
Rolling starts, a fuller grid and a lot more firepower
The demo just updated on Steam. Races now begin with the whole field already moving, you start every one of them holding a power-up, and a rocket no longer parks the car it hits.

Arcade combat racing
Missiles, oil slicks and mines arrive mid-race. Spend them at the right moment and the order changes. Every corner is a chance to take the win off somebody who was already celebrating.
How it works
Pace or firepower. You rarely get both at once.
Muscle, sedan and EV classes on open-world circuits. Hold your line and the pack holds it against you.
Power-ups arrive on the track, not in a shop. If you want one, you have to drive through it.
A missile for the car in front. A slick for the driver behind. Spend it and the order changes.
Or bank the charge and save it for the final corner. Races stay volatile to the last straight.
Wins unlock cars and skins. Progression happens outside the race, so the racing stays even.
Missiles
Homing missiles, picked up mid-race
Homing missiles arrive on the track, not in a shop. Pick your moment, put one into the car ahead, and watch the order change.
Oil slicks
Oil slicks that break the car behind you
Drop a slick on the racing line and the driver behind loses the back end. Defence in this game is just offence pointed the other way.

Mines
Mines left in the racing line
Scatter mines through a corner and force everyone into the bad line. The road itself becomes the weapon.

Contact
Full-contact racing with real weight
Sometimes the answer is a shoulder into the door on corner entry. Full-contact racing with weight and physics behind it.

Duels
Last-corner duels decided by what you saved
The last straight decides it. Bank a charge for the run to the line or spend it early and hope you survive the counter.

The world
One living open world, raced day and night
Monuments, city streets and open road, raced by day and by night. A living open world built to race through, not just look at.
Follow along
The Discord is where demo feedback actually lands. Bugs, balance arguments, clips of something ridiculous that happened on the last corner. We read all of it, and a lot of what is in the build came from it.
Screenshots
Why this one
Missiles, slicks and mines are the point, not a mode you unlock later.
Weight, momentum and door-to-door contact. Sometimes the weapon is just your front wing.
Two players, one screen. The category dropped it and players never stopped asking.
Online ships without one, at launch and after. Cars and skins unlock by winning.
The AI drafts, dives for gaps and leans on your door. It does not wait politely behind you.
You do not have to take any of this on trust. Play it and decide for yourself.
Our mission
The genre we grew up on quietly disappeared. The games that defined it stopped being made, went off sale, and nothing arrived to replace them. For more than a decade, wanting to race a full grid and fight them at the same time has meant reinstalling something old.
Project Turbo Combat exists to fix that. Not as a tribute, and not as a remake. A combat racer built now, for people who never stopped wanting one.
Cars and skins unlock by winning. Multiplayer ships with no pay-to-win layer, at launch and after it. The fastest car in the lobby belongs to whoever drove best.
Local split screen is in the box. The category dropped it years ago and players never stopped asking for it, so two people on one screen is a feature we build for, not an afterthought.
The demo went out early on purpose. Every report from it shapes the version you will buy, and a lot of what is in the build right now exists because somebody told us it was wrong.
Made by a team of ten building this full time.
Free demo
The demo is free and it is the real thing: full races against the AI pack, the whole pickup set, and the track as it stands today. It takes a few minutes to find out whether this is your kind of chaos.
We read every piece of feedback that comes back from it. A lot of what is in the build right now exists because someone told us it was wrong.
The details
The demo is free and available on Steam right now. The full game releases in Q2 2027 at $22.99 USD.
PC on Windows 10 64-bit or later, and Mac on Apple Silicon (M1 or newer) running macOS 13 Ventura or later. Intel Macs are not supported. There are no console versions planned at this time.
The full game ships with online multiplayer on regional servers and local split screen for two players, with no pay-to-win layer. The free demo available today is singleplayer against AI opponents.
Yes. Local split screen for two players on one screen is part of the full release. It is one of the reasons the game exists — the category dropped the feature and players kept asking for it.
One full environment, a playable power-up, and a full field of AI rivals that draft, dive for gaps and lean on your door. It is an early slice of the game, not the finished product, and feedback from it shapes what ships.
The minimum spec is an Intel Core i5-8400 or AMD Ryzen 5 2600, 12 GB RAM and a GeForce GTX 1060 (6 GB) or Radeon RX 580 (8 GB), with 20 GB of storage. See the full system requirements below.
Yes, full controller support, including Xbox controllers and DualShock and DualSense over USB.
Steam Deck compatibility has not been reviewed by Valve yet. The demo is playable on Windows and Mac, and a Deck verification status will follow closer to release.
Q2 2027 on Steam, for PC and Mac. The free demo is out now, and the game appears at Steam Next Fest in October 2026.
By winning. Cars and skins unlock through play, and multiplayer ships without a pay-to-win layer, so progression sits outside the race and the racing stays even.
Windows
| Minimum | Recommended | |
|---|---|---|
| OS | Windows 10 64-bit (version 1909 or later) | Windows 11 64-bit |
| Processor | Intel Core i5-8400 or AMD Ryzen 5 2600 | Intel Core i7-9700K or AMD Ryzen 5 3600X |
| Memory | 12 GB RAM | 16 GB RAM |
| Graphics | NVIDIA GeForce GTX 1060 (6 GB) or AMD Radeon RX 580 (8 GB) | NVIDIA GeForce RTX 2060 (6 GB) or AMD Radeon RX 6600 (8 GB) |
| DirectX | Version 11 | Version 12 |
| Storage | 20 GB available space | 20 GB available space |
| Notes | SSD recommended. Requires a GPU supporting Shader Model 5.0 / compute shaders. | SSD required for best performance at High Fidelity quality settings. |
Mac
| Minimum | |
|---|---|
| OS | macOS 13.0 Ventura or later |
| Processor | Apple M1 or later — Apple Silicon required, Intel Macs are not supported |
| Memory | 12 GB RAM |
| Graphics | Apple M1 integrated GPU (8-core) with Metal support |
| Storage | 20 GB available space |
News

The demo just updated on Steam. Races now begin with the whole field already moving, you start every one of them holding a power-up, and a rocket no longer parks the car it hits.

This week in Project Turbo Combat: AI rivals now see the cars around them, brake for corners, pick lanes and lean on your door.

The demo just got an environment update. Same chaos, a whole lot more to look at while you wreck people.
On Steam
The demo is free and it is the real thing. Wishlisting tells Steam this kind of game still has an audience, and it is how you find out the moment the full release lands.