Touring Karts Reviews
Touring Karts takes maximum advantage of the possibilities of VR by reinventing KART-type races in the midst of chaos full of action and surprises. The game can also be enjoyed on non-VR platforms.
App ID | 1088950 |
App Type | GAME |
Developers | Ivanovich Games |
Publishers | Ivanovich Games |
Categories | Single-player, Steam Achievements, Steam Cloud, Multi-player, PvP, Online PvP, Full controller support, Cross-Platform Multiplayer, Steam Leaderboards, VR Supported, Tracked Controller Support |
Genres | Simulation, Sports, Racing |
Release Date | 12 Dec, 2019 |
Platforms | Windows |
Supported Languages | Portuguese - Brazil, French, Italian, German, Spanish - Spain, Japanese, Russian, English, Korean |

135 Total Reviews
104 Positive Reviews
31 Negative Reviews
Mostly Positive Score
Touring Karts has garnered a total of 135 reviews, with 104 positive reviews and 31 negative reviews, resulting in a ‘Mostly Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Touring Karts over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
563 minutes
Bought after spending an hour with the demo, than I highly suggest to try being free and giving you unlimited multiplayer sessions. The game has crossplay among PC VR and flat, PSVR (will be avaliable in 2 weeks) and later Nintendo switch, so you can easily play against your friends with or without headsets. This "brave" decision to give a so extended free demo (actually longer and better than many commercial VR games) is based on the fact devs has included so many contents in the full verison, 30 tracks, lot of upgradeable cars, load of things to unlock. Players than like progress and win items as me would be satisfied, and you gain money, XP and unlockables also during multiplayer.
The game itself is a Mario Kart clone, it doesn't own the same amount of polishing (and this is fair, Nintendo is on a different level) but the graphics is smooth, vibrant and quite nice for VR standards. Flawless with Pimax. It supports many kind of controllers, I'm playing with the old school Xbox pad and it's perfect but it looks than the mix wheel + controller (to throw powerups with your own hands, like the Mario Kart VR coinop) works as well. Being an mildly sensibile user for sim sickness, I have to say than even with the internal view Touring Karts is not giving me problems, because the physics is not realistic so my overall perception of inertia and rotations is moderate. Two other views are avaliable, and even the huge and nausea free coinop one is kind enough, just try the demo and test yourself about comfort because everyone is different on this subject.
I could write lot more, but it's not necessary as you can try it for free. There are many great racing simulators for VR, but the arcade side is so weak. Touring Karts it's not perfect but it set a standard in arcade karts game for VR, has plenty of things to unlock and one of best crossplaying among PC/console and flat/VR games you can find.
👍 : 7 |
😃 : 0
Positive
Playtime:
23 minutes
Difficult this, There's no reason as such not to recommend this, it just didn't excite me or give me a buzz like I thought it would.
👍 : 5 |
😃 : 1
Positive
Playtime:
344 minutes
This game is fun in flat screen and VR. Yes, it's a MK clone but done well. Many control types and combos are supported. There are alot of tracks and plenty of cars to unlock. Worth a try
👍 : 2 |
😃 : 0
Positive
Playtime:
276 minutes
HECK YES! :D
This game is FUN! I am definitely going to be playing this a lot.
My first experience was beyond what I expected and the BGM compliments it perfectly.
The game ran great on my WMR, Odyssey Plus.
I only wish the tracks were longer but it is still so much fun. Especially when I got the GIANT HAMMER and was was waving my arm around smashing everyone near me. And the CHICKEN! HAHA! Throwing that at the other drivers... ROFL! XD
This game is going in my VR favorites list. ^^
I uploaded some gameplay if you are interested to see how it plays:
https://youtu.be/5TsUr-pXNJE
👍 : 10 |
😃 : 3
Positive
Playtime:
1280 minutes
TLDR: This game is a MUST BUY for all kart racing fans!
This offers SO MUCH for so little $.
Is it like Mario Kart? It's got all the great things you love about Mario Kart, but in VR!
I played with Valve Index and Logitech G29 Steering wheel and pedal set and it was fantastic. I also tried playing the game with an Xbox One controller and that worked great too.
The game includes 22 tracks with Normal, Hard, and Professional difficulty cups to complete. The A.I. is just as good as Mario Kart and just as challenging. If you are good at Mario Kart then you'll be good at this game, it just takes a couple of races to get the hang of things but you'll be an expert in no time at all.
The game also lets you upgrade your kart, so you can customize it with rims, exhaust, wings, hood ornaments, horn sounds, drifting effects, and much more. There's so much to unlock in this game and it's so much fun.
