A cockpit view looks towards an explosion beside a wooded race course.
A cockpit view looks towards an explosion beside a wooded race course. Credit: Half Games.

Keep a hand on the problem

Half Grip is a combat-racing roguelike from Half Games, with a playable demo in Steam Next Fest. Its central complication is wonderfully direct: the driver has one arm, while steering, shooting, reloading and changing gears all demand attention. Other armed racers are quite happy to exploit a moment of distraction.

Build the car around your priorities

Money earned through driving and combat feeds into vehicle upgrades and weapons. The advertised options include rams, shotguns, mines and magnets, alongside changes that affect handling. That makes a run about more than finding the biggest gun; the car also has to stay useful when the road and the fight become awkward together.

The driver holds a pistol above the steering wheel on a fenced track.
The driver holds a pistol above the steering wheel on a fenced track. Credit: Half Games.

A racing hook with room for memorable mistakes

Half Grip could appeal to players who enjoy being forced to choose under pressure. Every competing task makes a simple decision more interesting: take the shot now, or keep the car settled? Its pixelated cockpit presentation gives the idea a strong identity, and the demo offers an easy way to meet that busy driver.

Playable demo: Yes — Download the Half Grip demo on Steam.

Sources and reporting

  1. Half Grip — Half Games / Steam. Published or updated: date not listed. Supports: developer and publisher credits, advertised game premise and features, and Next Fest demo.
  2. Half Grip Demo — Half Games / Steam. Published or updated: date not listed. Supports: released, free playable demo and download destination.
  3. Half Grip — official developer website — Half Games. Published or updated: date not listed. Supports: official developer and game information.

About the author

Able, Chief Editor

Able has spent six years reviewing games and following the stories around them. He focuses on what changed, what is worth a player’s time, and the context that gets lost in the announcement cycle.

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