
Snakeybus
Crazy Taxi mashed with Nokia Snake, then left slightly undercooked - good for 20-minute bursts but honest about what it is.
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About Snakeybus
I fired up Snakeybus expecting a cheap joke and stayed for two hours chasing leaderboard spots I had no business chasing. The concept is ridiculous in the best way: you pilot a bus that gets physically longer every time you drop off passengers, Snake-style, across city maps that range from Miami streets to Paris suburbs. The spatial puzzle of routing a vehicle that is simultaneously your biggest obstacle is genuinely clever, and the moment your tail starts coiling through an intersection you just need to cross, the low-fi arcade stress kicks in hard. There are four single-player modes to work through: Classic, Endless, Time Race, and Aerial. Endless is the chill mode - good for zoning out. Time Race adds a clock and gets twitchy fast. Aerial is the divisive one, relying on a boost-jump mechanic to stay airborne, and reviewers are split right down the middle on whether it is brilliantly chaotic or just broken. My read: it is horrible to control in a way that is occasionally funny, and you will skip it after a few attempts. The jump mechanic itself exists in the base game too - a short burst of lift that lets you hop over your own tail segments - and it is the one skill worth actually learning, because without it you will trap yourself in a corner and stare at your own bus like an idiot. Multiplayer is where this gets actually interesting, and where it also shows its rough edges most clearly. Up to four players race to build the longest bus, and the mode introduces three power-ups: infinite boost, a plow that severs opponent segments, and rockets. The plow-and-rockets dynamic creates real competitive moments on good maps. The problem is that most maps are flat, which in multiplayer degrades into a straight sprint between drop-offs with very little routing tension. The developers acknowledged this and built a verticality-focused map called Tower City specifically for PVP, which is a better experience. Lobby infrastructure at launch was genuinely frustrating - no private invite system meant coordinating a session with friends required speed and luck - and it is worth checking current community threads before organizing a group session. Technically, Snakeybus is not polished. Physics jank is present throughout: clipping into geometry, getting launched skyward, scores occasionally failing to reset properly. Most of it reads as charming chaos rather than deal-breaking bugs, and the Steam community response has been strongly positive. The visuals are functional minimalism - basic textures, some pop-in - but the effect of watching a city block-spanning bus corkscrewing back on itself is oddly satisfying in motion. The soundtrack is low-key and unobtrusive, which is the right call for a game that already produces enough internal noise. The ceiling here is low and everyone knows it, including the developers. Unlockable buses are cosmetic only, the map count sits at eleven for single-player, and the novelty window closes faster for some players than others. If you need 40 hours of content, go somewhere else. If you have a group of three friends who want something absurd for a Friday night, or you want a personal leaderboard to obsess over in 20-minute sessions, this delivers exactly that and nothing more. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 SP1+
- Memory
- 4 GB RAM
- DirectX
- Version 11
- Storage
- 1 GB available space
- Graphics
- Graphics card with DX10 (shader model 4.0) capabilities
- Processor
- Dual-Core Intel or AMD processor
Recommended
- Memory
- 4 GB RAM
Reviews & Ratings
No ratings available
Game Info
- Developer
- Stovetop, LLC
- Publisher
- Stovetop, LLC
- Release Date
- May 10, 2019