
Super Indie Karts is a classic retro 16 to 64-bit style karting game, with Time Trials, Grand Prix, Splitscreen GP, Mission Mania, and Battle Mania! Featuring 48 racetracks, with many more coming soon. You don't have to wait until completion though as you can join the race now with Early Access!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 4 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Super Indie Karts is a classic retro '90s style karting game featuring a large curation of Indiegame karts and Indiegame themed race tracks, in both the 16-bit flat Super style and the 64-bit low poly Ultra style. With Time Trials, Grand Prix, Splitscreen GP, Quick Race, Mission Mania, and a few Battle Modes.. there's plenty of ways to tackle the tracks!

Indie Crossovers so far include: - Nitromeland - Mission In Snowdriftland - Clive'N'Wrench - ToeJam & Earl: Back In The Groove - Burrito Bison - Mutant Mudds - Runbow - Freedom Planet - Teslagrad - Fist Of Awesome - Read Only Memories 2064 - Canabalt - Duck Game - Toto Temple Deluxe - Knightmare Tower - Aegis Defenders - Shutshimi - Cross Code - Guacamelee! - and many more to come! With over 48 tracks currently ready to race on, in 4 speed classes, plus mirror mode, there'll also be plenty of achievements and unlocks to keep you drifting and burning pixel rubber 'till the pixelated billboard sun goes down!
With one foot firmly in the past, witness authentic '90s hardware limitations such as:
Super Style
shockingly bad draw distance!
fast, incredibly small, almost claustrophobic, tracks!
trees and obstacles that pop up 5 yards in front of you!
Ultra Update
increased draw distance and track area size!
large open anti-gravity racetracks that corkscrew and loop-de-loop into the skies!
more cranked up than a joypad with a double wedgie!
Retro Sensibilities
World leading watermelon physics engine! (featuring Watermelon Blast Processing!)
1992 style screen curvature and motion blur! (optional)
Indie Game crossovers you know and love, and some you don't yet know you love!
More info on the final game:
Play as some super Indie Game characters, coming to battle it out in some super Indie Game themed tracks! It might get a little bumpy out there as there are plenty of weapons on the track to spin you out: Meloons, Exploding Pangapples, Slippy Gelatos, Heat Seeking Loconuts, Giant Halloween Pumpkings, Mutant Tomms, Beeta Blockas, and 3 different strength Chilli Boosts!
The game was KickStarted late in 2014 and is aimed for completion in 202x. You don't have to wait until completion though as you can join in now with Early Access! The EA game currently boasts over 30 characters, with 32 Super tracks, 12 Ultra (64) tracks, and 4 Advanced tracks, 48 in total, with 16 more tracks to come, to play Single Player or 2/3/4 Player Splitscreen in Grand Prix mode (and in Mirror Mode), in Time Trials, and 9 arenas in Battle Mania which recently went through a serious overhaul. More characters, tracks, and features will be added as the Early Access months drift on by.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm sorry? This uhh.. kind of sucks, doesn't it? Feels completely unfinished (despite apparently launching in 2015), controls feel very floaty and bad, BGM is very unfitting, track design look screamy and feel messy... I feel kind of bad for the games featured in this; doesn't really give a great sense of quality... EDIT: Wait what? It's still in Early Access even now? This game has been in Early Access for 11 years?
it's like they tried to make an antigrav racer and a kart racer at the same time and failed at both - controls are way too loose for the speed and the tracks are way too busy and tight overall the game just feels like crap to play, particularly for a game that's been in development for well over a decade - especially at the $20 price point it's not worth it
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bought it to have some couch multiplayer with some friends, but i'm not sure if it was the right choice. the driving feels like you're driving on a soapy track, tracks that by the way are sometimes carbon copies of Mario Kart tracks, with a super bright coat of paint on top, speaking of which, the colors are so all over the place that it feels like i'm playing cruelty squad, except in that game they made it look like that on purpose. Disconnecting a controller crashed the game(first time I've ever seen this happen in any game in my life) and there is something VERY weird going on with the audio, is either super loud or super quiet, we had a very bad time balancing it and in the end we kept just the sfx and put up our own music from youtube, since we found the music to be just very boring. There is also some stuff that i cannot fully explain, but the game just feels off, you know how in platformers they give you coyote time to make the game feel more fair? this game has none of that, for example we noticed that weapon boxes are kinda hard to catch, the hitbox is litterally just the model you see. If you crash on a wall you might as well close the game because you'll not be able to turn for like 10 seconds, it feels like even if you're fully stopped the game is still convinced you're going fast and your speed has to tick down before you're able to properly turn, just general simple quality of life stuff that was completely ignored. My friends convinced me not to ask for a refund because in the end we still kinda enjoyed it but honestly i wouldn't recommend this game at all
