After reaching 1.5 million wishlists, this non-racing driving game shot up to No. 11 on the global best-seller list

You start the engine, grip the steering wheel, and get ready to step on the gas. The next second, a huge golden Buddha statue appears in front of your car and starts talking to you, teaching you how to drive.

This is the opening of *Over the Hill*.

Green Man Gaming calls it “one of the strangest prologues you’ll experience this year.” But once players are actually thrown into that vast world—built entirely for exploration—they’ll find that this seemingly absurd opening doesn’t feel out of place. After all, *Over the Hill* isn’t a traditional driving game.It isn’t in a hurry to get you to the finish line, nor does it care how much faster you are than others. What it aims to do is encourage players to slow down, traverse muddy terrain, hillsides, forests, and sunsets, and rediscover the joy of simply “being on the road.”

On October 14, 2026, Vancouver-based independent studio Funselektor officially released this new title. On its Steam page, there are no “racing” tags, no lap times, no opponents, and no leaderboards; yet, prior to release, it had over 1.5 million Steam wishlists;The demo was played by over 500,000 people; during the first weekend after release, concurrent players peaked at 13,452. With over 3,000 reviews, the game maintained a 92% “Positive” rating and reached No. 11 on the global best-seller chart.

After reaching 1.5 million wishlists, this non-racing driving game shot up to No. 11 on the global best-seller list

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Source: SteamDB Charts

When the game was announced in January 2025, thanks to the trust built by the previous titles *Art of Rally* and *Absolute Drift*, it reached 200,000 wishlists in its first month. Casu’s talk at MIGS was titled “From Announcement to 200,000 Wishlists in One Month.”

The team then selectively participated in high-profile events like Triple-I and Summer Game Fest, using playtests as a community funnel to drive players to Discord, while maintaining three to five updates per week on TikTok, Reels, and Shorts.According to a post-mortem by Pietro Di Grandi of Strelka Games, the game had amassed approximately 650,000 wishlist entries by November 2025, thanks to this consistent visibility strategy.

In April 2026, the developers released a new trailer and opened sign-ups for the closed beta, while also announcing that the game had surpassed one million wishlist entries.In June, over 150,000 players tried the demo during the first weekend of Steam Next Fest. By August 10, when the official release date was announced, the demo had accumulated over 500,000 players, and the wishlist count had reached 1.2 million. On October 14, the day of release, an official press release announced that the wishlist count had reached 1.5 million.

01

A Developer Living in an RV

Pietro De Grandi, COO of Funselektor, defines the game as follows: “It’s almost the opposite of a racing or driving game. The challenge for players is simply to reach a destination, not how fast they get there.”

A team that has developed three driving games has taken the initiative to dismantle the most deeply ingrained anchor in the driving genre—speed.

To understand why Funselektor does this, you first need to understand its founder, Dune Casu.

In 2014, Casu graduated from a technical school with a degree in game programming but was unable to find a job right away. All he had was a prototype for a drifting game he’d created while in school; that prototype later passed Steam Greenlight and evolved into Funselektor’s first commercial title, *Absolute Drift*.

After reaching 1.5 million wishlists, this non-racing driving game shot up to No. 11 on the global best-seller list

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Funselektor went on to release *Art of Rally* and *Golden Lap*. On the surface, almost all of Casu’s commercial works are driving games. Yet his lifestyle is a far cry from the stereotypical image the outside world has of a “racing game developer.”

After reaching 1.5 million wishlists, this non-racing driving game shot up to No. 11 on the global best-seller list

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After reaching 1.5 million wishlists, this non-racing driving game shot up to No. 11 on the global best-seller list

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After 2015, Casu moved into a converted cargo van.Inside, there’s a kitchen, a bed, solar panels, and a workbench for game development. Vancouver’s high rent was one of the practical reasons behind his decision; however, his love of travel and the wilderness is the fundamental reason he has maintained this lifestyle over the long term.

Over the past decade, he has spent much of his time traveling, working, and developing games across the United States, Canada, and Mexico. *The Art of Rally* was completed during these travels.

In the press release announcing the release of *Over the Hill*, Casu described his lifestyle this way: “I’m a bit of a nomad. For the past decade, I’ve spent much of my time living and working out of a camper van.One of my favorite things to do is find a remote spot to camp, slow down for a while, and then set off again with no plans. That sense of patience and aimlessness is a very important part of *Over the Hill*.”

