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DüRT: Motocross Championship

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DüRT: Motocross Championship screenshot 1
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DüRT: Motocross Championship

sourpickledev · Published by sourpickledev

Last updated 28 Sept 2026

Arcade motocross with a late-'90s PSX soul: throttle-controlled drifts, back-it-in braking, real air with tricks, and a screaming two-stroke. A full championship across motocross and supercross tracks, built hand-in-hand with its players. Wishlist now.

Free to PlayComing SoonDJCTQ l1 DLC available ↗Co-opFull Controller Support

Free

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Indie, Racing · More free games

About this game

ROADMAP

DüRT: Motocross Championship

Arcade motocross built around riding skill, mid-air control, and high-speed dirt-track moves, wrapped in a late-'90s / early-2000s PSX look. Tight controls, two-stroke scream, pure dirt. If you grew up renting Championship Motocross, Motocross Mania, or Sled Storm, this is being built for you.

Wishlist now to follow development and get the game the moment it launches.

Built With Players, Not Just For Them

This is the part I care about most. DüRT is a solo project, and I read every single piece of feedback and actually act on it. This is not a slogan. Real features in the game today came straight from player requests: full controller support across Xbox, PlayStation and Steam Deck, smoother handling and wall riding, a smarter AI that races you properly, and local split-screen. Players asked, I built it.

If you play and tell me what's missing, there's a real chance you'll see it in a future update. You are not buying a finished box. You are joining the build.

Where You'll Ride

A full championship across tracks set around the globe, on every surface that changes how the bike behaves under you:

  • Motocross tracks on packed dirt, deep mud, gravel and tarmac, each with its own grip and feel.

  • Supercross maps with the tight rhythm sections, rollers and big jumps you'd expect from a stadium night. (In development, coming as the roster grows.)

Who You'll Ride

A growing roster of bikes and riders, each inspired by legendary late-'90s motocross hardware, each with its own engine character and handling. More machines and more racers are being added through development, so there's always a new ride to learn.

How It Rides

This is the heart of the game. The handling is hand-tuned until it actually feels right:

  • Speed-sensitive steering. The bike has to be rolling to turn. Arcs are sharp when you're slow and calm down at speed, so it's easy to place in corners and never twitchy when you're pinned.

  • Throttle-controlled drifting. Gas it into a corner and the rear steps out; roll off and the slide tightens. You steer with the throttle, the way you should.

  • Back it in on the brakes. Stab the rear brake mid-corner and the back end swings around. The most satisfying move in the game.

  • Real projectile air, with a growing trick list. Hit a ramp, follow a clean arc, and throw stunts in the air: Supermans, no-handers, whips and more on the way. Set up the landing or hold a trick too long and you eat dirt.

The Late-PSX Look & Feel

Everything is built to look and feel like the discs you rented as a kid. Chunky low-poly bikes, warped textures, dithered skies, and a 12-frame stepped rider animation: the same cheap, fast tricks the original PSX devs used to fake their physics and visuals.

The chase camera is hand-rolled: a level horizon that never rolls with the bike, that signature lag and corner swing, and an FOV that widens with speed so straights feel like a rush.

And the engine actually screams. Pitch is driven by the throttle and a faux gearbox, not just raw speed. Blip it at a standstill and it revs; chop the gas at speed and it down-revs, sweeping low-to-high through the gears with that two-stroke sawtooth.

What's In The Box

  • A full motocross and supercross championship across global tracks.

  • A growing roster of bikes and riders.

  • A growing list of mid-air stunts and tricks.

  • Local split-screen co-op and versus, couch motocross built in from day one.

  • Global leaderboards and achievements.

A Note From The Dev

DüRT is a solo project. Every detail (the drift, the engine pitch curve, the camera swing, the kick-start, the mud chatter) has been hand-tuned until it actually feels right. No publisher, no crunch. It'll be done when it feels done, and it'll keep growing with the people who play it.

Try the free demo, then wishlist DüRT: Motocross Championship to follow development and help a one-person project get seen.

