WHAT THE CAR? similar games & best alternatives

WHAT THE CAR?

PC (Microsoft Windows), Mac, iOS • 2024

Should you play it?

An absurdly silly adventure full of racing, laughs, and unexpected surprises. Roll, sprint, jump, fly and sneeze your way to victory on the racetrack and beyond!

What works
  • Creative and varied level design
  • Humorous and whimsical tone
  • Robust user-generated content
  • Good value and frequent updates
  • Family-friendly and accessible
Things to keep in mind
  • Some frustrating physics and controls
  • Lack of multiplayer or co-op
  • Tedious level navigation on overworld
  • Repetitive mechanics in later levels
  • Some community levels poorly designed

What to play next

Similar games, hidden gems, and fresh directions from this game.

Top picks

Games that feel the closest overall

  • Crumble

  • Riptide GP2

  • Poi

  • Beatblock

  • Action Henk

  • Inertial Drift

  • Spin Rhythm XD

  • Hatsune Miku: Project DIVA Mega Mix+

  • Sonic Generations Collection

Hidden Gems

Less popular games with surprisingly high similarity

  • Tricky Madness

  • BIT.TRIP RERUNNER

  • Demon Tides

If you liked…

Recommendations by what you enjoyed most

Similarity map

Explore nearby similar games and see why they’re close.

How to use the graph
Similarity map

Each dot is a game. They are arranged from the same motivation profile as in the “Why this game works” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

  • Purple star: this page’s game — everything on the map is relative to it.
  • Coloured chips: click to highlight games that mainly differ on that motivation; click again to reset.
  • Dotted line: link between this page’s game and the one selected for comparison.
  • Hover a dot for a screenshot preview, score, and top score gaps; click to compare in the panel on the right.
  • Scroll or double-click the chart to zoom out and see more games.

Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers (hidden on purpose).

WHAT THE CAR?: A very typical example of its motivational profile. Motivations that often define this kind of title include Competition, Status, Story, Intimacy. Here, the score leans higher than usual among comparable games on Fellowship. It leans lower than usual among comparable games on Survival, Violence.

Why this game works

A motivational profile of the game, with the closest similar game for each player motivation.

  • Autonomy

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    3

    "Players can choose from many characters and select levels freely on the overworld map, allowing some control over gameplay direction."

    Capsule for Fist Puncher Fist Puncher

    "Players have freedom to explore the overworld, choose levels, and create or play user-generated content, supporting personal control over play."

  • Competence

    Game with the same Competence vibe

    3

    "Game offers skill challenges including difficult 'skull' levels and time trials, rewarding mastery of physics and controls."

    Capsule for JellyCar Worlds JellyCar Worlds

    "Game offers skill challenges especially in harder 'skull' levels and speedrunning for gold medals, requiring mastery of quirky physics."

  • Competition

    Game with the same Competition vibe

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    "Some competitive elements exist such as leaderboards and ranks, but many players focus on casual or cooperative play."

    Capsule for PROJECT: PLAYTIME PROJECT: PLAYTIME

    "Leaderboards and gold medal chasing provide competitive elements, though many players focus on casual play."

  • Continuation

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    "Many players report spending multiple hours and returning for challenges and achievements despite frustration."

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    "Many players report spending hours, returning repeatedly for challenges, user levels, and collecting achievements."

  • Cooperation

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    "Game is primarily single-player with limited social interaction; no multiplayer or cooperative gameplay."

    Capsule for Mad Games Tycoon Mad Games Tycoon

    "Game is primarily single-player; no multiplayer or co-op modes though some players share experiences socially."

  • Creativity

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    "Extensive vehicle customization, gadget combinations, and build experimentation encourage creative play."

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    "Highly creative level design with varied car forms, physics gimmicks, and robust user level creation and sharing."

  • Domination

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    "Interactions are balanced and friendly; no evidence of power imposition or trash talk."

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    "Interactions are balanced and friendly; no evidence of power imposition or trash talk."

  • Escapism

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    "Players enjoy a whimsical, humorous world with absurd scenarios, providing a lighthearted escape from reality."

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    "Players enjoy the absurd, silly, and whimsical world as a lighthearted escape from reality."

  • Expectation

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    "Players engage voluntarily for fun and challenge; no reports of obligation or pressure."

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    "Players engage voluntarily for fun and challenge; no reports of obligation or external pressure."

  • Experimenting

    Game with the same Experimenting vibe

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    "Game encourages trying new mechanics, exploring secrets, and experimenting with physics and level design."

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    "Encourages experimentation with physics, mechanics, and user-created levels to discover new ways to complete challenges."

  • Exploration

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    "Players discover alternate routes, hidden bosses, and secret endings, promoting curiosity-driven exploration within levels."

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    "Overworld exploration, secrets, and hidden levels motivate curiosity-driven play."

  • Expression

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    "Some character customization via upgrades and choices, but limited cosmetic personalization."

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  • Fantasy

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    "Strong fantasy elements with horror, absurd characters, and surreal events."

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    "Strong fantasy elements with absurd car transformations and surreal, humorous scenarios."

  • Fellowship

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    "Community engagement via Discord and multiplayer exists but most play is solo."

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    "Community sharing and Discord engagement exist, but gameplay is mostly solo."

  • Growth

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    "Players develop skill and mastery over challenging physics controls and level completion."

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    "Players develop skills to master physics and complete challenging levels and speedruns."

  • Health

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    "Sedentary gameplay with no physical activity or rehab elements."

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    "Sedentary gameplay with no physical activity or rehab elements."

  • Idle

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    "Requires focused attention and problem solving; not a background or idle game."

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    "Requires focused attention to complete levels and challenges; not a background or idle game."

  • Intimacy

    Game with the same Intimacy vibe

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    "Minimal social interaction; mostly solo play with indirect community involvement."

    Capsule for Time Rifters Time Rifters

    "Minimal social interaction; mostly individual play with light community involvement."

  • Leadership

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    "No leadership roles; players participate individually or collaboratively without hierarchy."

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    "No leadership or management roles; players participate individually or collaboratively without hierarchy."

  • Progression

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    "Progression through levels and achievements; collecting gold medals and completing challenges."

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    "Collecting gold medals, cards, and achievements provides sense of progression and accomplishment."

  • Relaxation

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    "Generally lighthearted and fun, though some levels can be challenging and induce tension."

    Capsule for Moving Out Moving Out

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  • Sensation

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    "Colorful visuals, sound effects, and humorous animations provide sensory stimulation."

    Capsule for Apocalypse Party Apocalypse Party

    "Bright visuals, quirky sound effects, and humorous animations provide engaging sensory stimulation."

  • Status

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    "Leaderboards and achievements provide recognition, though social status is not a major focus."

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    "Leaderboards and achievements offer recognition, though social status is not a major focus."

  • Story

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    "Minimal narrative; mostly context-free puzzle gameplay."

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    "Minimal narrative; gameplay centers on isolated, context-light challenges and puzzles."

  • Strategy

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    "Some levels require planning and timing, but mostly focus on precise execution."

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    "Some levels require planning and problem solving, but many are straightforward time trials."

  • Thrill

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    "Some suspense and challenge in timed levels and boss fights, but overall a lighthearted experience."

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    "Some suspense and challenge in harder levels, but overall a lighthearted experience."

  • Value

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    "Players report high value for price due to abundant content, frequent updates, and replayability."

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    "Players report strong value for price with abundant content, frequent updates, and replayability."

  • Violence

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    "No combat or destruction; gameplay is constructive and focused on control and balance."

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  • Survival

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    "No survival or threat avoidance mechanics; stable, low-risk gameplay."

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Last update: 01/06/2026