This passage could almost be considered the design manual for *Over the Hill*. So when Casu decided to create an off-road game, his inspiration wasn’t the racetrack, the stopwatch, or the podium—it was that sense of “slowing down, taking a break, and then setting off again” that one experiences while traveling through the wilderness in an RV.

02

“Over the Hill”: A Game That’s Not Too Hard

“Over the Hill” was inspired, in part, by “SnowRunner.”

In an interview with 80.lv, Casu said he’s played a lot of *SnowRunner* and enjoys the feeling of driving through challenging terrain. At the same time, however, he feels that this type of hardcore off-road simulation game is “sometimes too difficult.”Complex mission chains, high penalties, and a heavy emphasis on logistics can deter some players who simply want to enjoy the off-road experience.

As a result, *Over the Hill* takes a more middle-of-the-road approach: it’s not as frustratingly hardcore as *SnowRunner*, nor does it completely strip away the physical feel and fun of off-road driving.

The game preserves the feedback of driving on muddy, snowy, steep, and slippery surfaces. Players must assess the terrain and switch between high and low gears; low gears provide more stable traction when climbing hills or driving on slippery surfaces. Skidding, collisions, rollovers, and getting stuck still occur, and progress isn’t always smooth.

However, it won’t forcefully disrupt the player’s mood because of a single mistake.The game features a more streamlined self-rescue system. When a vehicle gets stuck or overturns, players can use nearby trees and winches to adjust their position; the map also features a relatively extensive network of respawn points and rest areas. Players will encounter challenges, but they won’t be penalized for extended periods simply because of them.

After reaching 1.5 million wishlists, this non-racing driving game shot up to No. 11 on the global best-seller list

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Some have described it as “both minimalist and challenging.” This is also what makes *Over the Hill* so subtle: it doesn’t eliminate the difficulty, but it does eliminate the anxiety. Here, the challenges arise primarily to give the journey more depth and significance.

03

At its core lies healing and relaxation.

If it were just about driving, the game would quickly become repetitive. What really keeps players coming back to *Over the Hill* is its collection system, which is built around “exploration.”

First is the collection of the vehicles themselves. The game offers different models, appearances, and accessories, and each car has its own name and story. For example, a car named “Pollyanna” has a description that reads: “It has developed a habit of driving to places where cars aren’t supposed to go.”Some models have been in service in Antarctica for over a decade, while those with longer legs have made their way all the way to Everest Base Camp and the North Pole. It seems no one has ever told them where the road ends.

After reaching 1.5 million wishlists, this non-racing driving game shot up to No. 11 on the global best-seller list

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This kind of text makes the vehicles feel more alive; they’re like companions who join the player on their journey.

Next is the animal guide. While driving, players will encounter various animals and can choose to stop, observe, and take photos. These animals appear at different times and locations, adding many serendipitous observations and discoveries to the journey between the starting point and the destination.

After reaching 1.5 million wishlists, this non-racing driving game shot up to No. 11 on the global best-seller list

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In addition, the map is dotted with various trails, viewpoints, meteorite impact sites, and hidden cabins. These aren’t just mechanically generated open-world collectibles; they’re more like deliberate pauses carefully woven into the rhythm of the journey.The location of every trail, every viewpoint, every meteorite impact site, and every hidden cabin was deliberately designed and placed by Casu himself, inspired by his travels to real-world locations such as Canada and tailored to the game’s pacing.

In other words, every corner of the world in *Over the Hill* exists to make players think, “It’s worth stopping here for a moment,” at some point.The game’s weather system also contributes to this experience; as time passes, the world is subject to rain, snow, fog, and thunderstorms, and players witness the transition from sunrise to sunset. Players can rest at their campsite, wait for their favorite weather and time of day, and then set off on the next leg of their journey.

After reaching 1.5 million wishlists, this non-racing driving game shot up to No. 11 on the global best-seller list

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Compared to traditional driving games, the pace of *Over the Hill* is more akin to camping and traveling.

