
Get ready for the ultimate kart racing experience on Steam & Steam Deck! Inspired by Crash Team Racing, built with its own identity, advanced gameplay systems, tons of new features and massive modding support for endless replayability!
Modeled estimate, not a reported figure. How we estimate →
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About
Get ready for The Karters 2: Turbo Charged, a fast-paced, action-packed racer built for casual chaos and competitive mastery. With intense multiplayer, deep mechanics, and full modding support available from day one, it’s a karting experience with no speed limit and no limits on creativity.


Split-Screen (up to 6 players!) with Split-Screen Online Support
Ghost Race with an option to download and share ghost data from Leaderboards
Steam Workshop support (1500+ mods already - Tracks, Characters and more)
Integrated Mod Browsing support directly in the game
Online support with dedicated servers
Ranked matchmaking support
Single-Player Campaign
Global Rankings (Leaderboards, Monthly ELO rankings, All-Time ELO Rankings, Tournaments)
16 official Race Tracks
6 Battle Arenas
Team VS Team (online and local)
Cups with up to 24 rounds (Team VS Team & Online support)
Next Best Ghost option
7 Game Modes ( Race, Time Trial, Duo-Time Trial, Battle without time limit, Elimination, Road Breaker, Quick Cut, more to come!)
We are a small indie studio from Poland with a goal to create the best kart racing game on the platform!

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Arabic, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal +5 more
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Let me get this right out of the way. Despite any complaints about the game I think it's a great little kart racer and I highly recommend it. So let me say my complaints. The racing feels slow, and I chalk it up the drifting mechanic. Drifting doesn't really work like how it would in other racing games. You drift to build boost, but you can only boost while drifting. It's not like mario kart where you drift to build boost and then stop drifting to use the boost. You build three boosts you manually activate, and they disappear if you stop drifting. That's really my only complaint Positive are the soundtrack is great, the original maps are really nice, and the characters all look really good and fit the vibe. There's also so many powerups and I like that there's a tutorial specifically for familiarizing you with the power ups and what they do. I think this is a great game and I can't wait to see what is in store!
why is this not all over social media!!
Best Kart game ever made because of mod support. You can literally be everyone and drive everywhere. Drifting is slightly more intricate than in mario kart. Items are slightly unbalanced. 6 player split screen support. At this point mario kart is just expensive garbage
While The Karters 2: Turbo Charged is a phenomenal (albeit flawed) kart racer with TONs of potential, I can only recommend this game to fans of Crash Team Racing Nitro Fueled, fans of modding support in their games, and people who have friends that enjoy racing in private online lobbies away from the hardcore players. This is one of those games that greatly rewards the players that extensively grind and practice the mechanics, tracks, and jank, while HEAVILY punishing the players who do not invest enough time into the game compared to the small yet devoted playerbase. With the game being inspired by CTR, the mechanics are a lot more complicated than your average item-based kart racer. The controls are easy and straight-forward to understand to the point that anyone can hop in and understand what does what and how to do it. Now, The Karters 2: Turbo Charged is a kart racer that aims to be a highly replayable kart racer with it's Steam Workshop modding support, even supporting 6-PLAYER split screen. This kart racer faulters to meet this goal by having a skill FLOOR so high makes a racer like The Karters 2 very hard to convince and jump into as opposed to the likes of Mario Kart or Sonic Racing, two games that are much easier to pick up and play. Items are also a big factor that gives the genre it's identity. In The Karters 2's attempt to break the annoying tradition of being instantly stunned by projectile items, a Health system is present, where "weapons" deplete a health gauge, and when that gauge drops to zero, THEN you spin out and get stunned. While it's a unique idea that can reduce the chances of getting "Mario Karted", Stunning racers is what keeps the pack close together and prevents unfair breakaways, which is very common to happen with how large skill gaps can surprisingly be in this game's small player base. This makes it very hard to stop other racers from getting too far ahead and makes the multitude of offensive weapons feel nearly useless when used on other racers. Offensive weapons are often inferior to the large array of boost and shielding weapons that often counter the offensive weapons. The shield, and even the Heal Bot weapons prevent your HP from dropping to zero and spinning you out. Even the game's equivalent to a