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JunkerBot

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JunkerBot screenshot 1
JunkerBot Beta trailer trailerWatch trailer on Steam ↗

JunkerBot

RedNukem · Published by RedNukem · Official site ↗

Positive — 84% positive (31 reviews)

Last updated 27 Sept 2026

JunkerBot is a Single-Player Car Combat game, where you destroy, recycle, and replicate vehicles. But why? to Decontaminate!

Free to PlayEarly AccessCo-op

Free

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Action, Indie, Early Access · 2017 · More free games

Embark on a unique single-player car combat adventure where every vehicle is a challenge to dismantle. In JunkerBot, your mission is clear: decontaminate through destruction and recycling.

About this game

JunkerBot is a Single-Player Car Combat game, where you destroy, recycle, and replicate vehicles.
But why? to Decontaminate!

Main Features:
  • 3D skillful Car Combat where every vehicle is unique in some way.
  • Explore from a top-down perspective, a desert filled with enemy bases to destroy, mining outposts to take advantage of, and dangerous convoys.
  • 8 upgradeable faction based vehicles to unlock and 9 unique/secret cars too.
  • Simple base building mechanics to manage your vehicles and unlock useful stuff like a deployable suicidal explosive RC car!
  • A backstory to unravel, and give context to the world. (not yet, I'm working on this)
  • Online Coop challenges to unlock and play with a friend, or alone if you want a real challenge.
  • Multiple-barreled mortar turrets and Land Torpedoes!

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS *: Windows 7
  • Memory: 4 GB RAM
  • DirectX: Version 9.0
  • Storage: 265 MB available space

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    0.7 Released!

    Hi there, this one took longer than anticipated but let’s see: In this patch you’ll find an attempt at implementing some form of controller support, I wouldn’t even call it “partial controller support” but, the camera can be turned with a joystick now, complete with an “invert Y” option for you guys with weird cheap controllers (like me). There’s also an auto-aim feature that affects all main guns (ACs and BGs). All turrets now turn towards their target a bit differently, when they have a limited range, they now pre-turn when aiming at the other side of their limits, especially useful for slow turrets with big guns on them. Lastly, you don’t have to share your IP so that someone joins you in a challenge anymore, instead, a 10 letter code is used instead, this code is a more secure way to play with people who don’t need to know your IP, the code changes every day and it’s displayed when you play any challenge (top left corner).
    Read full article on Community Announcements (RedNukem)
  • Patch NotesOfficial

    0.7 Released!

    Hi there, this one took longer than anticipated but let’s see: In this patch you’ll find an attempt at implementing some form of controller support, I wouldn’t even call it “partial controller support” but, the camera can be turned with a joystick now, complete with an “invert Y” option for you guys with weird cheap controllers (like me). There’s also an auto-aim feature that affects all main guns (ACs and BGs). All turrets now turn towards their target a bit differently, when they have a limited range, they now pre-turn when aiming at the other side of their limits, especially useful for slow turrets with big guns on them. Lastly, you don’t have to share your IP so that someone joins you in a challenge anymore, instead, a 10 letter code is used instead, this code is a more secure way to play with people who don’t need to know your IP, the code changes every day and it’s displayed when you play any challenge (top left corner).
    Read full article on Community Announcements (RedNukem)
  • AnnouncementsOfficial

    0.6 is here!

    Hello again! let's see: First I remade the entire bullets system, their hit detection is almost perfect now, they move faster and and are more predictable. Then I fixed the whole torpedo situation, in the previous version they started to act weird being launched in weird directions and whatnot. And last but definitely not least, I was informed that the train encounter was absolutely borked, and indeed it was (thanks Steaz for the feedback), it's fixed now. Oh, and this is something that will need to be added in the game, but, just so you guys know, torpedoes are manually detonated, so after you click for it to launch, click again to make it go boom ;) Also, here's a discord server for you people to drop by and say hi: https://discord.gg/RjtsquT
    Read full article on Community Announcements (RedNukem)
  • Patch NotesOfficial

    0.6 is here!

    Hello again! let's see: First I remade the entire bullets system, their hit detection is almost perfect now, they move faster and and are more predictable. Then I fixed the whole torpedo situation, in the previous version they started to act weird being launched in weird directions and whatnot. And last but definitely not least, I was informed that the train encounter was absolutely borked, and indeed it was (thanks Steaz for the feedback), it's fixed now. Oh, and this is something that will need to be added in the game, but, just so you guys know, torpedoes are manually detonated, so after you click for it to launch, click again to make it go boom ;) Also, here's a discord server for you people to drop by and say hi: https://discord.gg/RjtsquT
    Read full article on Community Announcements (RedNukem)
  • AnnouncementsOfficial

    Hello World! v0.5.1 is here

    Hi there! Fist week(almost) in Steam's early access and i'm already getting some useful feedback! Thanks everyone who checked the game out, specially This Guy for giving me some feedback about the early segment of the game with his first impressions video thingy, and i've been busy fixing most of the problems. Here's a list of what v0.5.1 changes: fixed: the weird sound of the cars in the jump scene (intro) fixed: base's columns have working "target" indicators now "basic vehicle" and "fighter" drift much less, should be controllable now enemies from the first area shoot less often. enemies from the first, second, and third area have less HP (40%, 60% 80% respectively). softer thunder SFX (intro) ;) i hope that fixes most of the problems with the early segment from the game :D have fun.
    Read full article on Community Announcements (RedNukem)

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