Compare Team Racing League prices across 50+ stores and find the best deal. Developed by Gamious. Published by Gamious. Released on 8/11/2017. Available on PC. Genres: Racing, Early Access.

A 3v3 racing concept clever enough to deserve a real player base, stuck in an Early Access shell that hasn't been touched in over eight years. Bring your own five friends or don't bother.

I've spent enough time watching promising multiplayer games die on the vine to recognise the pattern immediately, and Team Racing League fits it uncomfortably well. The core hook is genuinely smart: two teams of three, but only one player per side needs to cross the finish line. That single rule flips the entire dynamic. Your other two teammates can drift and boost toward the front, sure, but they can also drop cube roadblocks, activate anchor mode to physically choke a section of track, roast opponents with an afterburner, or physically link their hovercraft to yours and form a rolling barrier. On paper, it reads like Rocket League crossed with a MOBA, which is exactly how some of the early coverage framed it, and that comparison is not entirely unearned. The driving itself holds up under scrutiny. The top-down view keeps the whole track visible at once, so there are no cheap offscreen hits and no excuses for losing position. Drifting has weight to it, braking creates boost opportunities, and the vehicle physics feel considered rather than floaty. The skill ceiling for the pure racing role is legitimate: time trial with ghost mode is in here, and if you grind it, lapping a track cleanly while two enemies are trying to anchor and roast you feels satisfying in a way that rubber-band kart racers never do. No randomised power-ups, no catch-up mechanics. You get beaten, you got outplayed. I respect that philosophy even when it punishes me. But here is where the impatience kicks in. The last developer update on Steam is over eight years old. The game never graduated out of Early Access. The Steam community boards have threads literally titled "Is the game dead?" with no official response. That is not a rhetorical question at this point, it is a factual one, and the answer is almost certainly yes. The track list sits at twelve circuits across forest, mountain, snow, and desert biomes, which felt thin at launch and feels thinner now. Reviewers at the time flagged the map design as the weakest element, with awkward elevation layering that the top-down perspective handles poorly and at least one track where the finish line placement genuinely confused new players. Those issues never got fixed. The lobby situation is the actual killer. A 3v3 game needs six warm bodies with reasonable ping. Finding a random match in 2025, let alone 2026, is not a realistic expectation. The local multiplayer mode was added post-launch, which at least gives a couch co-op out if you can stuff six people and their controllers into a room. The time trial mode lets you practice solo, but grinding ghosts in a game built entirely around team coordination only goes so far. If you have a dedicated group of five friends who are all willing to install this together and commit to scheduled sessions, there is a genuinely fun evening or two buried in here. For everyone else, the dead server reality will hit you inside thirty minutes. Fred, Scout Team

Team Racing League
RacingEarly Access

Team Racing League

Aug 11, 2017Gamious
GamerScout Says

A 3v3 racing concept clever enough to deserve a real player base, stuck in an Early Access shell that hasn't been touched in over eight years. Bring your own five friends or don't bother.

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About Team Racing League

I've spent enough time watching promising multiplayer games die on the vine to recognise the pattern immediately, and Team Racing League fits it uncomfortably well. The core hook is genuinely smart: two teams of three, but only one player per side needs to cross the finish line. That single rule flips the entire dynamic. Your other two teammates can drift and boost toward the front, sure, but they can also drop cube roadblocks, activate anchor mode to physically choke a section of track, roast opponents with an afterburner, or physically link their hovercraft to yours and form a rolling barrier. On paper, it reads like Rocket League crossed with a MOBA, which is exactly how some of the early coverage framed it, and that comparison is not entirely unearned. The driving itself holds up under scrutiny. The top-down view keeps the whole track visible at once, so there are no cheap offscreen hits and no excuses for losing position. Drifting has weight to it, braking creates boost opportunities, and the vehicle physics feel considered rather than floaty. The skill ceiling for the pure racing role is legitimate: time trial with ghost mode is in here, and if you grind it, lapping a track cleanly while two enemies are trying to anchor and roast you feels satisfying in a way that rubber-band kart racers never do. No randomised power-ups, no catch-up mechanics. You get beaten, you got outplayed. I respect that philosophy even when it punishes me. But here is where the impatience kicks in. The last developer update on Steam is over eight years old. The game never graduated out of Early Access. The Steam community boards have threads literally titled "Is the game dead?" with no official response. That is not a rhetorical question at this point, it is a factual one, and the answer is almost certainly yes. The track list sits at twelve circuits across forest, mountain, snow, and desert biomes, which felt thin at launch and feels thinner now. Reviewers at the time flagged the map design as the weakest element, with awkward elevation layering that the top-down perspective handles poorly and at least one track where the finish line placement genuinely confused new players. Those issues never got fixed. The lobby situation is the actual killer. A 3v3 game needs six warm bodies with reasonable ping. Finding a random match in 2025, let alone 2026, is not a realistic expectation. The local multiplayer mode was added post-launch, which at least gives a couch co-op out if you can stuff six people and their controllers into a room. The time trial mode lets you practice solo, but grinding ghosts in a game built entirely around team coordination only goes so far. If you have a dedicated group of five friends who are all willing to install this together and commit to scheduled sessions, there is a genuinely fun evening or two buried in here. For everyone else, the dead server reality will hit you inside thirty minutes. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayercooponline-cooptier:sub-5Top-Down RacingMOBA-Racing HybridTeam-Based StrategyAnchor MechanicsDrift PhysicsGhost Time TrialCouch Co-opDead ServersAbandoned Early Access

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
VRAM: 1792 MB NVIDIA GTX 460, ATI Radeon 4850, or Intel® HD Graphics 4400
Processor
2.3 GHz Intel Dual Core

Recommended

OS
Windows 7
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
VRAM: 2 GB NVIDIA® GeForce® GTX 660 or AMD Radeon™ HD 7950 or better
Processor
Intel Core i5

Reviews & Ratings

No ratings available

Game Info

Developer
Gamious
Publisher
Gamious
Release Date
Aug 11, 2017

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