting forgiving arcade handling. The car roster is slim at five vehicles, cosmetic options are basically nonexistent, and depth-seekers will hit the content ceiling inside 20 hours. The Steam Workshop is active, with the community already modding in custom tracks and cars, so that ceiling can be pushed further if you're willing to dig. For a PC shooter guy who mostly cares about response feel and whether mechanics have depth - this scratches an itch I didn't know I had. The input response on keyboard or controller is tight, the frame pacing on PC is clean, and the drift skill gap is real enough that getting good at it feels like progression. It's a narrow game that does its narrow thing well. Fred, Scout Team

Slipstream

Slipstream

May 21, 2018ansdor
GamerScout Says

Outrun's spiritual successor built by one person in a basement, with enough drift precision to humble anyone who thought they were good at racing games.

PCMacLinux
Steam Deck VerifiedProtonDB Platinum
Best Price Available
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Historical low: €1.38

GamerScout Verdict

Built for players who want a tight, punishing arcade racer - skip it if you need online multiplayer or cosmetic depth.

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Price History

Historical low
€1.384 Jul 2026
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Screenshots & Media

About Slipstream

My first thought firing this up was: someone actually did it. Slipstream, built solo by Brazilian developer ansdor, is the closest thing to a modern Outrun that exists on PC right now, and it earns that comparison almost entirely on the strength of two mechanics: drafting and drifting. That's the whole game. You either master both or you get eaten alive. The drift system is the heartbeat here. Manual drifting has real teeth to it - initiating is forgiving enough, but chaining turns at speed demands proper timing, and one clipped apex sends your car tumbling. There's an auto-drift option for players who want to focus on routing and slipstreaming without wrestling the physics, which is a sensible accessibility call rather than a cop-out. The slipstream mechanic itself - tucking behind a rival or traffic car long enough to slingshot past them - delivers a genuine speed rush when it works, complete with screen-warping action lines. These two systems are the entirety of the skill ceiling, and that ceiling is higher than it looks on the store page. The five-second rewind with its cooldown timer is there for disasters, but don't lean on it; it runs dry fast and the AI does not wait. Six modes give this more replay surface than expected. Grand Tour is the Outrun-style centerpiece: five stages, branching paths, rival cars with floating pixel portraits who taunt you between sectors. Multiple runs are required to see all 20 tracks because route splits are baked in. Grand Prix runs a championship format where race earnings fund speed, acceleration, and handling upgrades across a five-car roster. Then there's Cannonball for customizable chaos, Time Trial, and a Battle Royale where the last-placed driver gets eliminated each leg. Local multiplayer up to four players rounds things out, and it fits the couch energy of the aesthetic well. Online is absent, which stings mildly, but the AI at higher difficulty will make you forget you wanted it. The presentation is the other thing worth mentioning, because the custom pseudo-3D engine does something clever: it renders sprite-based 2D cars against environments that have genuine depth, running at a locked 60fps. Tracks span coastlines, neon cityscapes, mountain passes, and stranger places. Environmental asset repetition is noticeable on longer stretches, which is either charming period-accuracy or a limitation depending on your tolerance. CRT and NTSC filter options, a 30fps mode, and the ability to import your own music tracks into the game round out a settings menu that clearly had attention paid to it. The synthpop and jazz-fusion OST is nine original tracks and holds up under extended sessions. The main friction point is the physics under pressure. When traffic placement and drift trajectory conflict, getting through a corner cleanly can feel like it punishes you for a logical input. This is most apparent at higher difficulties where one mistake effectively ends your race - the AI does not rubber-band back to you. That's faithful to the era being homaged, but it will frustrate players who came in expecting forgiving arcade handling. The car roster is slim at five vehicles, cosmetic options are basically nonexistent, and depth-seekers will hit the content ceiling inside 20 hours. The Steam Workshop is active, with the community already modding in custom tracks and cars, so that ceiling can be pushed further if you're willing to dig. For a PC shooter guy who mostly cares about response feel and whether mechanics have depth - this scratches an itch I didn't know I had. The input response on keyboard or controller is tight, the frame pacing on PC is clean, and the drift skill gap is real enough that getting good at it feels like progression. It's a narrow game that does its narrow thing well.

Fred
Fred · Scout Team

Shooters

Tags

singleplayermultiplayerpvplocal-multiplayerlocal-coopachievementscontroller-supportworkshopcloud-savestier:aaaPseudo-3DDrift MechanicsSlipstream MechanicLocal Split-ScreenBranching RoutesCustom Music SupportHigh Difficulty CeilingWorkshop Modding

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
Storage
500 MB available space
Graphics
Intel HD Graphics 5000

Recommended

Requires a 64-bit processor and operating system

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Community Discussion

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Reviews & Ratings

Metacritic
75

Game Info

Developer
ansdor
Publisher
ansdor
Release Date
May 21, 2018

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Frequently asked questions about Slipstream

How much does Slipstream cost?

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What platforms is Slipstream available on?

Slipstream is available on PC, Mac, Linux.

When was Slipstream released?

Slipstream was released on 21 May 2018.

Who developed Slipstream?

Slipstream was developed by ansdor.

Is Slipstream worth buying?

Slipstream holds a Metacritic score of 75/100, making it one of the standout Casual titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.