Switchcars is a vehicular roguelike arcade set in a broken spacetime. Escape alien beasts over procedural environments, using more than 1,000 vehicles. You'll crash or run out of fuel, but that's okay - you'll switch to another vehicle. All you need to do is reach the year 2055. In theory!
All Reviews:
Very Positive (92) - 94% of the 92 user reviews for this game are positive.
Release Date:
Mar 4, 2016

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Curator Review

By Games made in Serbia April 8, 2017

“This game was developed in Serbia.”

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?

“Releasing Switchcars on Early Access has been in the plans for nearly two years. In contrast to releasing the game too early, that time was spent getting it as feature complete as possible. The game's got a ton of content, it's running quite smoothly, and it's very replayable. However, it is still work in progress. As I've been the sole developer for the most part, doing all the graphics, audio, business, promotion and nearly all the code, things take time. So I'm doing Early Access for a couple of reasons: 

  • Switchcars is in late alpha phase and at this point community feedback is very welcome for testing, balancing, suggestions, helping prioritization of upcoming features and fixes, and so on. 
  • Scope of the game was designed from the start with regular updates in mind, so it's got a lot of room for growth.
  • Some of you have been patiently waiting for Switchcars for a long time and this is a great way to make the game available to you while it's still in development.
  • After all these years, earning some revenue would sure help get better sleep at night! It would also potentially allow hiring additional developers and further expansion of the game.

Approximately how long will this game be in Early Access?

“Depending on community involvement and feedback, completing Switchcars might take anywhere from several months up to two years. Switchcars has a lot of potential for expansion and I would like to push it to its limits, as long as development is financially reasonable and redoing the whole game from scratch isn't necessary to keep adding new features.”

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

“Currently considered future updates include more powerups, more music, more types of lanes, more backgrounds, more animals, Steam features such as leaderboard and achievements, perhaps new game modes (some have been in the plans for a long time), and of course, hundreds of new vehicles (it's already got a thousand)!

Depending on the revenue and feedback, the scope of the game might change as well.”

What is the current state of the Early Access version?

“Most of the planned core features and content are currently present in Switchcars. It is highly replayable, quite stable and has been thoroughly balanced over the years.

It isn't complete yet however. Switchcars is in late alpha and certain technical issues are possible, such as image being stretched or cut on screens not supporting 16:10 aspect ratio. More balancing may also be needed, and some relatively obvious additions to the game still might require a lot of time to implement.

Steam features, such as achievements and trading cards, haven't been implemented yet. Please also keep in mind that save files might need to be reset at some points during the Early Access, as the game keeps changing with every update.”

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

“The price will not change when the game leaves Early Access, apart from occasional special offers like the release week or Steam sales.”

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

“Feedback from players on occasional game festivals in the past has played a big role in development decisions up to this point, so I'm counting on community for feature suggestions, balancing suggestions, vehicle and other content suggestions, bug reports, and to just generally help decide what to prioritize for the next update.

Please note that due to Switchcars being made by a single person, only so many suggestions can make their way into the updates. That said, all the suggestions will be taken into consideration, and if the revenue allows hiring more developers to share the load, so will increase the development speed.”
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Recent updates View all (19)

June 2

Progress report - Vehicle editor screenshots, new vehicles

Hi everyone,

It’s been a long time since Switchcars was last updated, so I want to let you know the current situation.

Beta update in development:

As many of you know already, the upcoming beta update has been in the works since late 2016. Some of its features and fixes were released in updates 13, 14 and 15, and the most difficult part of it (for me at least) was the integration of Steam API to the Switchcars engine. Being made in Pygame, this actually required some work that no other Pygame game ever did. That work was done by Damir, a friend of mine, over a year ago.

One of the update’s major new features are many new vehicles, but also something that was kept a secret until recently - Switchcars will have a vehicle editor as well as Steam Workshop available from within the game! This will allow you to create and share your own Switchcars vehicles, making those original 1000 seem like a joke!

Some of the many new upcoming vehicles

Reasons for the super-delay:

While planning the beta back in 2016 it was already apparent that Switchcars was not making enough money to sustain development far in the future. In order to continue working on Switchcars I needed to look for an alternative source of income, which I wrote about in December 2016. If you haven’t, please read that news post.

Stretched between looking for a side job, or starting another project prematurely, I was pressured to make a definitive decision. The whole basis of founding Altfuture and creating Switchcars was a stepping stone to creating revolutionary games that improve the gaming industry, and I wanted to stick to that plan. With a couple of friends we went for the most difficult ambition - develop the second Altfuture game and make it the best of its kind in the world. That game, which lets you drive trains in virtual reality, has been two years in development, known as Derail Valley.

When development of Derail Valley began, for nearly a year I was able to work on both games in parallel with no downsides. Switchcars updates 10, 11, 12, 13, 14 and 15 were all made during that period. However, when our team unexpectedly shrank to two, higher involvement from my side became necessary. Then in the summer of 2017 an opportunity to get Derail Valley funded came around, but at the cost of taking literally all of my time devoted to Switchcars.

