CRUSH IT ALL is a single-player strategy indie game that combines vehicle construction with roguelike progression on PC. Players assemble contraptions from available parts and send them hurtling toward targets in a side-view physics simulation where every connection and placement matters.
Gameplay
The core loop centers on building a vehicle inside a constrained grid before each run. Parts such as wheels, engines, frames, armor, weapons, and other components occupy physical space and influence overall behavior through mass distribution, center of gravity, propulsion, and impact surfaces. A single misplaced connection can determine whether the build holds together during the charge or falls apart on contact.
Each attempt sends the completed vehicle downhill toward an increasingly difficult target. Impact generates force based on mass, speed, and any active effects, while the target returns recoil through the specific parts that absorb the hit. Damaged or destroyed components carry over consequences that affect the next attempt unless replaced.
Between charges, players can swap parts, adjust the layout, and incorporate new acquisitions to refine the design. The process repeats until the job succeeds or the three available charges are exhausted, after which the player moves on with earnings from completed work.
Game Modes
The experience unfolds as a continuous single-player campaign structured around sequential jobs. Players progress through eight districts that contain a total of twenty-four jobs, each presenting a distinct target and set of conditions. Random bosses appear with unique requirements that demand fresh construction approaches rather than repeated stat optimization.
Vehicle classes provide different starting machines, grid sizes, and rule variations that alter how builds are approached from the outset. Progression involves collecting components and trinkets from crates and purchases, gradually turning initial scrap into more specialized machines while maintaining a positive final balance.
Progression and Systems
Resource management ties directly into the building phase. Earnings from successful jobs fund new parts, while crates introduce random options that encourage experimentation across runs. The limited grid forces trade-offs between size, weight, durability, and offensive capability on every build.
Physics simulation governs outcomes without player intervention once the charge begins. Survival depends on how well the assembled vehicle withstands its own collision forces and the returning impact from the target. Rebuilding occurs only between the three allotted charges per job, keeping each decision window tight.
Is It Worth Playing?
CRUSH IT ALL suits players who enjoy deliberate construction puzzles combined with roguelike risk and retry mechanics. The emphasis on pre-charge planning and deterministic physics creates a focused loop where outcomes feel earned through layout choices rather than random chance alone. With a planned release in August 2026 and no reviews available yet, interest depends on appetite for vehicle-building strategy in a compact, single-player format that rewards iterative refinement over multiple attempts per job. Those drawn to indie titles that prioritize mechanical depth in part placement and balance will find the described systems align closely with that preference.