GRIP is a futuristic combat racer inspired by the Rollcage games from 1999/2000. Combine furious speed with intense action to create memorable gaming moments you won't forget.
User reviews:
Very Positive (30 reviews) - 90% of the 30 user reviews in the last 30 days are positive.
Very Positive (707 reviews) - 93% of the 707 user reviews for this game are positive.
Release Date: Feb 2, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Early access is a great way for us to connect with gamers, and allow you to help turn GRIP into the type of game you really want to play.

Our team can focus purely on development, getting you the best possible version of the game, and as soon as we make changes.

With every new version, we'll be taking valuable feedback from the community, of which we will then use moving forward.

In our forum there will continue to be polls for users to vote on, regarding all aspects of the game. These polls will give great general feedback from the players, in addition to the in-depth discussion on the rest of our forums (

With your help, we look forward to creating the best possible version of GRIP there can be!”

Approximately how long will this game be in Early Access?

“The "final" version of GRIP will be released sometime in 2017, though with the right support GRIP will never be final, as we hope to be adding new cars, tracks and possibly pick-ups throughout the game's life cycle.

The first version out of early access would be a complete version, or in other words, our vision of the full game as it's outlined in the game design document.”

How is the full version planned to differ from the Early Access version?

“Early access will not have many features at first. Our main goal early on, is perfecting GRIP's core gameplay. We want to make sure the game plays very, very well before we start adding the bulk of the content.

Once the vehicle physics, pick-ups, multiplayer functionality and AI are where we need them to be, we'll start to release new content that can change over time depending on feedback from the community.

For the full version of GRIP, we're wanting to have at least 12 cars (3 classes), 12 tracks (4 planets), 10 pick-ups, a career mode, arcade mode, arena mode (with arenas), carkour mode, elimination mode, multiplayer (online or local LAN and split-screen), mod tools for custom cars, and (depending on funding moving forward) a track editor so players can build their own courses.

This is our ideal version of the final game, but the actual end result could be different from our current vision.”

What is the current state of the Early Access version?

“See the "About this game" section on the store page. It is updated regularly with a current feature list”

Will the game be priced differently during and after Early Access?

“We plan to gradually raise the price as we include new content and features, but not by much. However, you will NOT have to pay any more money to receive the final release version, if you've already bought a version of the game in early access, regardless of the price at which you did.

All that said, the first version released outside of early access will not cost too much more than the game does now.”

How are you planning on involving the Community in your development process?

“We'd like the community to give feedback on all aspects of the game, whether it be vehicle physics, weapons, power-ups, cars, track designs or overall visuals.

You can give feedback either here in the Steam community, or in our official forum:

We look forward to hearing from you!”
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Recent updates View all (25)

May 4

NEW Vehicle, LAN support, tutorial mode - GRIP v.1.2.1

GRIP v.1.2.1 is now on Steam!

Be sure to join our Discord channel to coordinate multiplayer matches with other players!

List of some known issues with the current version of the game (v.1.2.1):


  • Sometimes the game can crash in multiplayer, but hopefully this is rare. We are looking into this issue.
  • We're still working on the sync between players, so you may see some lag and cars jittering
  • On rare occasions, the game can put you in a single player race instead of taking you from the lobby to the multiplayer event. Again, we're looking into this
  • The scoreboard is not toggle-able if you retire/DNF
  • You cannot switch between cars while spectating, but will be able to soon
    Much more functionality coming for multiplayer!

  • Vehicle physics can still be buggy at times, causing your car to bounce unexpectedly, catch on geometry or spend too much time in the air. We've been aware of these types of issue for a while and have constantly been improving physics as we go. This version of the game is the most stable it's ever been and will only get better
  • Islands Track: This map has been taken out for this update (again - sorry :p). It's currently under a lot of construction, but will be worth the wait!
  • The menus only support mouse navigation right now. Gamepad support will be coming as soon as possible.
  • Resetting on more complex tracks like Skytrack and Acrophobia can result in you getting stuck in a reset loop. Just reset a couple times and you'll be put back on the track. This is a temporary solution until reset code is improved
  • Some users are reporting that pausing the game after finishing an event gets rid of mouse navigation
  • EMP is being revamped and improved to be less frustrating. We've got some great things coming in terms of pickups in general
  • Explodable barrels now make a sound when run into. It's currently buggy and can get cut off, but will be fixed soon
  • The Carkour map "Jobsite" has been removed until we determine why it won't load
  • Foliage has been removed from Yuri Industrial because of an issue in UE4 where using foliage corrupts the map file. Hopefully we'll be able to use the foliage tool again later in time