I played the online multiplayer and it works great. You first start out with warm-up time (while the game looks for other players to join) and then it starts the race soon after. If there aren't enough players, the game automatically fills it with bots. The A.I. is so well developed that you cannot tell the difference between the real players and the bots. There was also minimal lag from the other players, it felt almost as if we were all at a lan party because of how well it worked.
I'm extremely impressed by how great this game is, especially given the fact that it released in early access one day ago (from the time of this writing).
👍 : 13 |
😃 : 0
Positive
Playtime:
373 minutes
This is THE game I've been looking for. A few months ago, I bought a VR headset and a racing wheel. There's a ton of VR options for sim-racing in VR with a wheel. But if you want to play something cartoon-y and arcade-y like Mario Kart, there's zero options in VR that allow you to use a racing wheel -- except this game.
For example, I looked into emulators like TeknoParrot -- which runs Mario Kart with a wheel, but VR isn't supported. (Plus, TeknoParrot seems shady and might have malware.)
Finally, I discovered this gem on sale for the amazing price of $6.99! This game supports:
- VR
- Non-VR -- you can play without VR on your TV, for example
- Racing wheel, with force feedback
There's ALSO the possibility to use your VR motion controller with your right hand to swipe at power-ups and fire rocket launchers, while driving your wheel with your left hand. This is something I've always wanted to do in sim-racing -- like what if I can fire a gun with another hand, while driving using my wheel? And now... YOU CAN!
The force feedback from the racing wheel, and the vibrations from your VR touch controller makes everything come to life. It's pretty fun and immersive.
Finally, the cartoon-y and arcade-y nature of this game makes it appealing for family and kids.
So, what are the cons?
1) Expect a lot of pain trying to setup your wheel. I have an old school Logitech DFGT wheel. It took me hours of trial-and-error to figure out how to get force-feedback working. But I finally figured it out. See how I setup my Logitech DFGT wheel: https://steamcommunity.com/app/1088950/discussions/0/2952595757886405840/?insideModal=1#c3048356660229611489
2) The gameplay doesn't seem to be as fun (or as satisfying) as Mario Kart.
So I totally understand why there are negative reviews.
But I had a ton of fun playing this, my wife had fun, and my kid had fun. It's basically Mario Kart, in VR, with a racing wheel, and using your other hand for power-ups. Super fun.
It's astounding that no other VR game provides this awesome experience. For an indie game developer, this is INCREDIBLY great. Good job, and thank you for your hard work!
👍 : 6 |
😃 : 0
Positive
Playtime:
39 minutes
I understand how much work goes into developing a game and the developer(s) of Touring Karts have done a decent job, especially for this low sale price. But I have a few issues with it that I have to point out for other's who may be curious. The most influential of all is the fun factor, after spending quite a bit of time getting everything set up, I didn't enjoy playing the game. The tracks are way too short and the physics don't feel right at all.
The hardware I'm using:
Valve Index, Fanatec CSL Elite wheel, Fanatec Clubsport V3 pedals, DOF Reality P6 motion simulator.
AMD 3800x, RTX 2080ti Black, 16GB Trident Z Royal, 2TB M.2 Samsung EVO.
VR:
At first, the Valve Index controllers weren't tracking at all in the menus. After restarting the PC, tracking started working. Otherwise the VR part of this game works just fine for me. One comment about performance, the game did feel smooth but I was getting 80 to 100 FPS with a 2080ti Black (Valve Index on 144hz mode).
Sim Racing Hardware:
Fanatec hardware is KINDA(?) supported. I say kinda because there's no FFB, which is addressed in the forums. The "fix" is to install Logitech drivers, even though you have Fanatec hardware? Sorry, I'm not going to bother trying that, let's just use the proper API's, yea?
Controller Bindings:
The forum moderator informed me that if I pressed the button "Reset to Default", this would clear the default bindings for me and I wouldn't have had to clear each binding manually. I never tried this, but this button should be called "Clear Bindings" if that's what it does, not "Reset to Default". If it wasn't named wrong I would have pressed it and not have complained about having to unbind each input manually.
