Compare Super Toy Cars 2 prices across 50+ stores and find the best deal. Developed by Eclipse Games. Published by Eclipse Games. Released on 5/14/2020. Available on PC, Xbox. Genres: Indie, Racing, Sports.

Toy-car combat racing with Demolition Derbies, Death Races, and seven event types - fun in short bursts, but the wobbly physics and two-player local cap will test your patience before they test your friends.

My first thought when I loaded up Super Toy Cars 2 was that this is exactly the kind of game that gets pitched at a Saturday-night couch session - miniature cars, oversized household junk as obstacles, rockets flying at the guy ahead of you. The concept lands. Then you actually race, and the gaps between what the game promises and what it delivers start to show. At its core this is a kart-style arcade racer built around seven distinct event types. Normal races and Clean Races (no power-ups, pure driving) sit alongside Death Race - where a single blow-up ends your run immediately - Elimination (last place gets cut every fifteen seconds), Time Trial, Destruction (ram dummy cars to bank extra time), and Demolition Derby, where the whole point is destroying as many opponents as possible inside a closed arena. That variety is genuinely one of the game's better arguments. Career mode strings these together across twelve cups, each requiring a specific car class to enter - Whacky Cars, Muscle, Gran Turismo, Supercars, or Open Wheelers - so you are pushed to buy and upgrade across the roster's twenty vehicles. Quick Race unlocks all sixteen tracks and all cars from the jump, which is the smarter entry point for anyone who just wants to see what the game is before committing to the grind. The drift system deserves credit on paper: hold the drift input through a corner, watch the smoke trail shift colour as you charge the boost, release for a speed kick out of the apex. When it clicks it feels satisfying, and reviewers who warmed to it noted the handling sits somewhere between a modern kart racer and a light power-drift game. The trouble is consistency. Car handling quality varies wildly across classes - some vehicles glide cleanly, others feel floaty and unresponsive in ways that seem less like intentional character and more like unfinished tuning. The wall-collision rebound is a recurring complaint across multiple platform releases: clip a barrier and your car bounces back with a rubbery jolt that kills momentum and feels completely disconnected from the speed you were carrying. Invisible walls and occasional track-clipping bugs have been reported too, and the physics applied to track objects - onion rings, dice, cassette tapes scattered across the environments - rarely produce meaningful interactions despite looking like they should. For the couch-multiplayer crowd, the ceiling is two-player local split-screen. If you were planning a four-player session, that is a real wall. Online multiplayer exists but is lobby-only (friends only, no matchmaking with strangers), and is restricted to standard Race and Clean Race - none of the chaotic event types carry over to online play. The track count of sixteen looks decent until you notice that several are reversed or reskinned variants of the same layouts. The music room stage, where the road surface pulses to the licensed soundtrack, is a standout idea; most of the others - garden BBQ, diner, kids' room, casino - repeat their themes across the sixteen slots. The licensed soundtrack itself, covering indie, ska punk, pop, and dance, is a genuinely pleasant surprise for a budget indie racer, and you can toggle individual songs or whole genres. Who is this actually for? Kids or very casual players who want something approachable and visually cheerful will get mileage out of the career mode without bumping hard into the physics frustrations. Anyone expecting the depth of a proper kart racer, or hoping to fill a sofa with four friends, is going to feel the limitations quickly. Steam's own review pool sits at a mixed rating, which about matches the split in critical coverage - there is real fun buried in here, especially in Demolition Derby and Death Race, but the rough edges are persistent enough that the fun has to fight to stay on top. Riley, Scout Team

Super Toy Cars 2
IndieRacingSports

Super Toy Cars 2

May 14, 2020Eclipse Games
GamerScout Says

Toy-car combat racing with Demolition Derbies, Death Races, and seven event types - fun in short bursts, but the wobbly physics and two-player local cap will test your patience before they test your friends.

