Lug-nut-challenged, crazy couch game that happens to also be the most realistic TD/2D racer to date. Stop driving tiny cars that just pivot on center. Drive tiny cars that actually steer and crash like a car.
All Reviews:
No user reviews
Release Date:
Feb 25, 2019

Sign in to add this item to your wishlist, follow it, or mark it as not interested

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?

“We need everybody's help. Our "Wacky Wodifiers" and "Leader Lamifiers" are a risky mechanic to add to a game and we need help tuning them... or just figuring out if they are a good idea or not.”

Approximately how long will this game be in Early Access?

“12 months.”

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

“More tracks. More "Wacky Wodifiers" and "Leader Lamifiers" to enhance party play. AI feasibility testing (thus, include AI cars if they test well -- the plan is to build AIs with personality and not just cars that go for the win). Endurance racing. Probably at least one more minigame. High scores database for single-player and co-op play. Final polish work such as smoke and dust, filling in missing animations, character development, and continued physics tweaking.

Also of note, as a primarily multiplayer game, we have not given much attention to single-player interest yet. We hope to at least add some interesting leaderboards for single players to chase (and hope to make those global as well). The minigames are clearly targeted at team play and we currently do not have plans to add any single-player minigames (but we aren't against such minigames either). Thus, for single players, the current minigames only serve as a skid pad for learning the car and maybe as a sketch pad with your skidmarks.”

What is the current state of the Early Access version?

“See the Features list under "About this Game" for more details of what has already been built -- or, download the free demo which we are providing before the first early-access release and which we will continue to keep up to date. We currently have 4 tracks of the intended 24 tracks. Some of the more difficult game modifiers planned will take some time to build. AI work on the NPC cars has yet to be started (which will hopefully improve both the single-player and multi-player experience). The art and menus are ready for early access but will continue to evolve.”

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

“Yes, we plan to gradually raise the price as we ship new content and features.”

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

“Because we feel we are launching into some new and risky mechanics of party play, we will be looking for regular feedback as to what does and does not work well. Thus, we are genuinely interested in listening to the community and plan to respond to all constructive feedback either directly in online conversation or by making it obvious we are listening with the changes seen in regular updates.”
Read more

Available: February 25

This game will unlock in approximately 1 day and 18 hours


Recent updates View all (5)

February 22

To Drift or Not To Drift?

Drifting. It's a word that sells. In other words, if I changed the physics of GRITS Racing to easily drift the cars continuously and changed the name to GRITS Drift, we could perhaps expect to sell at least twice as many impulse-buy copies on that name change alone. So, why not?

I'll answer that question with a few more questions, and then really dig into it for you. Do NASCAR cars drift? Do F1 cars drift? No on both of those. What it really comes down to, however, is that I wanted to build a car that felt really really good compared to all other 2D cars before it. Thus, I didn't want a car that simply pivoted on center like so many do. That is, I wanted both the power and the steering to come from the wheels. My cars do that. I also didn't want to sell out on that awesome physics I was building just for the sake of drifting. The games I've seen that do that have cars that, in my opinion, move more like motorboats in water than real drift cars (if you ignore the vehicle, terrain graphics and skid marks). I'm just not interested in that. If you want to feel cool drifting a video game car so bad that you're willing to drive motorboat physics for it, that's your business, not mine. I'm cool with that. If it's a multiplayer game, I'll probably even join you.

Here's where, hopefully, it now gets really interesting: I used drifting as a the ultimate physics test when first programming the physics for these cars. And, I eventually succeeded at building a car that drifted. The crazy thing is that I had to do what real drift cars have to do to get them to drift with some control. That is, I first started with a rear-wheel-drive and front-wheel-steering car, and then increased the steering lock to crazy angles and amped up the transmission torque. I could then do inward donuts as well as outward drifting donuts. It was quite satisfying.

