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Imagine you're streaking down the highway in a brand new sportscar-- windows down, a sharp breeze blasting your hair back into a mess of odd ends. The road seems to go on forever. The car's a well-oiled machine, and the sound of the engine gently buzzing, and hissing is exhilarating and electrifying. You feel safe, free, liberated, untouchable in...[read more below]

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Is that a cannonball flying towards you?


Imagine you're streaking down the highway in a brand new sportscar-- windows down, a sharp breeze blasting your hair back into a mess of odd ends. The road seems to go on forever. The car's a well-oiled machine, and the sound of the engine gently buzzing, and hissing is exhilarating and electrifying. You feel safe, free, liberated, untouchable in your cage of metal and gas and exhaust smoke. God is in his heaven. Everything is right with the world.

Then, something happens. You hear a loud boom in the distance, followed by a shrieking whistle.

Is that - is that a cannonball flying towards you?

Welcome to

Concept is a sandbox vehicle simulation game with a twist. In, you're not trying to win races or perform tricks-- though the latter is certainly possible with the right setup. No, in, your ostensible goal is to create as much mayhem as possible with some of the most righteous car crashes in video game history. Ever wondered what it would look like if you drove a truck into the side of a building at 90 miles per hour? What would happen if you tried to fire a school bus out of a giant cannon? is designed to answer those question and many more in one of the most realistic, if brutal, sandbox games ever created.

Graphics & Audio

The graphics for the game are serviceable, but nothing to write home about. They get the point across, and the because of the unique physics engine, crashes are striking regardless of the level of graphical detail in which they're rendered. The audio, meanwhile, is sparse and limited. There is no music to speak of, but the crunch and whine of the cars' impacts are well-designed and satisfying.

Gameplay is, at its core, a physics simulator. You decide on a map and a car, and then you are given a set of props: anything from a ramp to a grand piano. Your car is then unleashed into the world you design-- a world where disaster lurks around every corner. The controls are highly realistic and granular, which can make them a little difficult to master. This might be frustrating for some players, but mastery is not the goal of In the fashion of QWOP and Octodad, failing spectacularly is half the fun.

As a result of the sandbox nature of the game, there's a fair amount of replay ability, even taking into consideration the game's fairly limited assets. This is bolstered by the presence of a budding modding community, which is constantly at work creating new maps, cars, and props for the game's players.

Conclusion is a game that allows you to live out your most destructive impulses. It's like an intrusive thought come to life. If you've ever wanted to drive your car off a bridge, just to see what would happen, is the game for you. was released to Steam Early Access in 2015. As of yet, BeamNG has not indicated when a full release will be made available.

Summary is a game about crashing cars in entertaining, spectacular ways.

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From the Developers

What follows is the official description of, from the developers. is a realistic, immersive driving game offering near-limitless possibilities. Our soft-body physics engine simulates every component of a vehicle in real time, resulting in realistic, dynamic behavior.

The driving feel is authentic and visceral, and crashes are realistic and violent; yet the physics are accessible enough to drive with a keyboard or gamepad while still being authentic with a full racing wheel with uncompromising realism.

Environments and vehicles in are hand-crafted with passionate attention to detail. With years of meticulous design, research, and experience, we authentically recreate the feeling and excitement of real world driving.

We are a small team from around the world with no obligations to publishers or outside interests. Our users and modding community are our first priority. Help us make the ultimate driving experience and discover what an open and uncompromising soft-body vehicle simulator can be.

Why is the game for you?

As an open world vehicle simulator, will cover a large array of vehicular disciplines - everything from a delivery mission in a box truck to a high speed rally race or a destruction derby. The vehicle customization and detail will allow you to make your car or truck all your own - fix it up, upgrade it, or strip away body panels to reduce weight. There are a lot of different types of gameplay we want to implement beyond just racing and crashing, such as police chases, stunt challenges, and other specialized minigames. Eventually we would like to have some kind of single player open world career mode, with persistent vehicle ownership and procedurally generated used vehicles to buy and events to run them in.

In some ways, is about doing anything you want with a car or truck - the stuff other games don't let you do. You can go off-roading in a family sedan or hurl a delivery truck around a racing circuit, all with beautiful soft-body simulation physics. You can mod those same vehicles to be racing beasts, derby monsters, or off-road behemoths - or just thrash them stock. At the end of the day, gives you the gameplay you want, and doesn't force you to do anything that you don't think is fun or interesting.

The future of the game and our physics engine

As we optimize our game and computer technology improves, the amount of vehicles which can be simultaneously simulated at a smooth framerate will increase. Right now you can run 4 to 6 cars at one time on a high end quad-core processor. Each vehicle has around 400 nodes and 4000 beams, all being simulated 2000 times per second. We hope to expand the number of simultaneous vehicles possible to at least 8 with a mid-range processor.

We will also look towards having multiplayer in the future, but it may be some time before we can create the multiplayer experience everyone is expecting. We are well aware of the demand for multiplayer and we want it just as much as you, but for the short term we are focusing on the single player career mode, various driving events, fixing bugs, and creating more content. It is feasible that we could implement local and/or same PC multiplayer in the interim.

Also, the possibilities extend beyond land vehicles. Users in our community have already made planes and helicopters that fly purely with the existing vehicle aerodynamic physics, with no cheating whatsoever. BeamNG can simulate aircraft in a very authentic way due to its soft-body physics. All the flex that happens to a real plane's airframe arises naturally in BeamNG, and the consequences of excessive stress are also modeled. Fly too fast and your wings will start to bend and rip off. The potential for the BeamNG physics engine is huge.

Alpha Access Features

  • All future updates to included for free (alpha, beta), also including the final game

  • Soft-body physics sandbox

  • 19 detailed, customizable, destructible vehicles, with more to come

  • 10 terrains to explore and drive across, with more to come

  • Frequent updates adding terrains, vehicles, features, gameplay, and bug fixes

  • Full modding and content creation capabilities - make maps and vehicles, and script gameplay

  • Use the built-in terrain editor and any 3D modeling, image editing, and text editing software

  • Online authentication is only necessary to update; the game itself does not need an internet connection to run.

Alpha Testers

Users that already entered the alpha testing via our website can get a free Steam key.

Our goals

Our main focus is on how things move rather than how things look on the screen. We aim to bring our expertise in real time soft-body physics and soft-body physics model design to the forefront of game physics simulation, making available the technology and know-how to as a wide an audience as possible. To achieve this, we are designing the engine and corresponding assets, so as to be independent of the underlying game engine and operating system.

Right now the physics engine is running on a multicore CPU configuration, but we are also in the process of supporting GPUs via OpenCL.

Our mission

To have realistic, accurate, destructible, and malleable physics everywhere. To make anything possible.

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