List of changes/additions in this patch (v.1.2.1):
  • NEW Car! Vintek Rogue. This is a speedster class vehicle, and our first car with an F1 inspired engine sound.
  • LAN support. This was not working in the previous version but does now. Play with your friends in the same room!
  • Tutorial ("Primer" in the menu) added for newbies to get acquainted with the game's mechanics
  • Improved missile deployment and navigation. At the very least, missiles should hit the ground after being deployed much less than prior patches.
  • Level tweaks: Some issues with balance and AI pathing have been fixed on various levels.
  • Updated non-player car sounds so that they can be heard in addition to player's car. The grid of vehicles now roars and cars can much more easily be heard when nearby.
  • Updated Mine FX so that deployment is more apparent as well as the delay before being active
  • Updated vehicle damage FX to fix an issue with them spawning in a straight line across the map
  • Improved various sound effects
  • Fixed assassin navigation on various tracks
  • Changed gamepad button names in UI to something more recognizable
  • Added pickup grabbed FX for all cars

Things coming in future updates!
  • A new weapon: Stingers
  • A new power-up: Stasis
  • A new car: Cygon Eversor
  • Improved, less frustrating EMP
  • The return of Liddo5 Islands track
  • A new track on Jahtra
  • A new city track on Orbital Prime
  • A new arena on Jahtra
  • Perks in multiplayer (new tires, rims, etc)
  • Player stats tracking
  • Player level progression in Multiplayer

If you want to give feedback, or need to report any issues, please visit our forum:

Or you can visit the Steam Page

To all of our players, thank you for supporting us, and we hope you'll like what we've got coming in our next updates!

35 comments Read more

April 15

New fixes/improvements update

We've just released a small patch for GRIP. It's to the tune of 1.1gb as we needed to do a fully cooked data build

  • improved resetting (getting stuck on Skytrack and Acrophobia should happen much less)
  • fixed issue with client and server data not syncing votes and event settings
  • Updated majority of tracks with some collision fixes, as well as balances including pickup placement
  • Non-player vehicles can now be properly heard
  • fixed LOD issue on Warlander
  • other multiplayer code improvements
Next patch should have a new car, see the return of the Liddo5 Islands track, have more fixes and improved multiplayer functionality

NOTE: We also released a hotfix patch on April 11th, with this changelist
  • "Game is full" error now not an issue. Full games are properly bypassed by the search in favour of the next available game
  • Destroyed players now respawn in races with Destructible Vehicles enabled. There is no HUD support for this yet so you won't see any countdown for respawning. This is a temporary "fix" to help keep lobbies populated, as players were getting frustrated with dying and having to spectate the rest of the race. We will be looking into proper implementation soon

27 comments Read more
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Report bugs and leave feedback for this game on the discussion boards

About This Game

GRIP is bringing old-school style combat racing back with a bang. Inspired by the Rollcage games and developed by some of the original team, GRIP is a true tribute to the explosive fun had in a past gaming era.

Current features (as of v.1.2.0):

  • 6 vehicles (3 manufacturers), with paint job, rim and tire customization. Another car coming soon!
  • 6 Game modes: Classic Race, Ultimate Race (overall points), Elimination, Time Trial, Arena (Deathmatch) & Carkour (similar to scramble mode in RCS2)
  • 8 Racetracks, 3 Arenas, 15 Carkour courses. (Some levels are still WIP)
  • 4 Weapons (Homing missile, machine gun, mine, leader rocket). More weapons on the way!
  • 3 Power-ups (Shield, Turbo, EMP)
  • 12 Ingame music tracks (mostly Drum n Bass, but also trance and techno)
  • Play single player (against AI), Split-screen with a friend or ONLINE versus players all over the world!

NOTE: Gamepad navigation in menus coming soon, apologies for the delay.

  • Intense Racing: Hit speeds of up to 1000 kmph, driving on floors, ceilings and walls. GRIP's car designs allow for driving on both sides, so flipping the car no longer means game over

  • Awesome Pick-ups: Use an array of power-ups and weapons to get the edge on your opponents. Ranging from missiles and guns to shields and turbos, we plan to have a wide array of exciting pick-ups to use

  • Exotic Planets: Race on a variety of planets, from hostile icy worlds to alien jungle to sprawling non-terrestrial cities. Use destruction as a tool to win (not yet implemented*), crashing your surroundings down on your opponents, or lose your tail by heading through an alternate track route

  • Badass Rides: Choose from a roster of armoured cars, manufactured by different companies from around the galaxy. Each car has different specs - some swift and agile, others brutish and heavily armoured. There's a killer car for every taste

  • Bangin' Tunes: Race to a thumping soundtrack from a variety of artists. Drum n Bass is our main kick

System Requirements

    • OS: Windows 7 64bit
    • Processor: 2.4 Ghz+ Dual Core
    • Memory: 4 GB RAM
    • Graphics: Geforce 560 or Radeon 6850
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Additional Notes: Microsoft Xbox Controller for Windows® (or equivalent) is recommended.
    • OS: Windows 7 64bit or Newer
    • Processor: 3.0 GHz+ Dual core
    • Memory: 8 GB RAM
    • Graphics: Nvidia 970 or Radeon 380
    • DirectX: Version 11
    • Storage: 4 GB available space
    • Additional Notes: Microsoft Xbox Controller for Windows® (or equivalent) is recommended.
Customer reviews Learn More
Very Positive (30 reviews)
Very Positive (707 reviews)
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