Super Indie Karts is a classic retro 16-bit style karting game, with Time Trials, Grand Prix, SplitscreenGP, and Battle Modes! The game was KickStarted late in 2014 and is aimed for completion in 2018. You don't have to wait until completion though as you can join in now with Early Access!
Recent Reviews:
Very Positive (10) - 90% of the 10 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (139) - 86% of the 139 user reviews for this game are positive.
Release Date:
May 6, 2015
Developer:
Publisher:

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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?

Super Indie Karts has been in development for more than a year and was fully funded on Kickstarter late in 2014. Early Access, will provide an opportunity to hear honest feedback about the game as it is refined and give a chance to improve the game before the full release in 2018.”

Approximately how long will this game be in Early Access?

“Super Indie Karts is planned to leave Early Access in 2018.”

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

“The final game will have more Indie Game crossovers, more karts, more tracks, more play modes, more weapons, and more refinement.

There'll be 64 tracks, over 30 karts, SplitscreenGP, Battle Mode, Time Trials, and Mirror Mode.”

What is the current state of the Early Access version?

“The currently uploaded build has the Grand Prix, SplitscreenGP, Time Trials modes active with 32 tracks to race in 3 speed classes and in Mirror Mode, with over 20 karts, and a sackful of fruity weapons.”

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

“The game will have its price increased gradually as more sweet content is added and after leaving early access the game will be priced at 50% more than its current Early Access price.”

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

“Feedback can be left here or sent directly to me via email at support@oneleggedseagullgames.com, and I also answer questions regularly in the game's Discussions area.”
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Recent updates View all (21)

December 30, 2017

Early Access Update v0.65 - XMAS 2017 Update

*Update v0.65* - New Settings Update

Here's a nice little quality of life update to finish off the year!

changes:
  • added an Audio Settings menu, with volume sliders for Music, SFX, and Voice
  • added a Controller Settings menu, with a deadzone adjuster, vibration on/off, auto-accel on/off
  • removed more of the slip, adding more of the grip:
  • switched the kart's acceleration physics from applying force in direction the kart is facing, to applying the force into the direction the front wheels are turning to. This dramatically reduced a lot of the slippy feels
  • added a credits roll (launched from the main menu options)
  • added some pre-splats to the INK track, might need more in a later update or maybe splatted walls instead

Hope you all have a great New Years Eve, and I'll see you at the next update in January 2018!

Best,
1leggedseagull
19 comments Read more

October 31, 2017

Early Access Update v0.64a - Spooky Halloween Update

*Update v0.64a* - Halloween 2017 - Diamond Cup Update

Well, this one's a BIG one! :D



main changes
  • 4th Indie Cup added!! Featuring: Freedom Planet's DragonValley, StarrMazer:DSP's Telchines Supercluster, INK's INK Trail, and KnightmareTower's Lava Knightmare!
  • New Indie Characters added! Sash Lilac from Freedom Planet, Brick M. Stonewood from StarrMazer, Roy G. Biv from INK, and The Knight from Knightmare Tower!
  • Added a new weapon! Welcome to the arsenal PumpKing - a pumpkin that's 4x the size of a regular pumpkin! PumpKing won't explode on impact, but you can see it from a long way away making it easy to avoid (as long as it doesn't sneak up behind you). A shockwave blast on initial landing is pretty handy for knocking out a few birds with one stone!
  • Added a First Person internal kart view to the cheats menu so you can test it out while I polish it up.

other changes
  • added new max fps values 120, 144, and 180
  • fixed problem where some thumbsticks weren't turning the kart as quickly as the D-pad(!), leaving some players steering at only an 80% turn speed!
  • fixed a situation where the kart could turn slower if the fps was running low (like when screen-recording while playing)
  • stopped Left&Right keys conflicting with each other if both were pressed, now the kart will straighten out
  • added a few walls and widened a problematic platform in Rhombus Square Oval
  • removed some landmines, barrels, and a pit in Duck Race
  • eased the annoyance of a trap corner in TeslaTower
  • add more details to the Canabalt track including giant robots destroying the city skyline
  • added a bunch of bouncy castle walls and background bubbles to the Shutshimi track
  • polished some of the kart select menu, added sounds, and you now get asked if you're ready after making your selection
  • cleaned up some more of the character avatars
  • revamped the ground flame trails when boosting
  • jazzed up the camera swing that's triggered on winning a race to be more punchy
  • smoothed out some of the main camera movements and rotations
  • changed how much the kart can bounce off of walls and obstacles
  • added a much quicker Brake, Reversing Speed, and Acceleration from Reversing (Reverse-reversing?)
  • fixed a bug that allowed you to build up the driftboost meter while reversing
  • Weapon Jars expand in size when respawning instead of just re-appearing, and also play an electric particle when collected
  • added some 3d Ramp models to make the Jump Pads easier to see
  • added a small amount of bounciness to the kart when landing from a high jump
  • fixed a glitch that let you hop just as the kart reaches ground height when over a dropoff to stop yourself going into water etc
  • increased the polycount on the finish line banner so it looks nicer from side-on angles
  • fixed a bug in the TeslaTower elevation shafts that saw you drop out if you went in with a downwards velocity
  • fixed a bug where a jumpPad could be ineffective if you hopped onto it
  • added some new animated wheel dust effects when on grass, mud, and sand
  • remastered the Shutshimi kart graphics
  • cleaned up elements of the TotoTemple and the WhisperingWillows tracks
  • fixed how some 3D walls looked dark in mirror mode
  • spruced up some of the race screenshots on the cup select screen
  • added a flash anim to the RaceGoal icons on the scoreboard if you get all 3
  • you can no longer get a jewel or shroom RaceGoal star after the race has ended!
  • added some soundfx for the pause screen button presses
  • updated Canabalt's kart select with a new variant: Canabalt HD
  • added some more detailed titlecards on race openings
  • linked alt+enter and the fullscreen menu setting
  • made the kart engine revs a bit beefier
  • added golden explosions to objects that goldrushing destroys

