Up to 16 cars on one screen and no room for manners. A top-down racer in the spirit of the 16-bit era: rockets, mines and oil on the road, eight championships, 2 to 4 players on one machine on pads or the keyboard, LAN, Steam, and an editor for tracks of your own.

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Planned Release Date: Nov 6, 2026

This game plans to unlock in approximately 3 weeks

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About This Game

Set the field to 16 and they all fit on the line. You have three rockets,
three charges of nitro and two things to leave lying behind you - and so has
the car in front. Rennspiel is a top-down racer that takes after the 16-bit
ones: the whole corner on one screen, a field close enough to touch, and
nothing in it that will apologise.

Race dirty

  • Rockets go forward. A mine or a slick of oil goes out the back - the garage
    decides which one you are carrying.
  • A mine is blind to the car that dropped it until that car has once driven
    clear of it. A lap later it bites its owner like anybody else.
  • Oil lies on the road for three laps, counted in racing rather than in
    seconds, and pales as it soaks away. The corner that was clean on lap one is a
    trap on lap two.
  • Sit in the hole another car punches in the air and half your drag is gone:
    eight per cent over your own top speed. A tow is how you pass a car of your own
    class without firing a thing.
  • A car that is written off goes up on the spot, and the wreck lies where it
    died - drivable straight through - until it comes back. Only water and the gaps
    take a car whole.

The track keeps the receipts

  • Rubber where somebody was sideways, black smears behind whoever went
    through the oil, ruts in the sand, scratches on the ice, flattened grass, and
    scorch where a rocket went off that outlives all of it. Rain washes the road
    clean again in a couple of laps.
  • Trains, level crossings, barriers, jumps, bridges and tunnels. The trains
    and the barriers run on the race clock alone, so arriving at a crossing at the
    wrong moment is nobody's fault but yours.
  • Every track brings its own sky: the harbour is raced in the rain, the old
    town at night, the ice pass at dusk.

Eight championships

  • Eight cups of four races, fields of 8 to 12, prize money and points.
  • A shop between the races: engine, tyres, armour, nitro, launcher,
    ammunition, rear weapon, repairs. Damage and ammunition carry over from one
    race into the next, so a cup is driven with what is left of the car.
  • A podium unlocks the next cup. The last race of one ends on a real podium,
    with the trophy and the stadium's fireworks.
  • Four difficulty levels, and inside them every driver has their own skill
    and their own temper - how readily they shoot, what they spend their money on,
    whether they are the sort to take the shortcut.

2 to 4 players, one screen

  • Press A on the pad you mean to drive with, or the accelerator of a free
    block of keys, and you are sitting down. Four pads, four blocks on the one
    keyboard - W, the arrows, I and Num 8 - or any mix of the two: a seat belongs
    to whatever took it, and no other device can touch it. Nobody has to own a pad,
    and nobody has to share one hand of keys.
  • Two race in columns, three or four take a quarter each - and because three
    leave a quarter over, the track map moves in there, one big one for the room.
  • A party can drive a whole championship this way, everybody in a stock car,
    points counted seat by seat.

LAN: one person per machine

  • Everybody on the same network, one driver per screen. The lobby finds the
    rooms by itself - a game that is open says so on the network and turns up in
    the list with its name, its track and how full it is.
  • Host from inside the game, or run a dedicated server headless and let the
    room fill up around it.
  • The grid holds 16 either way, and every place on it nobody takes is filled
    by the AI.
  • A track the host drew and you have never seen arrives over the wire while
    the lobby is still open.

Online over Steam

  • The same race against anybody, anywhere: rooms found through Steam's
    matchmaking rather than by shouting on one network.
  • Invite friends out of the lobby itself, and take an invitation from the
    overlay. If the game is not even running, the invitation starts it and puts you
    in the room.
  • It is the same lobby LAN opens, with the switch between the two still in
    it, so a room can change its mind about which one it is on.

Twenty-four tracks, and then yours

  • The editor draws the road as a graph of nodes and edges, paints tiles over
    it, drops in jumps, oil, barriers and railway lines, sets the starting grid -
    and takes the whole thing for a drive before you have saved it once.
  • A track you save turns up in the single player menu and in the lobby
    straight away.
  • Every track keeps a record board. Nothing a computer drove has ever reached
    one.

The rest of it

  • German and English, keyboard or gamepad.
  • 35 achievements and Steam Cloud.
  • Runs on a Steam Deck - everything except the track editor, which wants a
    keyboard and a middle mouse button and says so.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Everything you see and hear in this game - the graphics, the sound effects, the music and the built-in tracks - is produced by our own hand-written generators: drawn and synthesised in code. No generative AI is involved in any of it, and nothing is generated by an AI while the game is running. The computer drivers race on ordinary, hand-written driving logic, not on an AI model.

Generative AI was used during development, as an assistant for code and for text: in writing the program code and those generators, in the menu and interface text, in the names of the computer drivers, and in the translation between German and English. Every line of it was reviewed and reworked before it went into the game.

The images and the video on this store page are captured from the running game.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 (64-bit)
    • Processor: Any x86-64 CPU with SSE2, 2 cores
    • Memory: 2048 MB RAM
    • Graphics: GPU with OpenGL 3.3 support (Intel HD Graphics 4000 or newer)
    • Storage: 500 MB available space
    • Sound Card: Any Windows-compatible sound device
    • Additional Notes: Runs on OpenGL 3.3; no DirectX required. Gamepads are supported, but up to four players can share one keyboard in local splitscreen. Single player, local splitscreen and LAN races work without an internet connection.
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 11 (64-bit)
    • Processor: Quad-core 2.5 GHz or faster
    • Memory: 4096 MB RAM
    • Graphics: Any dedicated GPU with OpenGL 3.3 support
    • Storage: 500 MB available space
    • Sound Card: Any Windows-compatible sound device
    Minimum:
    • OS: SteamOS 3.x, Ubuntu 20.04, Debian 10 or any x86-64 distribution with glibc 2.28 or newer
    • Processor: Any x86-64 CPU with SSE2, 2 cores
    • Memory: 2048 MB RAM
    • Graphics: GPU with OpenGL 3.3 support and Mesa 20 or newer
    • Sound Card: PulseAudio, PipeWire or ALSA
    • Additional Notes: Native x86-64 build, no Proton required. Requires X11 or Wayland. Tested on Steam Deck. Single player, local splitscreen and LAN races work without an internet connection.
    Recommended:
    • OS: SteamOS 3.7 or Ubuntu 22.04 and newer
    • Processor: Quad-core 2.5 GHz or faster
    • Memory: 4096 MB RAM
    • Graphics: Any dedicated GPU with OpenGL 3.3 support
    • Sound Card: PulseAudio, PipeWire or ALSA
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