There I was, after just having invested the last bits of money into Switchcars Steam API implementation, suddenly having to decide whether one game or the other will live.

First glimpse of the new vehicle editor

It’s difficult to put into words how it felt at the time, but making the choice of which game to end was devastating. Any choice would define a different path for the rest of my (and not only my) life. The decision eventually boiled down to understanding that Derail Valley’s funding would definitely allow for the future of Switchcars, whereas Switchcars’ income wouldn’t definitely allow for the future of Derail Valley. A cut had to be made, and finally it was that Switchcars update was to be postponed, but I had no intentions of abandoning the game.

Months later, after a lot of sweating, lack of sleep and nerve-wrecking decisions, Derail Valley made it to the top 10% of applied projects to the Serbian Innovation Fund, and after pitching in front of the investor jury, we eventually won the funding. Today Altfuture is a team of 4 members (soon to be 5) working on Derail Valley, funded for almost a year of development, and we remain focused on making it a truly revolutionary train simulation.

So when will Switchcars beta update be finished then?

For the many past months, I’ve been working on Switchcars every moment I can spare, admittedly mostly on weekends. I basically allow myself no spare time until the beta update is done. What’s already complete are the new Distance game mode, speedometer, improved wind and draft effect, nearly two hundred new vehicles, and most importantly the vehicle editor shown above, one of the most complex features of the beta update. Apart from that there have been huge code changes in order to make the vehicle editor possible, mod management system, vehicle editor documentation, support for multiple languages (made by Damir), the Steam API implementation (also by Damir), which will allow creation of Workshop, Achievements, and Trading Cards (being some of the last remaining things to do).

I still can’t say when it will be complete, but I am working on it literally every moment I can. I hope you guys will love it when it’s finally out and that it’s going to be worth it.

With this post I just wanted to apologize for the delay, and explain the situation. I understand many games remain in Early Access forever, especially if a second project takes over, and I definitely don’t intend to keep it that way. The only reason I was ever putting so much effort in all this was to make it possible for us to create more awesome games, and continue showing that great products can be made from nearly impossible conditions. Part of that is maintaining games when it seems impossible, too. On the other hand, if Derail Valley ends up being successful as we anticipate (and its market potential is notably greater than that of Switchcars), there's a lot more good stuff to come.

This period has been super difficult, but I want to thank you all for understanding the situation and being more patient than I could ever hope for. I myself can’t wait for the day the Switchcars beta update comes out and see tons of new vehicles you made! Until then I will be working on it every moment I can!

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“Absolutely a game that I needed to write about right now”
PC Gamer

“Switchcars is a very strange game and I think it’s a very good one”
Rock, Paper, Shotgun

“It spells a damn good game, with a high level of replayability”
Final Boss Fight

About This Game

Switchcars is a vehicular roguelike arcade set in a broken spacetime. Escape alien beasts through procedural environments, using more than 1,000 vehicles. All you need to do is reach the year 2055. In theory.

You are probably not going to make it. Not the first time, not the second, but perhaps the 100th? Every round is different, and you'll get better over time, so crack your knuckles and show those alien beasts who's the master of vehicular arts, the ultimate escaper of Earth, the unintended interdimensional time traveler scientist-man of pure vehiculative efficiency! Or, get struck by a bus and try again.


  • New kind of gameplay

    Switch instantly between vehicles in your inventory to move as fast as possible.

  • 1,000 vehicles

    Nearly all kinds you can imagine, all driveable, with different behaviors. There's a bit more than a thousand actually, and more is yet to come.

  • Procedural environments

    Forests, streets, ice plains, outer space, train yards, minefields - Around 100 unlockable types of terrain, diverse traffic to dodge, as well as more than 150 static scenery objects.

  • Time travel

    The playable years are 1950 to 2055. The point in time dictates available vehicles and environments, but also difficulty. Can you make it to the end and get an interstellar spaceship, the ultimate vehicle?

  • Vehicle upgrades

    Rocket-propelled motorcycle with caterpillar tracks and machine guns? Yes! There are 40 powerups that can be used on any vehicle, altering their performance and appearance.

  • Content browser

    Browse vehicles, lanes or powerups you've unlocked. See how many you haven't seen yet.

  • Immensely replayable

    Due to agile gameplay and procedural nature of the game, the rounds are always different, relatively short and unpredictable - in classic action roguelike manner.

  • High fidelity

    Crunchy crashes, distinctive and colorful pixel art, highly detailed sound and original adaptive music.

System Requirements

SteamOS + Linux
    • Processor: 2.5 GHz
    • Memory: 2048 MB RAM
    • Graphics: GeForce 6600 GT / Ati Radeon 9800XT
    • Storage: 100 MB available space
    • Processor: 2.5 GHz
    • Memory: 2048 MB RAM
    • Graphics: GeForce 6600 GT / Ati Radeon 9800XT
    • Storage: 100 MB available space

What Curators Say

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