Compare Super Impossible Road prices across trusted key stores and find the best deal. Developed by Wonderful Lasers. Published by Wonderful Lasers. Released on 5/11/2016. Available on PC, Mac, Xbox. Genres: Action, Indie, Racing.

A futuristic ball-racer where the fastest legal line is also the wrong one - shortcutting off the track is not just allowed, it's basically mandatory to win.

My first instinct with Super Impossible Road was to treat it like a straight arcade racer and stay on the track. I was immediately humbled. The entire game is built around one counterintuitive idea: the optimal route is often through empty space. You fling your ball off the procedurally generated corkscrew, drop past several loops, and hope you land on a lower segment before the respawn timer yanks you back to your last checkpoint. Pull it off and you've just stolen ten seconds from every other player in the lobby. Botch it and you're teleported backwards, watching your position collapse in real time. That risk-reward loop is genuinely tense and it carries the game further than you'd expect from something this stripped back. The control scheme is ruthlessly minimal - steer left, steer right, hold boost to charge a speed burst, and that's essentially it. No braking, no drifting, no handbrake turn. Whether you find that liberating or frustrating will define your whole experience. Reviewers who wanted mechanical depth to master, like slide angles or a proper braking line, came away feeling the shortcut system was too luck-dependent. There's a real argument there: early in the career mode, a lot of successful off-track jumps feel accidental rather than intentional. The ball customisation (wheel type, cap, core) does let you tune steering response, air control, and bounce dampening, so building a setup that actually sticks landings reduces the luck factor over time, but the floor for feeling in control is genuinely high and some players never get there. Where the game is most convincing is with other people in the room. Four-player split-screen at a locked 60fps is smooth enough that input lag doesn't become an excuse, and watching someone attempt a massive gap-jump mid-race while you stick conservatively to the road creates real moments of tension. Online supports up to eight players with cross-platform matchmaking across PC, console, and mobile, which is rare for an indie racer and gives the lobby pool some actual breathing room. Server region selection (US, Japan, Europe) is present, and the developer iterated publicly on netcode during the PC beta period, so the online foundation is more considered than you'd guess from the price. That said, the PC playerbase is thin - finding a spontaneous online match without friends or a Discord coordinate is genuinely uncertain depending on the time of day. The career mode walks you through a grid of increasingly spiky challenges: standard races against CPU, time gates where you must hit enough checkpoints to extend your clock, ring runs that demand off-track precision rather than off-track gambling, and survive-as-long-as-possible endless variants. The Daily Track mode adds a shared leaderboard run that refreshes regularly, which is a good reason to boot it up when you'd otherwise have moved on. The Tron-adjacent visual style holds up at 60fps, and the ambient techno soundtrack sits at exactly the right volume - present enough to feel like speed, not so loud it becomes a personality test. Complaints about the UI font being generic are not wrong, but they're not a dealbreaker either. If your interest is strictly solo and you want a racer with a deep skill expression you can grind for hours, this will probably run out of road for you before you run out of patience. If you have a couch situation, or a friend group willing to run cross-platform lobbies, the chaos of eight balls flying off procedural tracks into the void is worth a session or three. Fred, Scout Team

Super Impossible Road

Super Impossible Road

May 11, 2016Wonderful Lasers
GamerScout Says

A futuristic ball-racer where the fastest legal line is also the wrong one - shortcutting off the track is not just allowed, it's basically mandatory to win.

PCMacXbox
ProtonDB Gold
Best Price Available
€8.99-28%
at Eneba
Lowest tracked: €8.99
Track this price

GamerScout Verdict

Best for groups who want a chaotic couch racer at 60fps - solo players will hit the ceiling fast.

