CrashFest is a six-player couch co-op car combat game for Windows — my own product, built solo in Unity and shipped on Steam. 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.
It started as a physics experiment about pushing a low-poly car off a ledge and got out of hand the moment six controllers were plugged in. The heart of the game is the vehicle physics — arcade handling that stays readable at speed, with collisions weighty enough that a well-timed t-bone genuinely decides a round.
The game ships with four modes. Race is three laps with no rules worth mentioning. Sumo puts six cars on a ring above a bottomless pit. Bomb Tag passes a live explosive between cars on contact. And the Track Builder lets players snap circuits together in the desert or the snowfield and race them thirty seconds later — saved tracks stay in the rotation permanently.
Local multiplayer was the design constraint that shaped everything: no accounts, no downloads for your friends, no lobby queue. Plug in the controllers and go. Empty seats fill with bots across four difficulty settings, players can drop in and out mid-session, and Steam Remote Play Together streams the whole party from one machine so friends on the other side of the country only need a gamepad.
I'm a software engineer, not an artist — so the code, physics, systems and every questionable design decision are mine, while the art direction, shaders and menus were built together with Claude AI, and the soundtrack comes out of Suno.
More info: crashfest.gg