I then made some notes in the code as to what it takes to drift the cars properly--with semi-real 2D physics--and then moved on to rigging the cars for what the primary game mechanics really called for. That is: all-wheel-drive, all-wheel-steering cars. The hope was to eventually come back to drifting at some point to add it as a Wacky Wodifier to the game. There is still a hope there but the reality, however, is that it will probably not happen. The primary challenge is this: gamepads. As if controlling 430 pounds of torque in a lightweight vehicle isn't hard enough in real life with a steering wheel and pedals, try doing it with just a gamepad! Drift or no drift, I have to add control helpers to the game to account for both lack of finesse with dual-analog gamepads, as well as to broaden the appeal to novice players. After the majority of that was in place, I then went back to try the drift settings once again out of curiosity and, well, I couldn't quickly find a solution that allowed driftable cars with an enjoyable amount of control. They were too squirrely for me to want to try to race with (I estimate maybe 1% of players might like it for more than a minute). The helpers for novices and drifting setting are simply polar opposites. Thus, if one wants to drift in GRITS Racing, they will likely have to wait and see what wet or icy surfaces might bring (if you can call it drifting still on such surfaces).

One of the secondary problems with adding drift as a Wacky Wod is that drifting requires rear-wheel-drive cars, and reconciling that with the rest of the game design is an additional challenge with no clear solution yet.

This leaves the question: Did I do the right thing? I, personally, will always feel that dedication to quality physics modeling and smart handling tweaks is the right answer for how I feel I need to build. But, I'm sure others have other opinions -- and that's what keeps the world interesting. Only time will tell if my car physics can find an audience.
0 comments Read more

February 21

Demo v0.1.5 released

The work on our first early-access retail release is done and pending approval. In the mean time, we have updated the demo as well to match.

New features:
  • Championship Standings screen added between races
  • New Leader Lamifier: Leader Trikes -- removes the lug nuts from one of the front wheels of the lead car (this should be a bit less harsh than the other lamifier: Finish-line Showboating Required)
Also includes tweaks to the Bubba Prizes and other minor changes.
0 comments Read more
See all discussions

Report bugs and leave feedback for this game on the discussion boards

About This Game

Strap on your dandy Tesla Shield and hop in your “Billy Bub” jalopy!

GRITS Racing is an 8-player party game featuring chaotic party mechanics and cars that steer and crash similar to a real car. This is the most realistic top-down 2D racer ever... and then we smashed it up into a bizarre party game to appeal to more than just racing fans. We provide a physics playground with sim-like cars, minimal rules (at the start), and you decide what to do with it. Good luck keeping your wheels on!


Old school gets a new-school makeover with more damageable physics objects than you can shake a two-dimensional polygon at. And, oh, the skids marks! Did we mention the oddly-satisfying skid marks that dirty up the track like never before? And the dirt doesn't end there. With debris everywhere from lost wheels, broken cars, various track objects, and up to 8 players on one screen generally making a mess of it all, just getting to the finish line can be a friend-testing brawl of gasoline-fueled tenacity.

Welcome to the petrolpunk world of Globetrotter Racing where it's 1975, The Great War was the only great war, microelectronics do not exist... probably because no one cared about going small after Nikola Tesla and his descendants learned to harness the power of lightning—to put it simply—and invented the Tesla Shield™ for use in automotive safety and generalized pedestrian protection (GPP).

GRITS Racing is a game for the whole family and if somebody isn't laughing, giggling, snickering, or snorting most of the game... we aren't doing our job correctly. We get it, not all players will choose to race—so we've given them other ways to be part of the environment (for better or for worse).


Realistic 2D car physics:

  • These 2D cars actually steer via the wheels! (Unlike nearly all games in this category, which just pivot their cars on center.) You may not see a difference, but take a car for a spin and you will feel it. Quite possibly more realistic than a multiplayer couch game needs to be.
  • Car body and wheels modeled as individual physics objects (with proprietary physics code)
  • 4-wheel drive
  • 4-wheel steering (rear steering tapers off at speed)
  • 4-speed transmission (plus reverse) modeled on a torque curve
  • 430 ft-lbs (582 N-m) of engine torque (subject to change)
  • Hand brake on the rear wheels
  • Breakable wheel fasteners! (What is it like to drive on 3 wheels and 1 stub? How about 1 wheel and 3 stubs?)