Compare Prices(5 stores)

EnebaBest price
StandardGlobalSteam KeyKey
€8.99-28%
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€9.15
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€9.60
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€10.83-18%
Priced in EUR by the store
Buy
StandardEurope (EU)Steam KeyKey
€12.49
Priced in EUR by the store
Buy

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Price History

Lowest tracked
€8.995 Jun 2026
Current best
€8.99
Lowest since we started tracking
Keyshops
€8.27€8.75€9.23€9.715 Jun28 Jun22 Jul14 Aug6 Sept
5 Jun — 6 Sept
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Screenshots & Media

About Super Impossible Road

My first instinct with Super Impossible Road was to treat it like a straight arcade racer and stay on the track. I was immediately humbled. The entire game is built around one counterintuitive idea: the optimal route is often through empty space. You fling your ball off the procedurally generated corkscrew, drop past several loops, and hope you land on a lower segment before the respawn timer yanks you back to your last checkpoint. Pull it off and you've just stolen ten seconds from every other player in the lobby. Botch it and you're teleported backwards, watching your position collapse in real time. That risk-reward loop is genuinely tense and it carries the game further than you'd expect from something this stripped back. The control scheme is ruthlessly minimal - steer left, steer right, hold boost to charge a speed burst, and that's essentially it. No braking, no drifting, no handbrake turn. Whether you find that liberating or frustrating will define your whole experience. Reviewers who wanted mechanical depth to master, like slide angles or a proper braking line, came away feeling the shortcut system was too luck-dependent. There's a real argument there: early in the career mode, a lot of successful off-track jumps feel accidental rather than intentional. The ball customisation (wheel type, cap, core) does let you tune steering response, air control, and bounce dampening, so building a setup that actually sticks landings reduces the luck factor over time, but the floor for feeling in control is genuinely high and some players never get there. Where the game is most convincing is with other people in the room. Four-player split-screen at a locked 60fps is smooth enough that input lag doesn't become an excuse, and watching someone attempt a massive gap-jump mid-race while you stick conservatively to the road creates real moments of tension. Online supports up to eight players with cross-platform matchmaking across PC, console, and mobile, which is rare for an indie racer and gives the lobby pool some actual breathing room. Server region selection (US, Japan, Europe) is present, and the developer iterated publicly on netcode during the PC beta period, so the online foundation is more considered than you'd guess from the price. That said, the PC playerbase is thin - finding a spontaneous online match without friends or a Discord coordinate is genuinely uncertain depending on the time of day. The career mode walks you through a grid of increasingly spiky challenges: standard races against CPU, time gates where you must hit enough checkpoints to extend your clock, ring runs that demand off-track precision rather than off-track gambling, and survive-as-long-as-possible endless variants. The Daily Track mode adds a shared leaderboard run that refreshes regularly, which is a good reason to boot it up when you'd otherwise have moved on. The Tron-adjacent visual style holds up at 60fps, and the ambient techno soundtrack sits at exactly the right volume - present enough to feel like speed, not so loud it becomes a personality test. Complaints about the UI font being generic are not wrong, but they're not a dealbreaker either. If your interest is strictly solo and you want a racer with a deep skill expression you can grind for hours, this will probably run out of road for you before you run out of patience. If you have a couch situation, or a friend group willing to run cross-platform lobbies, the chaos of eight balls flying off procedural tracks into the void is worth a session or three.

Fred
Fred · Scout Team

Shooters

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopcross-platformachievementscontroller-supporttier:indieProcedural TracksRisk-Reward ShortcutsCouch MultiplayerDaily LeaderboardBall PhysicsCross-Platform OnlineArcade Racer60fps

System Requirements

Minimum

OS
Windows 7 or later
Memory
4 GB RAM
DirectX
Version 9.0c
Graphics
Nvidia Geforce 650M or equivalent
Processor
Intel Core i3

Recommended

OS
Windows 7 or later
Memory
8 GB RAM
DirectX
Version 11
Graphics
Nvidia Geforce 960 or equivalent
Processor
Intel Core i5

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Game Info

Developer
Wonderful Lasers
Publisher
Wonderful Lasers
Release Date
May 11, 2016

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Frequently asked questions about Super Impossible Road

How much does Super Impossible Road cost?

As of 6 September 2026, the cheapest in-stock offer for Super Impossible Road is €8.99 at Eneba, out of 6 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Super Impossible Road cheapest?

The lowest in-stock price we track for Super Impossible Road is €8.99 at Eneba (6 September 2026). We compare 6 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Super Impossible Road available on?

Super Impossible Road is available on PC, Mac, Xbox.

When was Super Impossible Road released?

Super Impossible Road was released on 11 May 2016.

Who developed Super Impossible Road?

Super Impossible Road was developed by Wonderful Lasers.