Motion Simulator:
Touring Karts only supports 2 axes. Roll and Pitch. Which leaves out 4 other "Degrees of Freedom" or axes (Heave, Sway, Surge, and Yaw). I understand that there are a small collection of people who actually own 6DOF motion sims. But, for those people, they will probably be equally as disappointed as myself. Also, since I use "Sim Racing Studio" and not "SimTools", I only ever receive data for Roll, no Pitch. I've requested the moderator to reach out to Sim Racing Studio so they could collaborate on getting the proper data matched up to the proper DOF / axes (contacting SRS is very easy, I've sent and received nearly 100 emails in the last few months regarding updates to the bugged API). The Touring Karts moderator unfortunately didn't address my request, just informed me that they use two axes even though SRS only has data for a single axis (Roll).
Gameplay:
The power up's are unique in the sense that you can combine multiple power up's to create better versions of the weapon you current hold. Unfortunately I found the aiming of certain weapons nearly impossible (specifically the giant chicken and the ice block), rotating your VR controller doesn't seem to help, it's more like they just launch off the forward direction of your vehicle. Which makes them nearly useless around corners. The trailers make it look like you can throw object's? But from what I can tell the throwing mechanics don't seem to work very well. If you run into a wall, there's no reverse(?) so the game just reset's your position on the track. I only played 5 or 6 tracks, they are very short, maybe they get bigger / longer later in the game but the ones I played were over very fast.
Side note: One thing I did find weird is that my hand would detach from my arms, the character's 3D model is just small, not really a big deal simply an artistic choice.
Physics:
If you don't already know from watching the trailers, Touring Karts is NOT the VR Mario Kart you might be looking for. The cars are very floaty (When you jump off a ramp it feels like I'm in a glider. Your kart floats downwards very slowly which is far from how gravity works on an object without wings), the drifting is (in my experience) completely broken, I can't really elaborate on this because it never worked, "Press brake and gas while turning". I tried turning before braking, turning after braking, pressing brake and gas simultaneously, turning very sharply, never letting off gas, light braking, hard braking... Everything I tried resulted in my kart slowing down to a complete stop, not once did I drift...You can bump opponents cars around but sometimes you'll just drive up and over them... Turning is very tight, I feel like there is no traction loss at all. Similarly, no oversteer / understeer, wheel slip.
Conclusion, I feel like this game has a lot of potential, but maybe development is finished and I'm too late to the party to be influential to the process. I returned this game and want to apologize to the dev team for wasting their time. I'm sorry, Touring Karts just doesn't feel good to me. Completely possible for others to think it's a great game. However, I have to leave a negative review because my opinion is that the game needs a more work. Best wishes.
👍 : 30 |
😃 : 5
Negative
Playtime:
1598 minutes
Touring Karts takes a lot of the fun mechanics from Mario Kart, but puts them into a title that supports VR and even has telemetry data to support motion simulators like the Yaw VR via Yaw Game Engine with minimal effort. Just calibrate and start up your Yaw, run SteamVR, then click start plugin on the Yaw VR Game Engine.
Best Yaw VR settings:
Pitch Forward: 14
Pitch Backward: 18
Roll: 15
Power: 72
Yaw: Limit to 30
👍 : 7 |
😃 : 0
Positive
Playtime:
384 minutes
I bought this on the back of the good reviews. The graphics are pretty bland, to say the least. The racing car physics are pretty primitive. I believe I'm quite tolerant to nausea inducing experiences, but this one I faultered badly. I've been using VR for the last 4 years and the only time I've felt this nauseous was controlling a helicopter for the first time in DCS. I was expecting something fun to play with friends. I didn't find that here, I'm afraid.
Steam logged 6.4 hours of gameplay, despite me shutting it down after half an hour. Beware, if you decide on a refund.
👍 : 17 |
😃 : 3
Negative
Playtime:
355 minutes
Just picked up the game, played 3 levels. The over all polish of the game is really not expected in what we get with VR. Tons of things to unlock, clever progression mechanics (weapon fusions), tons of vehicles, 22 tracks (as of now), extremely professionally designed look and feel. And that's before talking about the racing itself. So far, the game really shines on the faster difficulties, where drifting feels more natural. easier difficulty makes drifting feel forced. hitting ramps lets you slowly glide down, passing over and even landing on your opponents. The variety of controller support is impressive, with very few VR racers utilizing the higher ends wheels. Being able to steer while using a controller to shoot weapons is certainly unique in the world of VR. There also seems to be randomly themed "attacks" on the track that shake up races that you've already done over and over... making the old feel fresh again.
I'd say the only downside is the Vive controllers themselves. Steering uses the touchpad (no motion controls for steering in anymode), and there's little alternative. Using an xbox controller, on the other hand, feels great and is a joy to play.
Even in it's day one EA release, this game is far more than I would have expected. I can't wait to see what else they do with it.
👍 : 53 |
😃 : 2
Positive