Six friends. One couch. One shrinking arena and a very deep hole. Shove, drift and t‑bone your way to the last car standing — then build the track that decides the rematch.
Three laps, no rules worth mentioning. Handbrake into the corner, come out sideways, take somebody's rear bumper with you.
An orange ring, a bottomless pit in the middle and five people who used to be your friends. Last car in the ring takes the round.
A live bomb, a very short fuse and one car holding it. Bump somebody to pass it on — whoever’s still carrying when it blows is out. Rounds run until someone hits the lobby’s score.
Snap pieces together in the desert or the snowfield, drop the start line and race it thirty seconds later. Saved tracks stay in the rotation.
The arena gets carved into slices, one per car, painted to match. Shove the ball into yours and the points tick up for every second it stays there — which is never as long as you’d like, with five other bumpers on their way over.
You carry exactly one power-up at a time. Driving through a crate is therefore a decision, not a freebie — whatever you were saving for the last corner is gone the moment you touch a new one.
Drive through it and you get one of the rest.
Crates come back a few seconds after they are taken — a race that runs out of weapons in the first thirty seconds stops being a fight.
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Plug in six controllers and go. Nobody makes an account, nobody downloads anything, nobody waits in a lobby queue. Short on humans? Fill the empty seats with bots on four difficulty settings.
Friends on the wrong side of the country still play: Steam Remote Play Together streams the whole party from your machine — they only need a controller.
Nobody else pays a cent. Six controllers into one PC and the whole room is in. Friends who aren’t in the room join through Steam Remote Play Together — your machine runs the game and streams it to them, so they never buy CrashFest and never install it. They need Steam and a gamepad, and that’s the entire shopping list.
CrashFest is a one-person game, built in Unity between coffee and complaints from playtesters. It started as a physics experiment about shoving a low-poly car off a ledge and got out of hand once six controllers were plugged in.
I’m a software engineer, not an artist. So a good chunk of CrashFest was made together with Claude AI — art direction, shaders, menus, the visual bits I’d never have drawn on my own — and the soundtrack comes out of Suno. The code, the physics and every questionable design decision are mine.
Bug reports and terrible track designs are equally welcome.