Y2KILL is an arcade competitive racing-shooter game where you pilot a mecha in a Y2K cell-shaded world.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Y2KILL lives or dies on feel — how tense the extraction is, how sharply the loot curve pulls you deeper, how hard each district should hit before it stops being fair. That is not something you can balance alone in a vacuum. I'm releasing in Early Access so players can help shape the difficulty, the loot economy, and the moment-to-moment loop with me while the foundations are still flexible. The core is built. Now it needs real hands on it.”

Approximately how long will this game be in Early Access?

“I plan to be in Early Access for roughly a year, though that will flex with the scope of what I add and the feedback I get along the way. I would rather leave Early Access when the game feels ready than rush it out to hit a date.”

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

“I plan to grow New Ashgrove well beyond its current shape. That includes fleshing out its districts, expanding the enemy roster, fully realizing events, adding the world bosses and opening up the player-driven economy where rolled gear and materials can be traded. I also plan to deepen progression, add more characters and gear, and keep sharpening the atmosphere and Y2K vibe throughout. These are my intentions rather than guarantees, the roadmap will move as I learn what players respond to.”

What is the current state of the Early Access version?

“Y2Kill is fully playable from end to end. Every system you'd expect at launch is in: both game modes across all tracks, four difficulty classes, the complete progression loop, and live global leaderboards.

Available now:
- Time Attack and the Gauntlet (boss mode) on every track, in all four classes from 50cc to 200cc
- Multiple mecha, each with its own handling, hull, and firepower - plus paint jobs to earn
- The full loot economy: gear drops in five rarities, an exotic forge for surplus pieces, and a player-run marketplace
- Hangar upgrades: engine, thrusters, minigun feed, targeting, armor, boost intake, salvage tractor
- Global leaderboards per track, mode, and class, where you can click any pilot's time to inspect the exact build that set it
- Full keyboard, mouse, and controller support with remappable controls

What's still rough: balance. The 200cc legendary drop rate, boss health across the classes, and the barrage's timing are tuned from my own play... they need thousands of runs to settle, not dozens. Expect the numbers to move as the boards fill up. You may also find bugs; I fix them fast and I'd rather hear about them.
What you buy today is the whole game. It simply isn't finished growing.”

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

“I plan to raise the price as the game grows in content and scope. The Early Access price will be the lowest the game is offered. It will increase as I ship new districts, enemies, and features on the way to the full release.”

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

“I'm building Y2KILL in the open, and I plan to keep it that way. I plan to gather feedback through my community channels and the Steam discussion boards. On balance, the loot curve, new districts and enemies, and what I should prioritize next and to post regular updates on where the game is heading. Bug reports, balance notes, and wishlists for what New Ashgrove should become are exactly what I'm hoping to build the rest of the game around.”
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This game is not yet available on Steam

Planned Release Date: To be announced

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About This Game

THE TRACK IS A TUBE. GRAVITY IS A SUGGESTION.

Y2Kill straps you into a mecha and drops you onto tracks that wrap around themselves // you don't drive on the road, you drive around it, upside down and sideways at full throttle, holding a racing line that curves under your feet.

Then it hands you miniguns.

TWO WAYS TO RIDE

TIME ATTACK: Just you, the track, and the clock. Clean lines, boost pads, and the shortest possible distance between your start and your name at the top of the board. No mercy, no excuses, no boss to blame.

BOSS MODE: A giant mecha floats above the track and the track becomes a weapon. Walls slam across your lane, minibosses drop into your path, and telegraphed artillery blooms on the road ahead — you have exactly as long as it takes to arrive. Fight while you race, race while you fight, and kill the thing before it kills you.

FOUR CLASSES. THE LAST ONE MEANS IT.

50cc to 200cc: and the class isn't just speed. It's how dense the walls get, how fast the minibosses come, how hard the Boss swings, and whether the sky opens up with barrage fire at all. It's also where the best loot lives: legendary gear drops only at 200cc, and only if you survive it.

BUILD THE MACHINE

  • Loot gear from the run: armor, engines, thrusters, miniguns, targeting, boost - in six rarities from Normal to a Legendary that changes how you race

  • Forge exotics by sacrificing your surplus: the only tier that drops from nothing

  • Upgrade in the hangar: feed motors that double your fire rate, hull plating measured in real hull points, lock cones, salvage tractors that pull loot to you

  • Real numbers, no mystery: 58 DMG per round, 1,440 hull on the boss, CRIT 116 in gold when the dice land. You always know exactly what you're doing to it, and what it's doing to you

  • Paint it: every mecha, your colors

PILOTS ARE WATCHING

Every track, every mode, every class has its own board. Beat someone's time and you'll see their name. Click their name and you'll see their build, the exact gear that set that time, named and rarity-colored, down to the last percent. A time is a challenge. A loadout is the answer key.

Trade with the rest of the grid on a player-run marketplace: list your surplus, buy the piece you're missing, undercut the whole board.

System Requirements

    Minimum:
    • OS: 10
    • Processor: Intel Core i5-3550 / AMD FX 8150
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 670 / Radeon HD 7850
    • DirectX: Version 9.0c
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