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 (108 reviews) - 89% of the 108 user reviews in the last 30 days are positive.
Very Positive (683 reviews) - 93% of the 683 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 (24)

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

26 comments Read more

April 6

Hotfix patch

Hey everyone,

We're aware of some game-breaking issues, and are trying to fix them as soon as possible. These issues are:

  • Resetting: You can get caught in a reset loop and are unable to finish the race on Skytrack and Acrophobia.

  • "Game is full" network error: This is happening to some people quite a lot, when it should be finding a next game or getting you to create a new one.
Unfortunately, some players have issues crashing pretty frequently. Thankfully, most users have rarely crashed, but a select few are experiencing them a lot. We're still looking into this issue, and will hopefully make some progress with it soon. It's a tough one.

I've also fixed a bunch of issues with the tracks, but they will be in the patch after the hotfix one. We're looking into some voting issues, pickup balance and other improvements, too

Thanks for playing multiplayer so far! Seems you're having a lot of fun, and it makes us proud to see our baby out there prancing in the wild! ;D

-Chris and the GRIP guys

Some things we're thinking of adding soon to multiplayer:
  • Show laps/time/kills remaining for events that are in-progress
  • Switch between cars while spectating
  • Limit # of laps or time/kills for public events (private has no limit)
  • Voting adjustments to avoid having a single vote (vs many) being able to change important settings like game mode and destructible vehicles
  • Add the chat window to an in-progress lobby
  • Show spectators at bottom of in-progress scoreboard
  • Show scoreboard from previous game in lobby after it finishes
  • Reduce the amount of health cars have in arena by 75%
  • Show what car someone is using next to their name in the lobby
  • Other stuff!
Thanks again for playing, and please be patient as we try to improve multiplayer functionality ;)

30 comments Read more
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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.

What Curators Say

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