Spiny/Blue Shell--the Portal Gun, has TONs of ways to deflect it from slowing down the leading racer that NEEDS TO BE SLOWED DOWN, because again, more times than not, there WILL be a racer with more practice of the tracks, controls, and mechanics that WILL dominate the room and have an unfair, and more importantly, unfun breakaway. How is someone going to use a shotgun to stop a racer that's mastered building reserves to the point that they're checkpoints ahead of everyone else? What's the point of having an item/combat system in your game when the items cannot keep the racers in check before they're too far away to be touched. At that point there might as well not even be an item system if they items are THAT unhelpful. Some will say "get good" or "just practice the tracks" but they fail to realize that some people don't have the time to practice as extensively as other people have. With there being an ever-growing roster of tracks on the Workshop, it would be nearly impossible to master every track for when twelve select tracks pulled randomly from the workshop are present for Online Matches. There's not really a lot of fun in a game that's meant to be replayable when you're required to practice tons of tracks and know how to traverse it's varying geometry to launch over turns, avoid in-descriptive out-of-bounds, and save time while still keeping reserves up to even stand a CHANCE. Because once you fall out of bounds experimenting with how you can save time and catch up, your race is already over with how SLOWLY you're dragged back to the map. I am aware that issue used to be MUCH WORSE in older versions of the game, but 2 seconds of respawn drag time is still a MASSIVE punishment for trying to shave a few seconds. It can be hard to tell in a custom track what is considered OoB or drivable, so being punished for going somewhere you didn't know you can go in a game that INCENTIVIZES you for flying around turns at high speed, with items like the Teleport Dash that helps and further encourages that experimentation, is not very fun. This especially when the time trial mode doesn't give you access to any Teleport Dashes or rewind features to practice specific sections of a track without restarting entirely. MARIO KART WORLD has this level of player-friendly track practicing. For a game as technical and overly-skill rewarding as the Karter's 2, it's beyond me why this hasn't been implemented in some fashion. "Practice the mechanics", "get better at drifting", I said this game has a high skill floor, which means you'd need to be very good to do well against the basic CPUs, but when you got a drifting mechanic that has ZERO LIMITS to how fast you can go with the reserves you build with perfectly-executed drifts, the skill CEILING is as high as the players push it, so it's nearly endless. So when you go up against someone who has pushed that skill excessively, they'll reach speeds you cannot even fathom competing against. Now, when you spin out from losing all your HP, your reserves are reset. HOWEVER, as mentioned before, the offensive items are so ineffective that frontrunning players never have to worry about this because their too far ahead for lock-on items to reach them. So while they're safe from other players, they can continue building their lead with speed that has NO limit. Accessibility greatly adds to a game's replay value. Its what makes games with modding support like Garry's Mod, Golf It, and Rivals of Aether have: accessibility for new/casual players. What makes a "Casual" (That's what it's listed as on Steam) kart-racer fun is when anyone can understand what to do and have a chance at winning, no matter the skill level. Sure, having more skill helps, but it shouldn't be to the point of an uncatchable breakaway that you can't do anything about. Even with the in-game accessibility options, Auto Acceleration and Steering Assist is NOT enough for a game like The Karter's 2, where it's most important drift mechanic is what will make or break a player's game experience. In the current state its in, The Karter's 2: Turbo Charged does NOT have the player-friendly accessible it needs to be a welcoming kart racers and stand the test of time like it hopes to do. It's too focused on demanding and rewarding high levels of play, which can really drive new players away from sinking anymore time into a game and really get into it, Because when I dug deeper, I had a blast playing solo and with friends. I just cannot see myself or anyone being easily able to introduce this game to their friends and be all "yeah, I understand what I need to do and how to do it." ESPECIALLY not 6 players on the same TV screen. If the Karters 2: Turbo Charged wants to be the "casual" "replayable" kart racing experience it dreams to become, it needs to allow new players to compete in the same environment as experienced players and be able to stand a fighting chance. Otherwise people are going to quit and stop investing time into the game. If the game remains in this high-skill mindset, I cannot see the player base grow bigger and stay motivated to keep playing if they're unable to keep up with everyone else.