See you on the ramp.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 64 Bit
  • Processor: AMD Ryzen 4700U / Intel Core i3 4th gen
  • Memory: 2 GB RAM
  • Graphics: 2 GB
  • DirectX: Version 11
  • Storage: 1 GB available space

Recommended

Recommended:
  • OS: Windows 64 Bit
  • Processor: AMD Ryzen 4700U / Intel Core i3 4th gen
  • Memory: 4 GB RAM
  • Graphics: 4 GB
  • DirectX: Version 11
  • Storage: 1 GB available space

Supported Languages

English*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    v0.3.2 Announcer Update

    v0.3.2 Announcer UpdateThe race has a voice now. This update adds a full race announcer, a ground-up controller feel overhaul, a proper intro, and a load of audio and menu polish. A Race Announcer There is now a commentator calling your race in real time, so the track never feels quiet. He counts you in, calls the final laps, and hypes the run to the line.He reacts to what you actually do: taking the lead, getting overtaken, sliding, going big off a jump, landing a trick, or going down in a crash.He notices a charge when you scythe through the pack, and lets you know when you have dropped back. All announcer voice over in this update was performed by voice actor Bobby Taormina. Controller Feel Overhaul The rumble was rebuilt from scratch to actually mean something in your hands. Two-stroke engine rumble. Instead of a flat buzz, the controller pulses with the engine: you feel each fire at idle and a raspy scream as it winds out.You feel the bike working. Wheelspin and slides buzz through the pad, landings and crashes hit hard, and the rear suspension comes through as it loads over bumps and jumps.DualSense adaptive triggers. On PS5 pads the throttle trigger loads up as you gas it and buzzes when the rear breaks loose, and the brake trigger bites under braking.Vibration toggle. A new setting to turn controller vibration on or off. A Proper IntroBooting the game now has weight to it. A new intro sequence with a press any key screen and credits.A real loading bar that tracks the actual scene load instead of a faked one.Audio and Menu PolishMenu music now plays continuously from boot into the menus, and pausing the game pauses the music instead of talking over it.Menus got a cleanup: button sounds, and inputs are locked during screen transitions so a fade can not be interrupted by a stray click.Bike-to-bike contact is more realistic. Riders bump and barge instead of launching each other into the sky.Built With PlayersDüRT is a solo project and this update, like the last ...
    Read full article on Community Announcements (sourpickledev)
  • Patch NotesOfficial

    v0.3 Supercross Update

    v0.3 Supercross Update The biggest DüRT update yet is here. Supercross joins the game, the handling got a full pass, and local split-screen is now solid. Here is everything that changed. Supercross Has Landed A stadium-style supercross track is now in the game, built by hand with rhythm sections, rollers and big jumps. Its own feel. Supercross does not ride like an outdoor moto track. In SX the bike runs at different speeds and the turn response is tuned tighter and more deliberate, so the rhythm sections and indoor corners read like real supercross. Outdoor racing keeps the faster, more open handling. Smarter SX opponents. AI riders now have a dedicated supercross mode, so they stay measured through the tight sections instead of flooring it everywhere. Handling Overhaul This one came straight from your feedback. Smoother, less twitchy steering. Steering input is now smoothed, so hard flicks and quick left-to-right changes ramp through center instead of snapping. It stays responsive but no longer feels stiff or jumpy, and keyboard riders finally get proper analog-style control. Better drifting. Drifts now ease in and settle out naturally instead of switching on and off. The rear kick is proportional to how far you steer, so a light input gives a controlled slide and a full input gives the big power slide. Local Split-Screen Fixes Couch play got a lot of love this patch. Correct positions for both players. Each player's HUD now shows their own race position, lap and speed. No more both players reading first place. Scoring works for everyone. Both players earn their own tricks, overtakes and finish bonuses, shown on their own side of the screen. Per-player camera. Each player cycles their own camera distance with their own controller. Fair finishes. The race now waits for every player to cross the line before it ends, so player two always gets their finish. Performance and Polish Frame rate cap fixed. With the PSX frame cap off, the game now locks to your monitor's re...
    Read full article on Community Announcements (sourpickledev)
  • AnnouncementsOfficial