[h1]Experienced on the Meta Quest 3[/h1] You can view my 3D in VR gameplay here: https://youtu.be/rsKWYjeFhVM Yes, you can play Super Indie Karts in 3D in VR using the completely free Geo 11 3D driver. Geo 11 basically turns almost any DX11 from boring flat game into glorious stereoscopic 3D. You can then view the 3D in VR using an app like Virtual Desktop Streamer. You can also get the behind the wheel view in Super Indie Karts and have a big giant curved 3D screen in front of you so that it feels like you're in the cockpit, totally immersed in the game world racing tracks. There's no better way to experience Super Indie Karts! [b]3D in VR Rating 8/10. Looks great, just needs some minor fixes to the 3D.[/b] [quote]I bought this game! If you enjoyed my review, please consider joining my Steam Curator group [url=https://steamcommunity.com/groups/Oculus_WMR]Oculus Rift Reviews.[/url][/quote]
I'm not mad, I[m just very disappointed. I think this may be one of the best examples of "feature creep" I have ever seen in a smaller indie game project. People have talked about wanting improvements to track design, controller support, and driving physics, but it seems like that's just never gonna happen. Instead the dev has added some new tracks and characters, some other stuff too? That's... cool... but those aren't fixes for the game's core. I really liked this game back in like 2017 when I first got really really into indie games, it was cool! Not perfect, but of course It was still being worked on I was gonna be fair. I forgot about it around maybe 2022 and recently revisited it and... nothing's really been improved. There's new stuff, for sure, but the visual clutter, hard to grab items, attacks that don't quite work well, awkward slippery physics, messy controller setups are exactly how they were all those years ago, when I first got the game. Like, dude, it's been 10 years. I think it's time to really focus on the core issues people are complaining about and fix this game up. Even if you're very busy irl, which I completely understand, it's time to really tighten up the belt and get to work on what really matters. You've got all these reviews that clearly spill out exactly what people want from your game, and I find it disrespectful they're pretty much completely ignored. Of course it's your game, you don't have to do exactly as everyone says, but when most of the negative reviews are clearly agreeing on the same few issues, I think you're throwing away the amazing opportunity to turn things around and give people what they want, and really show them what an indie racer is made of. Modern games can be given a 2nd chance. I think the dev will never take that chance. I'll be shocked if the game actually goes into v1.0 before 2030. I would be very happy to proven wrong! C'mon dev, prove the random negative Steam reviewer wrong! Please?
Super Indie Karts ⭐⭐⭐⭐⭐ Un juego de carreras arcade muy divertido, con un gran homenaje a los personajes de los juegos independientes. Los circuitos son creativos, la conducción es entretenida y el contenido ofrece muchas horas de diversión. Ideal para jugar solo o con amigos. ¡Muy recomendado para los amantes de los kart racers!
It's still in development, but regardless, an EXCELLENT start in the right direction; I hope it gets completed! In addition to hopefully allowing Steam Workshop for custom racers and racetracks in the future, I hope they add these listed characters to be playable, if possible as pre-included racers! (Examples mostly listed, one per franchise, with all that I listed likely having the standard go-kart vehicle, unless suggested, otherwise; all based on either indie games widely considered the best, or based on some neat indie games that I suggest checking out!) = Bunny (Bunny Must Die: Chelsea and the 7 Devils) = Chicken Jockey (Minecraft) (Vehicle: The Chicken) = Crow (Nefarious) = Curly Brace (Cave Story) = Frogatto (Frogatto & Friends) = Gordian Gaiden (Gunlord) = Guy Spelunky (Spelunky) = Lord Gaga (Chroma Squad) = Octodad (Octodad: The Dadliest Catch) = Meat Boy (Super Meat Boy) = Milla Basset (Freedom Planet) = Orcane (Rivals of Aether) = Quote (Cave Story) = Scooter (Shakedown: Hawaii) = Shovel Knight (Shovel Knight) = Tim (Braid)
Super Indie Karts is a vibrant and affectionate tribute to the golden age of kart racers, blending SNES-style charm, N64-era ambition, and a healthy dose of indie-game personality. Developed and published by One Legged Seagull, the game aims to deliver a retro-infused racing experience built on classic mechanics, straightforward fun, and a parade of guest characters drawn from various indie titles. Unlike many modern racers that chase realism or competitive complexity, Super Indie Karts embraces a playful, accessible tone that puts style, nostalgia, and creativity at the forefront of its design. Even in its Early Access state, it offers a surprising amount of content, a wide array of track themes, and several gameplay modes that cater to quick sessions or extended play. The visual identity of Super Indie Karts is one of its standout elements. The game intentionally mimics the look and feel of early kart racers, using colorful pixel art, vibrant palettes, and simplified geometry to evoke the SNES and low-poly 3D eras simultaneously. Tracks come in two primary flavors: “Super Style,” which pays homage to Mode 7-era racing with flat, parallax-driven roads; and “Ultra Style,” which adopts retro 3D layouts complete with loops, hills, tunnels, and other set pieces reminiscent of 90s polygonal racers. The cast of racers—adorably animated characters borrowed from various indie games—adds personality to each race, and the chiptune-inspired soundtrack pushes the nostalgic atmosphere even further. It’s a game that wears its inspirations on its sleeve yet manages to create a distinct aesthetic of its own through careful, energetic presentation. On the gameplay front, Super Indie Karts stays true to the essentials of the genre. Drifting around corners, chaining boosts, launching weapons, dodging hazards, and memorizing track layouts form the backbone of the experience. Controls are intentionally tight and simple, encouraging