Compare Smash Pixel Racing prices across 50+ stores and find the best deal. Developed by Jollyfish Games. Published by Jollyfish Games. Released on 6/20/2016. Available on PC, Mac, Linux. Genres: Action, Indie, Racing, Early Access.

Couch PvP with spaceships, no respawns, and physics chaos - but development died in Early Access and the dev has confirmed it will never leave it. Know that going in.

My first thought booting this up was that the core loop is genuinely fun for about twenty minutes with three friends and a pile of Xbox pads plugged in - and then reality sets in about what you actually own. This is a permanently frozen Early Access title. The developer publicly confirmed that development stopped entirely, the game will not be updated further, and the codebase was described as needing a complete overhaul. Steam itself flags that the last developer update was over eight years ago. That context matters more than any gameplay point I can make, so I'm putting it first. With that said, here is what the game actually does while it runs. You pick a spaceship from a weight-class roster - lighter ships regenerate hull faster, heavier ships trade that off for mass and momentum - and then up to four players compete across three versus modes: Race, Elimination, and Endless. There is also a co-op Survival mode you can run with fewer controllers. The physics are deliberately chaotic: you are drifting around asteroid fields, collecting energy pickups, and choosing when to boost directly into an opponent versus when to shoot or hold your line. No respawns. One mistake and you are spectating. That no-respawn format creates genuine tension in the last thirty seconds of a Race or Elimination round, which is the game's single strongest design decision. The ship controls feel readable - inputs are simple and the physics response is immediate enough that when you get smashed into debris it reads as your fault, not input lag. For a 2016 indie built by one developer, that is not nothing. The problem is that everything else you would want more of - map variety, ship roster depth, mode options, competitive structure - simply does not exist and never will. Three modes is it. The content ceiling is low and visible from the first session. The controller requirement is a hard gate. You need physical gamepads for everyone playing. No keyboard support for secondary players, which rules out any kind of spontaneous couch session where someone just grabs a keyboard. Xbox pads are the recommended hardware and in practice that means 2-4 people in the same room with USB controllers. If that physical setup is not already sitting on your shelf, the friction cost is real. Launch issues have been reported and the developer's own community posts acknowledge them, with workarounds involving running the executable directly and reinstalling DirectX redistributables. For a game you can no longer expect a patch for, a broken launch is a dead end. I would treat any purchase as a low-stakes experiment rather than a reliable entertainment investment. Fred, Scout Team

Smash Pixel Racing
ActionIndieRacingEarly Access

Smash Pixel Racing

Jun 20, 2016Jollyfish Games
GamerScout Says

Couch PvP with spaceships, no respawns, and physics chaos - but development died in Early Access and the dev has confirmed it will never leave it. Know that going in.

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About Smash Pixel Racing

My first thought booting this up was that the core loop is genuinely fun for about twenty minutes with three friends and a pile of Xbox pads plugged in - and then reality sets in about what you actually own. This is a permanently frozen Early Access title. The developer publicly confirmed that development stopped entirely, the game will not be updated further, and the codebase was described as needing a complete overhaul. Steam itself flags that the last developer update was over eight years ago. That context matters more than any gameplay point I can make, so I'm putting it first. With that said, here is what the game actually does while it runs. You pick a spaceship from a weight-class roster - lighter ships regenerate hull faster, heavier ships trade that off for mass and momentum - and then up to four players compete across three versus modes: Race, Elimination, and Endless. There is also a co-op Survival mode you can run with fewer controllers. The physics are deliberately chaotic: you are drifting around asteroid fields, collecting energy pickups, and choosing when to boost directly into an opponent versus when to shoot or hold your line. No respawns. One mistake and you are spectating. That no-respawn format creates genuine tension in the last thirty seconds of a Race or Elimination round, which is the game's single strongest design decision. The ship controls feel readable - inputs are simple and the physics response is immediate enough that when you get smashed into debris it reads as your fault, not input lag. For a 2016 indie built by one developer, that is not nothing. The problem is that everything else you would want more of - map variety, ship roster depth, mode options, competitive structure - simply does not exist and never will. Three modes is it. The content ceiling is low and visible from the first session. The controller requirement is a hard gate. You need physical gamepads for everyone playing. No keyboard support for secondary players, which rules out any kind of spontaneous couch session where someone just grabs a keyboard. Xbox pads are the recommended hardware and in practice that means 2-4 people in the same room with USB controllers. If that physical setup is not already sitting on your shelf, the friction cost is real. Launch issues have been reported and the developer's own community posts acknowledge them, with workarounds involving running the executable directly and reinstalling DirectX redistributables. For a game you can no longer expect a patch for, a broken launch is a dead end. I would treat any purchase as a low-stakes experiment rather than a reliable entertainment investment. Fred, Scout Team

Tags

multiplayerpvplocal-multiplayercooplocal-coopcontroller-supporttier:sub-5Abandoned Early AccessNo RespawnPhysics-Based CombatCouch PvPWeight ClassesGamepad RequiredSurvival Co-opSpace Combat

System Requirements

Minimum

OS
Windows XP and up
Memory
4 GB RAM
Storage
500 MB available space
Graphics
Dedicated video card recommended
Processor
2Ghz Dual-Core and up
Additional Notes
2-4 Gamepads required (Windows Xbox gamepads recommended!)

Reviews & Ratings

No ratings available

Game Info

Developer
Jollyfish Games
Publisher
Jollyfish Games
Release Date
Jun 20, 2016

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