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DRIVE. DESTROY. SURVIVE.
Red Metal is stylish, skill-based driving fused with systemic roguelite structure. Deep buildcraft. Physics with opinions. A reactive world that holds a grudge.
It’s 1970-something in an alternate timeline. An AI healed the Earth by erasing humanity. Not exterminated, quarantined. Civilization fell, but the air is clean. No war. Just empty cities wrapped in vines.
Until today, all hell breaks loose.
Drift, ram, and blast through open combat zones crawling with killer machines and rogue mutations. Scale difficulty. Physics-driven combat. Unlock new vehicles, mods, and characters. Make every decision count, because the world is watching.
Your vehicle is your build.
Your run is your story.
The world doesn’t care how cool you look, unless you make it.
PHYSICS WITH OPINIONS
Driving isn’t traversal, it’s a weapon. Drift tight corners, launch into stunts, or smash through hordes. Each combo shaves cooldowns and turns momentum into murder.
Each vehicle handles differently from bruisers to twitchy glass-cannons.
Air control lets you flip, spin, and course-correct mid-jump. Boost to attack. Handbrake to fake.
Under the hood: F1-grade tire sim, predictive drift control, and a hover-rig warped for arcade mayhem.
This is driving made of 5 gum and jet fuel.
COMBAT WITH CRUNCH
Combat in Red Metal is physics-driven, weapon-laced, and shaped by your build.
You don’t just shoot. You drift into crowds, flip through laser fire, and ram a mech into next week.
Weapons are fast, punchy, and upgradable. Each character brings a unique ultimate and kit, but your car is the real weapon: tuned to ram, drift, crush, escape, and come back for seconds.
From plasma rifles to drift whips, combat is about movement as much as damage.
Time matters. Threat scales. Mistakes stack. Enemies remember.
The best defense is a good cluster missile.
RUNS WITH REPLAYABILITY
Each run remixes maps, enemies, events, and encounters based on what the game remembers.
Buildcraft goes deep: weapons, mods, items, and unlocks shape new strategies every run.
Unlock new vehicles and characters, each with distinct playstyles, stats, and voice.
Discover schematics, challenge drops, and meta-systems that unlock new tools and recontextualize old ones.
The more you play, the more the world reflects your choices, your habits, your mistakes.
No golden path. No fixed loadout. Just you, your car, and whatever madness you’ve welded to the hood.
A WORLD WITH A GRUDGE
Red Metal watches what you destroy, what you ignore, what you preserve, and responds.
Shoot vending machines? They’ll call for help. Avoid radio towers? They’ll stop whispering.
This isn’t a playground. It’s a system. Enemies adapt. Landmarks evolve. Events react. Consequences echo across runs.
No branching cutscenes. Just action, and the weird burning world you make.