Yes it's still Early Access, but I've been working on this game for coming up near three years now - it's pretty solid as-is, I just have more still to add.
Early Access Release Trailer:
Check out the new trailer for a overview of what's in the game right now:
It's been a while since I did a sort of overview of the game. Scraps is a vehicle combat game where you build your vehicle from parts from the chassis up. Most parts are functional in some way (power, cooling, engines etc), and often inter-dependent (like weapons will require power and/or heat management), but I've also tried to keep things fairly simple. You don't have to wire up components or do anything too fiddly. It's more like building vehicles out of Lego, except you can actually drive them at the end and the pieces actually work.
There's also a heavy physics basis with weight distribution being a big factor and weapon recoil being a notable point to manage.
Gameplay is your typical melee deathmatch sort of thing, where you get x amount (chosen by the host) to spend on your vehicle. During a match you can also collect wreckage and use it to repair/upgrade your vehicle in-game by using an Evac Pad - so it's possible to build a vehicle worth more than your starting allowance, although purchase and repair costs slowly increase as your total worth increases to prevent a snowball effect. If you die, you can respawn with any vehicle worth up to the initial scrap allowance.
There's single-player against AI, Internet play (and it's easy for anyone to create a server that'll show up in the global list), and LAN. The Scraps demo is also a LAN joiner, so people can join your LAN game even if they don't own the full game.
The Mac and Linux versions have a few issues to iron out so only the Windows version is out right now. They'll be coming soon!
A look back at the history of Scraps
Way back in the 90s I played a bunch of Interstate '76, and I loved how you could customise the weapon loadout and various components of your car and it all really made a difference. Later I played a demo of Lego Racers, and you could totally build your car from the ground up, but I was disappointed that it didn't have much of an effect on the car's performance. It was a step up in customisation but a step down from Interstate '76 and the other sweet demo I had of Stratosphere: Conquest Of The Skies in terms of meaningful build choices.
What I really wanted was a game where you designed your whole vehicle and the parts really mattered - and no-one was making it. Roboforge showed that building your own fighting machines was doable back in 2001, but it wasn't quite what I wanted. Finally in 2012 I had a good opportunity to just start making it myself.
Things have taken a while (I'm making this mostly on my own), and in the meantime vehicle building games have started to pop up everywhere. When I started there was Kerbal Space Program, there was Rawbots (RIP), there was Gimbal, but nothing recent with road vehicles except maybe Gear Up. Now there's Robocraft, TerraTech, Besieged... but Scraps has kept chugging along and now it's really looking pretty solid and a lot like what I always wanted it to be.