Scraps is a vehicle combat game where you build your vehicle from parts.

Scraps is a bit like the multiplayer melee mode in Interstate ’76, except you build your vehicle from the chassis up instead of just bolting on weapons and armour. It’s kind of like how you put stuff together in Stratosphere: Conquest Of The Skies except that it’s a vehicle instead of a floating platform.

Scraps is sort of like building a vehicle in LEGO Racers except that when you build your vehicle, every part actually does something and has mass and aerodynamics, instead of the result being mostly cosmetic. It’s something like Robot Wars, except you drive what you’ve created directly.

Scraps didn’t come out last century like everything above! It’s a game I’ve been thinking about and wanting to play for so long that I gave up waiting and I’m making it myself.

Scraps lets you create a vehicle that sucks. A car that falls over whenever it corners or only has enough power to fire its guns once a minute. It gives you a lot of power over what you’re creating. Do you trade speed for firepower? Do you add weapons at the expense of your power supply draining faster? What about armour? At the same time, it tries to avoid needless complexity like wiring components together, and tries to keep things intuitive. When you take out other players, you can scavenge their parts too.

Scraps is currently in development with no specific release date or final pricing. It will be sold at a reduced price at Alpha stage, building up to release. Purchase at any stage will grant access to the release version when it’s done. This is an indie game, currently a solo project, so don’t hold your breath – but it is coming.

It’s like Kerbal Space Program except the spaceships are vehicles and they fight. It is not a retro 2D platformer.

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0 comments by Nition on Nov 6th, 2014

I'm back from PAX Australia. What a huge event. The Melbourne Convention centre is massive, lots of people came though, lots of cool games that I wish I had more time to check out.


Scraps was in the ANZ Indie Pavilion area. Everyone in the Indie Pavilion had the same booth space with the two large banners provided.


Far left Galaxy tablet for email signup, then 2012 MacBook Pro, Surface Pro 2, and HP Pavilion for Scraps LAN gaming. One AI payer was also active on the map.

Wish I could have taken home those giant Scraps banners on the plane. They're too thick to roll up and they're 1mx2m each.







It's hard to judge exactly how worthwhile exhibiting actually was, especially without a game for sale to directly gauge cost vs. extra sales (a booth in the Indie Pavilion cost $1,200AU this year). Everyone seemed to be enjoying it and often played for a while, and I met a bunch of cool devs and managed to play a few really interesting games (Expand is particularly impressive in person - a simple concept executed with wonderful creativity). So far I've seen a bit of extra traffic to the Scraps website but not much in the way of press etc.

This was my first BIG event, so I learnt a few things as well. If I went again I think I'd change a couple of things:

  • Get a big screen. Although we had people playing all three laptops just about the whole time (which was great), games with a big TV screen definitely attracted more crowds. I didn't bring a big screen because of the logistics in getting it across the Tasman Sea, but I think I'd pay the cost of hiring something next time.
  • More interesting giveaways. People seem to talk about games they saw at PAX for two main reasons: The game was really unique and interesting, or the game had unique and interesting swag. The Swordy guys' wooden LASER-cut badges were a step above the rest and gave people a reason to talk about Swordy in social media. Tearaway had paper hat things which was nice free advertising as people walked around PAX with them on.

It'd be awesome to have some little 3D printed Scraps vehicles or something. I had two big stacks of Scraps magnets, which went very quickly - bring like 1000+ of whatever you've got to PAX as well. After that I made a stack of budget hand-written Scraps cards and even those went pretty fast.

A few bugs also came up, as happens when hundreds of people play your unreleased game right after each other. One of them involves people grabbing an item on the build screen and not being able to drop it, and I cannot work out how to make it happen myself. Yet. Before participating in any more big events, the current goal is get the game out.

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Post comment Comments  (0 - 10 of 23)
swyrazik Apr 21 2014, 12:31pm says:

An idea similar to this came to my mind today and I'm glad that someone already started developing such a game. Keep up the great job!

+1 vote     reply to comment
cool-meatball Mar 12 2014, 12:24pm says:

made a bots if already have i will be happy to download

+1 vote     reply to comment
DesuraDesuraTroll Mar 8 2014, 9:34pm says:

How fo I download?????

+1 vote     reply to comment
Sheyki Mar 9 2014, 3:04pm replied:

I hope you found it already, but if you didn't:

+1 vote     reply to comment
fascka Dec 9 2013, 10:54pm says:

This is awesome, also I like the graphics

+1 vote     reply to comment
Kyou. Nov 25 2013, 9:24am says:

Already picturing my vehicle loadout. Hope the funding goes well.

+1 vote     reply to comment
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jimutt Oct 15 2013, 9:23am says:

This looks very promising. Though I would personally prefer if the physics were a bit less "bouncy". Really looking forward to see what this game will look like in the future :)

+2 votes     reply to comment
Coded_Ninja Oct 8 2013, 6:55pm says:

Don't die! THis is awesome!

+2 votes     reply to comment
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