Smashing 2D barrier physics:

  • Several barrier types with different friction coefficients and bounciness
  • Not all barriers are nailed down!
  • Barriers take damage and show it

Gripping 2D surface physics:

  • Several surface types with different traction coefficients and drag coefficients
  • Dry, wet, and oily variants
  • Oil slicks appear organically when and where cars are broken apart during the race
  • Oil doesn't artificially wipe you out but only makes whichever tires touch it slick (the wipe outs are up to you)
  • Oil slickness on tires tapers off over distance
  • Skid and tire marks vary in width by direction and vary in color by surface

Mayhem Model 1-A:

  • Pancake batter!!!*
  • Pit stops to apply more pancake batter and replace missing wheels
  • Cars can be broken apart when abandoned
  • 4 cars per race (run to your trucks to launch your next car)
  • Tesla Shields™ (can't have drivers being hit and injured as they run for their next car, can we?)
  • Tesla Shields™ (worth mentioning again because the counter force can be very bad for the car that hits one)
  • Le Mans starts (well, more of a cute feature than chaos-making)
  • Not all barriers are nailed down! (wait, we said that already)
  • 8 players on one screen
  • Bubba Prizes!
  • Save and share game photos showing off the mess ya'll made of the track

Mayhem Model 1-B:

  • 4 AI cars (features to be announced when built)

Mayhem Model 2:

  • Wacky Wodifiers that ask “lucky losers” to periodically change the rules of the playground, like: • Tractor wheels, • Far-out fat tires, • Dualies, • Area 51 Tesla Shields, • Reverse-polarity Tesla Shields, • Disposable cars, • Dragster chutes, • and many more to come
  • Leader Lamifiers that force “on-fire” players to add a rule to make things more difficult for the race leader, like: • Leader trikes, • Finish-line showboating required, • and more to come

Prison Dodgecar minigame:

  • Tesla Shields™​ installed on the car instead of the driver
  • Like bumper cars meets billiards

Hockey minigame (Sansstíkdisco​ in some countries):

  • Tesla Magnets™ for puck control

* The pancake batter story. Many years ago a racer was having trouble with the wheel lug nuts staying tight. So, in desperation, he was looking about his pit area for a new idea to fix it when he spied his leftover pancake batter from breakfast. He thought “It couldn't possibly be any worse, could it?” Well, actually, yes, it was worse. Much worse. But the crowd loved the results and the rest is lost in history. No one remembers for sure who this racer was but legend has it he was called Juan Tabo. Official records proving the existence of Jaun Tabo have yet to be found but this hasn't stopped governments from naming libraries and schools in his honor.

The sport, then known as Wheel Wiggle Wacing, languished in the backwoods of the Southern United States for years before Gilded-Age billionaire, Billy Bub Worcestershire, bought the rights to it and turned it into the mid-budget international sport known as Globetrotter Racing. Mr. Worcestershire had previously made his fortune with the invention and popularization of deep-fried grits biscuits and, as he stated it, “I understand food batter and believe in the future of all its lucrative properties.” Deep-fried grits also became the sport's official snack food. When the Tesla's later invented the personal plasma energy shield (PPES), or Tesla Sheild™, Mr. Worcestershire incorporated these shields into Globetrotter Racing and this variant, coincidently, became known as GRITS (Globetrotter Racing Incorporated, á la Tesla Shields).

System Requirements

Mac OS X
    • OS: Windows 7
    • Processor: Core i5
    • Graphics: 2x AA
    • DirectX: Version 10
    • OS: Windows 10
    • Processor: Core i7
    • Graphics: 8x AA, 1920x1080 (HD), very large display
    • DirectX: Version 11
    • Additional Notes: Multiple dual-analog gamepads STRONGLY recommended!
    • OS: macOS 10.9
    • Processor: Core i5
    • Graphics: 2x AA
    • OS: macOS 10.11
    • Processor: Core i7
    • Graphics: 8x AA, 1920x1080 (HD), very large display
    • Additional Notes: Multiple dual-analog gamepads STRONGLY recommended!

What Curators Say

1 Curator has reviewed this product. Click here to see them.
There are no reviews for this product

You can write your own review for this product to share your experience with the community. Use the area above the purchase buttons on this page to write your review.