pick-up-and-play accessibility, while still leaving room for skillful maneuvering. Multiple difficulty classes—from 50cc to 150cc—offer an escalating challenge curve, and the AI can be surprisingly aggressive on higher settings. The game also features a variety of modes, including Grand Prix, Time Trials, Battle Arena, and Mission Mania, giving players more to do than simply run races. Local split-screen multiplayer remains one of its greatest strengths, capturing the couch co-op spirit that defined many beloved kart racers from decades past. Despite its charm, Super Indie Karts shows areas where its indie roots are more apparent. The overall feel of speed is sometimes subdued, with certain tracks or karts lacking the punch or sense of velocity that fans of faster modern racers might expect. Track design, while lovingly crafted, occasionally feels uneven, with some layouts more exciting and readable than others. Physics and camera behavior can be slightly stiff or jittery, especially in tighter corners or during complex 3D segments. Additionally, the power-up system—while functional—lacks the depth or personality found in more polished, big-budget kart racers. Players coming from games like Mario Kart or Crash Team Racing may notice a simpler item economy and more modest variation in weapon effects. As an Early Access project, Super Indie Karts also carries some unfinished edges. Content continues to grow, with new tracks, characters, and polish arriving over time, but the current roster—while impressive—is still part of a work in progress. There is no robust online multiplayer at present, which may be a drawback for players who prefer competing with distant friends or larger communities. Some tracks feel short and may benefit from future revisions or expansions, and certain modes still show room for refinement. Even so, the game has maintained a positive reputation among players due to consistent updates, transparent development, and a clear passion behind its creation. Super Indie Karts is ultimately a celebration of retro kart racing rather than a reinvention of the genre. It succeeds when approached with this mindset: a lovingly crafted homage, a playground of indie cameos, and a return to the cheerful, split-screen chaos that defined a past era of gaming. It offers charm where it lacks polish, personality where it lacks scale, and an earnest enthusiasm that gives the whole experience a warm, handcrafted feel. For players who appreciate classic kart racing mechanics, enjoy couch multiplayer, or simply want a cute and energetic racer that taps into nostalgic memories, Super Indie Karts delivers a delightful and inviting ride. For those seeking the depth, speed, or competitive features of larger kart racing franchises, it may feel a bit lightweight—but as an indie tribute with heart, it leaves a memorable impression. Rating: 8/10
Review Title: “Great retro spirit, but missing that old-school depth I was hoping for” Review Text: I really like that Super Indie Karts nails the look and feel of classic kart-racing games (think early 16-/64-bit era). The pixel/low-poly visuals, the variety of tracks and characters, and the split-screen local multiplayer all evoke good memories — a solid start. However, a few things keep it from hitting the “classic kart-racer done perfectly” mark: Pros: Strong retro aesthetic and lots of tracks already included (48 tracks, multiple game-modes) which gives plenty of content. Good local multiplayer fun, which is great if you have friends or want couch racing sessions. Indie game crossovers/characters are a cool bonus (adds charm and nostalgia). Cons / What I’d like to see improved: The turning and pacing feel a bit off compared to the real retro classics. Sometimes cornering doesn’t feel as tight or responsive as I’d expect from a game trying to evoke that era. Drifting is present (or at least some kind of slide/turning mechanic) but I wish there was an option for no boost drifts — i.e., you drift purely for maneuvering tight corners just like old school, without the frequent “boost” mechanics that modern kart games lean into. On that note: there are a lot of boosts/power-ups on the maps, and while that’s fun, it sometimes distracts from the joy of simply racing the tracks and exploring their design. I love some of the tracks here, and I’d prefer more emphasis on map-flow rather than constant boost interactions. It would elevate the experience if the characters/drivers had voice lines when they hit someone, get hit, or when they win — adds personality, makes the races feel more alive. Since the game is still in Early Access there is potential for further polish, but as it stands I feel it’s missing those little features that make a retro racing game stand out in a good way. Final Thoughts: If you’re looking for a fun retro-style kart game to play locally with friends and you appreciate pixel/low-poly charm, this is definitely worth trying. But if you’re longing for a pure “Mario Kart (older-console era) but on PC” experience with tight controls, minimal boosts, and a focus on track mastery — then it might not fully satisfy yet. I’ll keep an eye on updates in case future patches add more of the “classic without the modern boost overload” feel I’m hoping for.
If you have played Mario Kart Racing, or any Sega racing title, or enjoy mindlessly racing without norms of super cars or realistic raceways, then get this without second thought. I only wish I could code so I could program games like this. BtW, a certain game with the subtitle "All you can drift" has been accused of being a Mario Kart clone because of emulating its button configuration and even double bonus. Good for them, I say. This one is proof of what a dedicated developer can achieve. Let's help the dev achieve more.
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