With an update this huge, there's bound to be a few new gremlins in the works, so anything serious please post it in the discussions area and I'll do all I can to iron them out over the next short while.

Spooky karting,
1leggedseagull
36 comments Read more
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Reviews

“Super Indie Karts Is The Closest We'll Get To A Modern Wacky Wheels. This is all happening to an absolute smorgasbord of colour throughout. It’s a visual godsend.”
Kotaku Au

“Not only is it a love letter to the 16-bit era of Mario Kart, which I loved, but features some of my favorite indies as racers to boot.”
What's Your Tag?

“The roster is one of the most impressive in a kart racer because of just how many indie franchises it uses, while its art style evokes the original Super Mario Kart with many modern flourishes. The pixel art style used is nearly identical to what you would expect from a latter-day SNES game.”
Hardcore Gamer

About This Game

Super Indie Karts is a classic retro 16-bit style karting game, with Time Trials, Grand Prix, Splitscreen GP, and Battle Modes! The game was KickStarted late in 2014 and is aimed for completion in 2018. You don't have to wait until completion though as you can join in now with Early Access to the Super Indie Karts BETA builds! The BETA currently boasts over 30 characters and 32 tracks to play Single Player or Two Player Splitscreen in Grand Prix mode (and in Mirror Mode) and in Time Trials, and 3 local-multiplayer BattleMode arenas. More play modes, characters, and features will be added as the Early Access weeks drift on by. With one foot firmly in the past, witness authentic '90s hardware limitations such as:

  • shockingly bad draw distance!
  • incredibly small, almost claustrophobic, tracks!
  • trees and obstacles that pop up 5 yards in front of you!
  • World leading watermelon physics engine! (featuring Blast Processing!)
  • 1992 style screen curvature and motion blur! (optional)
  • Indie Game crossovers you know and love, and some you don't yet know you love!

More info on the final game:
Play as some super Indie Game crossover characters, coming to battle it out around the world in iconic locations or in some super Indie Game themed tracks! It might get a little bumpy out there though as there are plenty of weapons on the track to give you a spin: Melon Cannons, Exploding Pineapples, Melted Gelatos, Heatseeking Loconuts, and 3 different strength Chilli Boosts!

Indie Crossovers so far include: - Runbow - Freedom Planet - Teslagrad - Whispering Willows - Fist Of Awesome - Read Only Memories - Lobodestroyo - Canabalt - Duck Game - So Many Me - Toto Temple Deluxe - Aegis Defenders - Adventures Of Pip - Shutshimi - Gentlemen Ricochet - A.R.E.S. - Holobunnies - Clive'N'Wrench - Cross Code - PowerDrive2000 - Guacamelee! - and many more to come! With over 40 tracks to race on, in 3 speed classes, plus mirror mode, there'll also be plenty of achievements and unlocks to keep you drifting and burning pixel rubber 'till the pixelated billboard sun goes down!

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows Vista
    • Processor: 2 GHz dual core
    • Memory: 2 GB RAM
    • Graphics: HD Graphics
    • Storage: 400 MB available space
    Recommended:
    • OS: Windows 7/8/10
    • Processor: 2.4 GHz dual core
    • Memory: 4 GB RAM
    • Graphics: Hardware Accelerated Graphics with dedicated memory, 1GB memory recommended
    • Storage: 400 MB available space
    Minimum:
    • OS: MacOS Mavericks 10.9.5 or later
    • Processor: 2 GHz dual core
    • Memory: 2 GB RAM
    • Storage: 400 MB available space
    Recommended:
    • OS: MacOS Mavericks 10.9.5 or later
    • Memory: 4 GB RAM
    • Storage: 400 MB available space
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