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.
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.
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.