    DüRT Demo V0.2.2: Smoother Handling, Wall Riding, and Full Controller Support

    DüRT Demo V0.2.2 A handling and compatibility patch. The bike turns better, slides along walls cleanly, the AI stops driving the wrong way, and it now works with basically any controller you plug in. 🏁 Reworked Steering Speed-sensitive steering: sharp and responsive when you are slow, calmer and more stable at high speed, so the bike is easy to place in corners and not twitchy flat out. 🧱 Smoother Wall Riding The bike now slides cleanly ALONG walls instead of sticking and scrubbing into them. Thrust is redirected along the surface and the bike no longer fights the wall, so a glancing hit costs you far less speed. 🤖 Smarter AI When an opponent ends up facing the wrong way (after a crash or bad landing) it now comes to a full stop and turns itself around in place, instead of flooring the throttle the wrong direction. 🎮 Full Controller Support Works with every controller: Xbox, PlayStation, Nintendo, Steam Deck, and generic / DirectInput pads. Controls are read consistently no matter what you plug in. All the menu and gameplay controller support from the last update carries over: full menu navigation, Steam Deck face buttons, and the Controls Layout screen. Thanks for playing and for all the feedback, especially the controller reports that made this update possible. DüRT will be part of Steam Next Fest in October, and adding it to your wishlist genuinely helps a solo developer more than you would expect. See you on the track. Let's go!
    Read full article on Community Announcements (sourpickledev)
  • AnnouncementsOfficial

    DüRT Demo V0.2.1: Difficulty, Controls Layout, and Controller Polish

    DüRT Demo V0.2.1 A quick follow-up to V0.2, focused on difficulty options and making the menus feel great on a controller and Steam Deck. 🎚️ Difficulty Options A new difficulty setting in the Gameplay options, with a twist that keeps every race interesting. Choose Easy, Medium, or Hard. Even on lower settings a couple of rivals ride one tier above to keep you honest. On Easy, two opponents push at Medium pace; on Medium, two ride at Hard pace; on Hard, the whole field is Hard. 🎮 Controller and Steam Deck Steam Deck face buttons (A, B, X, Y) and the menu button now work across every menu. New Controls Layout screen in Options so you can see the full control scheme at a glance. Cleaner menu navigation: one clear highlight at a time, sliders adjust with left and right, and toggles flip with A. Keyboard menu navigation when no controller is connected. 🔧 Fixes Fixed menu button colors lagging during screen transitions. Fixed split-screen scoring and racer confirm. Various smaller menu and navigation fixes. Thanks for playing the demo. DüRT will be part of Steam Next Fest in October, and adding it to your wishlist genuinely helps a solo developer more than you would expect. See you on the track. Let's go!
    Read full article on Community Announcements (sourpickledev)
  • AnnouncementsOfficial

    DüRT Demo V0.2 is Live: Local Split-Screen, Full Controller Support, and Better

    DüRT Demo V0.2 is here This is the biggest demo update yet. Local split-screen, full controller and Steam Deck support, reworked bike handling, and smarter AI. Grab a friend and a second controller, or just take the bike out on the mud and feel the difference. 🏍️ Local Split-Screen (2 Players) Race a friend on the same screen. Pick your own rider each, choose your layout, and go. 2-player split-screen with vertical (side by side) or horizontal (top and bottom) layout. Every input works at once: keyboard, mouse, and gamepads can all play together. Each player picks their own racer, with separate scoring, tricks, and HUD. Plays nicely with your connected controllers, with the keyboard as a fallback for Player 1. 🎮 Full Controller and Steam Deck Support The whole menu is now built for a controller from the ground up. Full gamepad navigation across every menu, including the pause menu. Steam Deck friendly: clear focus highlight so you always see where you are. Open the pause menu with the Start button. Keyboard navigation works too when no controller is connected. 🏁 Reworked Handling and Mud Physics The bike feels more like a real machine at speed. Momentum carries when you cut the throttle, so you coast through the mud instead of stopping dead. Speed sensitive steering: tighter control at low speed, more stable at high speed. Reworked lean angles and a proper drift pose on long corners. Wheelies, whips, and tricks tuned to feel better in the air. 🤖 Smarter AI The opponents actually race you now. No more getting stuck, ramming walls, or driving the wrong way. Cleaner overtakes and real fights for position. Bikes push and bump instead of bouncing off each other like toys. 🔧 Fixes and Polish Audio fixes for engine, landings, and crash sounds. Better crash and ragdoll behavior, including suspension collapse on impact. Landing angle indicator cleaned up. UI scaling for 16:9, 21:9, and 16:10 (MacBook) screens. Many smaller bug fixes across menus and gameplay. 📅 What's next N...
    Read full article on Community Announcements (sourpickledev)

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