Compare Super Toy Cars prices across 50+ stores and find the best deal. Developed by Eclipse Games. Published by Eclipse Games. Released on 6/6/2014. Available on PC, Mac, Xbox. Genres: Indie, Racing.

Micro Machines nostalgia on a budget - 16 cars, 12 tracks, up to 4-player local chaos, but wobbly physics and a thin career mode mean the couch session is the real product here.

My honest take after spending time with Super Toy Cars: the concept is charming, the execution is frustrating, and whether you get anything out of it depends almost entirely on whether you have friends in the room. Eclipse Games clearly grew up with Micro Machines and Hot Wheels, and that love for tabletop racing - tracks built from bedroom furniture, kitchen counters, toy blocks, and oversized household objects - comes through in the visual presentation. The tracks capture that childhood feeling of being tiny in a giant world, and the soundtrack keeps the energy up. But charm only carries a game so far. On the track, the problems pile up fast. The drift mechanic - which is supposed to fill your boost meter and is central to staying competitive - is awkward and inconsistent. Land a jump or clip a wall and the game has a habit of teleporting your car back to the racing line without warning, which kills any sense of flow and feels cheap when it happens mid-race. The collision physics are rough around the edges: opponents can nudge you into a full spin for no obvious reason, and the AI occasionally ignores the track layout entirely. Reviewers across the board flagged these same issues - unresponsive controls, iffy hit detection, and a difficulty curve that spikes hard in the back half of the career without any satisfying reason for it. The combat-racer layer - homing missiles, mines, boost refills, and more - works well enough in short bursts, and crucially the items feel reasonably balanced rather than Mario Kart-random. There are 16 cars with distinct handling models, ranging from chunky trucks to open-wheel speedsters, and the car variety does add a small strategic layer to choosing your ride for a given track. The Steam PC version also supports up to 4 players locally and up to 8 players online, which is honestly the game's biggest selling point. Multiplayer has every car available from the start - no grinding required - which is exactly the right call for a couch session. There is also a track editor with Steam Workshop support, which gives the game more legs if you have patient friends willing to build and share circuits. For solo play, the 12-track career is short (expect three to four hours to run through it), and once it is done there is not much pulling you back. The frame rate takes a hit in split-screen, which makes the already slippery controls harder to read at speed. No online multiplayer means the long-term value lives or dies on local play, and the physics quirks that are mildly annoying solo become genuinely funny chaos with four people. That is the best possible version of Super Toy Cars: four gamepads, low expectations, and someone who finds teleporting backwards into last place hilarious. Approach it as a budget party racer with rough edges and you might have a good time. Approach it as a serious kart racer and it will irritate you inside of an hour. Riley, Scout Team

Super Toy Cars
IndieRacing

Super Toy Cars

Jun 6, 2014Eclipse Games
GamerScout Says

Micro Machines nostalgia on a budget - 16 cars, 12 tracks, up to 4-player local chaos, but wobbly physics and a thin career mode mean the couch session is the real product here.

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Screenshots & Media

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About Super Toy Cars

My honest take after spending time with Super Toy Cars: the concept is charming, the execution is frustrating, and whether you get anything out of it depends almost entirely on whether you have friends in the room. Eclipse Games clearly grew up with Micro Machines and Hot Wheels, and that love for tabletop racing - tracks built from bedroom furniture, kitchen counters, toy blocks, and oversized household objects - comes through in the visual presentation. The tracks capture that childhood feeling of being tiny in a giant world, and the soundtrack keeps the energy up. But charm only carries a game so far. On the track, the problems pile up fast. The drift mechanic - which is supposed to fill your boost meter and is central to staying competitive - is awkward and inconsistent. Land a jump or clip a wall and the game has a habit of teleporting your car back to the racing line without warning, which kills any sense of flow and feels cheap when it happens mid-race. The collision physics are rough around the edges: opponents can nudge you into a full spin for no obvious reason, and the AI occasionally ignores the track layout entirely. Reviewers across the board flagged these same issues - unresponsive controls, iffy hit detection, and a difficulty curve that spikes hard in the back half of the career without any satisfying reason for it. The combat-racer layer - homing missiles, mines, boost refills, and more - works well enough in short bursts, and crucially the items feel reasonably balanced rather than Mario Kart-random. There are 16 cars with distinct handling models, ranging from chunky trucks to open-wheel speedsters, and the car variety does add a small strategic layer to choosing your ride for a given track. The Steam PC version also supports up to 4 players locally and up to 8 players online, which is honestly the game's biggest selling point. Multiplayer has every car available from the start - no grinding required - which is exactly the right call for a couch session. There is also a track editor with Steam Workshop support, which gives the game more legs if you have patient friends willing to build and share circuits. For solo play, the 12-track career is short (expect three to four hours to run through it), and once it is done there is not much pulling you back. The frame rate takes a hit in split-screen, which makes the already slippery controls harder to read at speed. No online multiplayer means the long-term value lives or dies on local play, and the physics quirks that are mildly annoying solo become genuinely funny chaos with four people. That is the best possible version of Super Toy Cars: four gamepads, low expectations, and someone who finds teleporting backwards into last place hilarious. Approach it as a budget party racer with rough edges and you might have a good time. Approach it as a serious kart racer and it will irritate you inside of an hour. Riley, Scout Team

Tags

singleplayermultiplayerlocal-coopachievementstrading-cardsworkshopcloud-savestier:indieTabletop Racing4-Player LocalCombat RacingTrack EditorCouch Co-opBudget RacerWorkshop SupportOnline Multiplayer

Steam Deck & Linux

Steam Deck PlayableProtonDB Platinum

Valve rates this game Steam Deck Playable. Runs flawlessly on Linux out of the box. Based on 6 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
512 MB available space
Graphics
256MB with Shader Model 3.0 support
Processor
2GHz Intel Core 2 Duo or equivalent
Sound Card
DirectX 9 Compatible

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Game Info

Developer
Eclipse Games
Publisher
Eclipse Games
Release Date
Jun 6, 2014

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Price History

2026-06-101.40(lowest)

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What platforms is Super Toy Cars available on?

Super Toy Cars is available on PC, Mac, Xbox.

When was Super Toy Cars released?

Super Toy Cars was released on 6 June 2014.

Who developed Super Toy Cars?

Super Toy Cars was developed by Eclipse Games.