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Screenshots & Media

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About Super Toy Cars 2

My first thought when I loaded up Super Toy Cars 2 was that this is exactly the kind of game that gets pitched at a Saturday-night couch session - miniature cars, oversized household junk as obstacles, rockets flying at the guy ahead of you. The concept lands. Then you actually race, and the gaps between what the game promises and what it delivers start to show. At its core this is a kart-style arcade racer built around seven distinct event types. Normal races and Clean Races (no power-ups, pure driving) sit alongside Death Race - where a single blow-up ends your run immediately - Elimination (last place gets cut every fifteen seconds), Time Trial, Destruction (ram dummy cars to bank extra time), and Demolition Derby, where the whole point is destroying as many opponents as possible inside a closed arena. That variety is genuinely one of the game's better arguments. Career mode strings these together across twelve cups, each requiring a specific car class to enter - Whacky Cars, Muscle, Gran Turismo, Supercars, or Open Wheelers - so you are pushed to buy and upgrade across the roster's twenty vehicles. Quick Race unlocks all sixteen tracks and all cars from the jump, which is the smarter entry point for anyone who just wants to see what the game is before committing to the grind. The drift system deserves credit on paper: hold the drift input through a corner, watch the smoke trail shift colour as you charge the boost, release for a speed kick out of the apex. When it clicks it feels satisfying, and reviewers who warmed to it noted the handling sits somewhere between a modern kart racer and a light power-drift game. The trouble is consistency. Car handling quality varies wildly across classes - some vehicles glide cleanly, others feel floaty and unresponsive in ways that seem less like intentional character and more like unfinished tuning. The wall-collision rebound is a recurring complaint across multiple platform releases: clip a barrier and your car bounces back with a rubbery jolt that kills momentum and feels completely disconnected from the speed you were carrying. Invisible walls and occasional track-clipping bugs have been reported too, and the physics applied to track objects - onion rings, dice, cassette tapes scattered across the environments - rarely produce meaningful interactions despite looking like they should. For the couch-multiplayer crowd, the ceiling is two-player local split-screen. If you were planning a four-player session, that is a real wall. Online multiplayer exists but is lobby-only (friends only, no matchmaking with strangers), and is restricted to standard Race and Clean Race - none of the chaotic event types carry over to online play. The track count of sixteen looks decent until you notice that several are reversed or reskinned variants of the same layouts. The music room stage, where the road surface pulses to the licensed soundtrack, is a standout idea; most of the others - garden BBQ, diner, kids' room, casino - repeat their themes across the sixteen slots. The licensed soundtrack itself, covering indie, ska punk, pop, and dance, is a genuinely pleasant surprise for a budget indie racer, and you can toggle individual songs or whole genres. Who is this actually for? Kids or very casual players who want something approachable and visually cheerful will get mileage out of the career mode without bumping hard into the physics frustrations. Anyone expecting the depth of a proper kart racer, or hoping to fill a sofa with four friends, is going to feel the limitations quickly. Steam's own review pool sits at a mixed rating, which about matches the split in critical coverage - there is real fun buried in here, especially in Demolition Derby and Death Race, but the rough edges are persistent enough that the fun has to fight to stay on top. Riley, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopachievementscontroller-supportcloud-savestier:sub-5Kart-style RacingDemolition DerbyDeath Race ModeTwo-Player Split-ScreenCar UpgradesPower-up CombatBudget Indie RacerCareer Progression

System Requirements

Minimum

OS
Windows 7
Memory
4 GB RAM
DirectX
Version 10
Storage
4 GB available space
Graphics
NVidia 550 or similar
Processor
Intel i3

Recommended

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 10
Storage
4 GB available space
Graphics
Nvidia 750 or similar
Processor
Intel i5

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Game Info

Developer
Eclipse Games
Publisher
Eclipse Games
Release Date
May 14, 2020

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2026-06-103.50(lowest)

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What platforms is Super Toy Cars 2 available on?

Super Toy Cars 2 is available on PC, Xbox.

When was Super Toy Cars 2 released?

Super Toy Cars 2 was released on 14 May 2020.

Who developed Super Toy Cars 2?

Super Toy Cars 2 was developed by Eclipse Games.