To enhance this atmosphere, the team composed 40 original tracks specifically for the game, organizing them into four “albums” with distinct styles. The musical genres range from folk and shoegaze to ambient electronic and spiritual ambient music.The texture of the acoustic guitar, the sense of space created by reverb, and the electronic soundscapes woven by synthesizers collectively form the emotional backdrop of the game’s wilderness. Rather than rushing players forward, these elements encourage them to pull over on a mountaintop and spend a moment gazing at the mist in the distance.

After reaching 1.5 million wishlists, this non-racing driving game shot up to No. 11 on the global best-seller list

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Interestingly, Funselektor’s previous titles have mostly been single-player experiences. Although the team has made it clear that *Over the Hill* was “designed first and foremost as a single-player experience,” the game’s co-op mode has also been well-received by many players.

It’s just that the cooperative dynamic here differs from that of most driving games. In traditional racing games, multiplayer mode often means competition, confrontation, and a faster pace. But in *Over the Hill*, multiplayer cooperation is more like a “speed bump.”You might need to rescue a friend whose car is stuck on a hill, or you and a friend might end up rolling down the hill together while trying to rescue each other. In this context, mistakes transform from sources of frustration into moments of laughter and fond memories. Enjoying the scenery alone is a solitary experience, but sharing it with a group of people is a completely different experience.

After reaching 1.5 million wishlists, this non-racing driving game shot up to No. 11 on the global best-seller list

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04

No mud, no lotus

Let’s return to that surprising Buddha statue from the beginning.

The first thing it teaches players is to use the handbrake and stop to look around. After the tutorial ends, it also offers a statement that almost sums up the spirit of the entire game:

“You may not know where this path will ultimately lead, but never forget what matters most—enjoying the journey. You’ll stumble, you’ll tumble, you’ll sink, you’ll slip; and sometimes, just moving forward will drain every ounce of your strength.But never, ever forget the most important lesson… which is: a lotus cannot bloom without mud. I don’t quite understand the deeper meaning of that myself, but hearing it, it does have a certain charm. Your journey awaits, and patience will guide you. Now set out into the distance, and remember: trees are your friends.”

After reaching 1.5 million wishlists, this non-racing driving game shot up to No. 11 on the global best-seller list

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If you break it down line by line, this dialogue actually lays out the design logic behind *Over the Hill* in advance.

“You’ll fall, you’ll roll, you’ll sink, and you’ll slip”—these phrases reflect the setbacks and uncertainties of off-road driving.

“Just moving forward takes all your strength”—this speaks to the weight of “slowness” in this game.

Meanwhile, “Enjoy the Ride” represents a departure from the logic of traditional driving games: the destination isn’t more important than the journey itself.

To support this “slowness,” the team even did something that’s not common in indie games: they rewrote the physics engine from scratch.

In an interview with Youmin Xingkong, the team mentioned, “Our development team actually ‘rewrote’ a physics engine from scratch.” The challenge they faced was how to convey this “slow-paced driving” while retaining the signature driving feel of Funselektor’s previous titles.

This means that the “slowness” in *Over the Hill* isn’t simply a matter of lowering the vehicle’s speed, but rather an experience that has been completely redesigned—from the fundamental feedback mechanisms all the way up to the rhythm controls.

Conclusion

Of course, *Over the Hill* isn’t without its controversies. Based on player feedback, some consider the original price of 86 to be on the high side; for players accustomed to clear objectives, intense thrills, and frequent rewards, it may also come across as “boring” and “frustrating.” This isn’t surprising, since it was never intended to cater to everyone from the start.

After reaching 1.5 million wishlists, this non-racing driving game shot up to No. 11 on the global best-seller list

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But judging by the results, it has indeed succeeded in finding its audience and has proven that there is still room for growth in the casual driving segment.

From fishing, cleaning, organizing, and camping to today’s slow-paced off-road driving, more and more games are making real-life relaxation experiences their core selling points. The market has once again proven that players don’t always need competition, efficiency, and character progression—they also need a digital space where they can linger, unwind, and simply be together.

A line in the game goes: “There’s no need to rush. It’s better to take your time than to arrive too early.”

For a driving game, this statement doesn’t seem quite right. But for today’s increasingly exhausted gamers, that might be exactly why it’s able to succeed.

原创文章,作者:游茶妹儿,禁止转载:https://youxichaguan.com/en/archives/216545

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