Applying for refund as I write this. EDIT: Refund denied because I passed 2 weeks. Tried playing with friends (remotely) as an online CTR/MK replacement as none of us have either games. I understand this is an early-access game, but this is also a sequel, and some of these issues just shouldn't be here. First issue, the main menu, and any menu after. This is a PC game... why can't I use my mouse to navigate menus? I can't remember a huge amount, but I know that my friends and I all struggled for about 15 minutes trying to fumble and figure out how to get a personal multiplayer game going, it's not very intuitive. Secondly, while it's very nice to be able to have your own assets as a character, vehicle, wheels, along with maps from the workshop, it takes such a long time to download everything from other players. It did take up a chunk of all our time, even though we all have fibre broadband. Some of the controls were clunky and hard to figure out. Admittedly, I should have looked and rebound the controls, but even after doing so, getting a boost out of a drift almost never happened when I tried, and my friends struggled too. Finally, the biggest issue for me. Game-breaking glitches. Now I don't mean that my game crashed or anything like that, but playing the game as intended, and being forced to wait for others to finish the race is just not fun. This happened to me twice, and once to my friend. - On the city map, I went over a ramp that went over a river. I didn't go fast enough and fell in, only to be picked up by Lakitu and placed back on the ramp. Unfortunately, being put back here and having my speed bumped was just nowhere near enough to clear the river. So I started looping, that was until I was placed down on the ramp, and I fell through into the cargo container below, trapping me in place. My friend also eventually got trapped here, and they almost quit and refunded right there. This was on the second lap by the way. - Something like this happened to me again on a jungle map? There was a broken bridge, and the first part is a ramp before landing on the other half. I went off the ramp a bit to the side and missed. Lakitu saved me, and once again didn't give me enough speed to clear the gap, so I spent over 2 minutes waiting for my friends to finish the race. This was on the first lap. Again, I know it's early access, but something as critical as recovery systems in a race shouldn't be a problem in a game a whole year after release. I kept playing just because my friends convinced me to, this is why I'm applying for a refund about 4 weeks after playing. This game definitely needs a lot more polishing before being fully released, and even after that I'm not sure I'll want to come back to this.
Definitivamente si quieres jugar un juego de Carreras estilo Crash o Mario , este es el indicado para ello , los mods hacen que el juego sea practicamente infinito y divertido
la verdad el juego es muy bueno, un digno sucesor de CTR y eso es decir mucho ya que nunca lo jugué pero debo decir que tiene mucho potencial sobre todo en la worckshop
Un pequeño fallo: Al mapear los botones de control externo, no deja asignar el joystick para girar izquierda/derecha. Al elegir un lado, se aplica a ambos lados y no se puede manejar. Por lo demás, un excelente juego, muchas gracias!
Mods are fantastic...if only the actual gameplay wasn't so blah and annoying. Literally got this because the workshop featured favorite characters like Nick Wilde and classics like Spyro, Daxter, and Ratchet. The MK and CTR lineup is also available, including Dingodile who was my fave on the original playstation. That being said, familiar characters can only make the game slightly more enjoyable. Even with fun mods, I can't fully say "yeah this game is good, try it." ===== THE GOOD ===== - Steering is responsive. The base speed of the kart is manageable. - Mods for characters and tracks are fun...but that can only hold the game up for so long. - Drifting is fine...buuuut (see meh section) ===== THE MEH ===== - Game goes OVERBOARD with its "Reserves" mechanic. Sunday Driver (easiest difficulty) is a breeze, but at a certain point in the Challenges there will be one or two CPU way ahead of the pack and it's probably because the game DEMANDS perfect drifting/boosting from then on. Huge difficulty spike. - Going like this ////// then \\\\\\ and then ////// thru an entire track, even on straightaways is annoying and this nonstop demand for it makes the gameplay not even feel like a kart-racer. You're supposed to be racing as goofy characters using items on each other and actually DRIVING but here you're just sliding and keeping track of your precious 100%+ top speed bar. - Online is mostly dead and filled with players who mastered the Reserves like a college degree. I can maintain maybe 130% Reserves if I get a good boost chain followed by an air trick or bounce off someone, but the players way out of reach in 1st or 2nd will have 150% or more Reserves and will only go faster and faster on lap 2 and 3. Fall a little behind? Forget it. You're NEVER gonna catch up. NOTE: Nothing wrong with super experienced players it's just that it's not very fun if every race my options are: LOSE or LOSE EVEN WORSE if I slipup one tiny bit (basically losing Reserves/dropping back to 100% at any given moment). - Buggy. There's spots in the official tracks where you or a CPU racer can get stuck. Game froze mid-cup before. And one of the Challenges won't load (but will hopefully be fixed next patch) - Official characters aren't memorable at all. 2 of them are janky looking geometric robot things. - Official tracks aren't memorable either. Features obvious shortcuts that open on lap 2 or 3, as well as the same wide turns for drifting, some ramps, and stuff to avoid in the middle of the track. - Ineffective items. Most attacking items have lousy range. The ones that give you a speed boost/help you catch up are okay I suppose. ===== OVERALL ===== I don't see myself sticking with Karters 2 for long. The fun factor really isn't there, even with favorite characters and imported tracks. If you don't really care about mastering the art of the Reserves and just want to race locally then MAYBE give it a try...but ONLY if the game is having a big sale.
Awesome game with nearly infinite modding capabilities. Controls are super responsive, the graphics are really good and the game's mechanics are fun. A must-have for fans of kart racers.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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