
Swipecart
Think Trials but on mine cart rails: nail your entry speed, survive seesaws and gaps, stop before the shaft drop. Precision fans only, and probably better on your phone than your PC.
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Screenshots & Media

About Swipecart
My first thought when I booted Swipecart was that the premise sounds like a fever dream someone had at a theme park, which, amusingly, is not far from the truth. What you actually get is closer to a physics puzzle racer than anything with a throttle pedal and a finish line. Each short track splits into two zones: a pump-to-accelerate section where you drag the mouse back and forth to build momentum, then an action zone where acceleration cuts off entirely and you are left managing only brakes and a handful of special abilities to survive whatever chaos the level designer cooked up. Gaps, seesaws, rickety track sections, and a mandatory full stop before the mine shaft at the exit. Get the entry speed wrong and you are restarting, full stop. The "one more go" loop is legitimately effective. Tracks are short enough that failure never costs you more than twenty seconds, and the ghost system lets you race your own best run on repeats, which turns time-trialing into a surprisingly twitchy competition against yourself. Progress earns fans, XP, and cash to spend in the garage, where you can customise your driver and cart with pixelated helmets and cosmetics that have zero impact on performance. The retro 8-bit art style and synth-heavy metal soundtrack do the game a lot of favors on first impression, and the absurdist sporting-league fiction wrapping the whole thing keeps the tone cheerful enough that dying on track twelve for the ninth time stays funny rather than frustrating. Here is the catch, and it is a real one: Swipecart was designed for touchscreens. The name says it plainly. On PC, the mouse-swipe acceleration mechanic has an awkward, inconsistent rhythm that makes landing a precise entry speed genuinely fiddly. Navigation menus compound this, requiring you to mouse-swipe to scroll through track selections instead of just clicking a button. It is the kind of UI friction that makes you mutter under your breath. The game has full controller support listed, though the swipe mechanic translates to a mouse-first input that no gamepad layout fully irons out. Difficulty also escalates quickly, and the controls being imprecise means the punishment often feels less like a skill gap and more like input noise. Solo players with patience will find 60 tracks across three mountains worth grinding, plus a level editor to build and share custom layouts, though community activity around that editor has been quiet for years. For the right person, specifically someone who enjoys compact physics puzzlers and is willing to tolerate a mobile port that never quite made peace with mouse and keyboard, there is a scrappy, charming little game here. For everyone else, the honest recommendation is to grab it on iOS or Android if you have a touchscreen device handy. As a couch co-op pick or a party game, it does not apply: singleplayer only, no split-screen, no local multiplayer. Treat it as a quiet solo time-trial game you dip into for fifteen minutes, not a Friday night tournament title. Riley, Scout Team
Tags
Steam Deck & Linux
Runs flawlessly on Linux out of the box. Based on 4 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows XP
- Memory
- 2 GB RAM
- DirectX
- Version 9.0
- Storage
- 40 MB available space
- Processor
- 2.0GHz
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Reviews & Ratings
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Game Info
- Developer
- Micro Factory Games
- Publisher
- Micro Factory Games
- Release Date
- May 8, 2014