
A third-person shooter with elements of adventure and crazy car battles! Dynamic weather, destructible environments, and procedural generation make each playthrough unique.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
What you desperately need can no longer be found on Earth. Your last hope glimmers on the lunar surface. To take a shortcut, forget the laws of logic: your route lies through the very core of the planet and straight into the stars.
Key Features:
Snap-on Repairs: If your zombie-car falls apart, don't sweat it. Just slap on some new wheels and you’re back in the race instantly.
Smiley Jetpack: Soar through the air with a cheerful backpack that literally spits fuel to keep you airborne.
Balloon Rocket Shortcuts: Catch rockets floating on balloons—they’ll auto-target the ground and blast a path to new biomes. Just jump into the crater to descend.
Power Up: Increase your health by completing challenges in special trial chambers.
Wacky Enemies: Fight off green runners and popping slime orbs. Prepare for the final showdown against a giant Virus that shoots lasers from its eyes and rockets from its mouth.
Stats
Languages: English, Russian
Engagement
Reviews
Bu oyunu oynamadan önce hiçbir şeyim yoktu yine yok
Asset-flip garbage packed with a bunch of DLCs, where you play as a dumb robot fending off zombies until other dumb robots show up and start building something. In the game you find weapons, fix a car, and kill zombies just to rack up numbers. There are also two types of mobs, for example zombies and a zombie car (so original). This trash is so raw and unfinished that there’s simply nothing to do here.
PLEASE MAKE MORE GAMES
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 31 reviews with recorded playtime.
Crunch by K7 Software is a modular, arcade-style title that feels less like a single unified game and more like a collection of small, self-contained gameplay experiments tied together under one name. It presents a variety of modes—ranging from survival combat to racing and task-based challenges—each built around simple mechanics and immediate objectives. While this structure gives the game a certain breadth, it also reveals a lack of cohesion, as these elements rarely connect in a way that creates a strong overall identity or sense of progression. The core of the experience is rooted in fast, accessible gameplay loops that are easy to understand and quick to engage with. In its combat-focused segments, players are placed in scenarios where they must survive waves of enemies using basic movement and attack mechanics. These encounters emphasize reflexes and positioning, creating moments of intensity as the number of threats increases. There is a straightforward satisfaction in navigating these situations, especially when managing multiple enemies at once, but the lack of variety in enemy behavior and combat options means that these sequences begin to feel repetitive after extended play. Beyond combat, the game introduces additional modes that shift the focus in different directions. Racing scenarios prioritize speed and environmental interaction, encouraging players to maintain momentum while navigating destructible elements. Other modes involve more structured objectives, such as locating and repairing systems within a limited timeframe. These variations add a degree of diversity, allowing players to engage with different types of challenges. However, because each mode operates independently, they feel more like isolated mini-games than parts of a larger, evolving experience. This separation highlights one of the game’s central issues: its systems do not build on each other. There is no overarching progression that ties the modes together, nor are there mechanics that evolve across different types of gameplay. Instead, players move between distinct activities that share little beyond basic controls and presentation. While this approach keeps each mode accessible, it also limits the depth of the overall experience, as there is no cumulative sense of growth or mastery. Mechanically, Crunch is intentionally simple. Controls are responsive and easy to learn, making it approachable for players of all skill levels. Objectives are clearly defined, and there is little ambiguity in what needs to be done. This simplicity works well for short sessions, allowing players to jump in and out without a significant time investment. However, it also means that the game offers limited strategic depth. Once the basic mechanics are understood, there are few additional layers to explore, and the experience becomes more about repetition than discovery. The visual presentation reflects this design philosophy, favoring clarity over detail. Environments are functional and easy to navigate, but they lack distinctive features that would make them memorable. While the different modes introduce some variation in setting, the overall aesthetic remains minimal, focusing on supporting gameplay rather than creating a strong atmosphere. The result is a presentation that is clean and serviceable, but not particularly engaging on its own. Audio design follows a similar pattern, providing basic feedback for actions without adding much in terms of immersion. Sound effects reinforce gameplay events, but they are limited in variety and can become repetitive over time. Music, where present, serves as background accompaniment rather than a defining element, contributing little to the overall identity of the game. Replay value is largely dependent on the player’s willingness to revisit individual modes for short bursts of gameplay. The arcade-style structure lends itself to quick sessions, and there is some appeal in returning to improve performance or simply enjoy the immediate action. However, the absence of progression systems, unlockables, or evolving challenges means that long-term engagement is limited. Once the novelty of each mode has worn off, there is little incentive to continue. In the end, Crunch is a game that offers a range of simple, accessible experiences without fully developing them into a cohesive whole. It succeeds in delivering quick, pick-up-and-play gameplay that can be enjoyable in short sessions, but its fragmented structure and lack of depth prevent it from leaving a lasting impact. It feels more like a collection of ideas than a fully realized game, providing moments of entertainment without building toward something more substantial. Rating: 6/10
Всем привет! Игра имеет интересную механику: тут и гонки, и войнушка и полеты и разрушаемая физика. Музыка очень классная в игре, очень понравилась композиция последнего уровня. Есть секреты на некоторых уровнях, но нужно быть внимательным. Разработчик игры постоянно обновляет игру и вносит что-то новое! Мое прохождение: https://youtu.be/DSk_SUgjF90
Если учесть что 1 человек разработал свой движок и самостоятельно сделал эту игру то она хорошая, естественно она слегка сырая и простенькая но при этом все уровни довольно весёлые. 3 Часа игры проведены с фаном 6 как разбить эту колбу из 10
This is the best thought out. Story. Movement. Action game i have played. It changed my life. It let me be happy every-time i played it. This game helped me threw my dark times. This games music is also amazing. I recommend this game to everyone. It will change your life.
Для индиразработчика очень хороший результат!)
мне понравилась игра 100/100
Боже это было превосходно
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.