In 1996, Remedy Entertainment released Death Rally: a top-down combat racing game where destroying your opponents mattered as much as crossing the finish line first. The genre then practically vanished, leaving only nostalgia and retro compilations behind. RD Racing, released May 5, 2026 by See The Sea Studio, picks up that same idea and sets it in a third-person view, with colorful low-poly graphics and a nine-euro price tag. It's the right proposal in the right place.

Context
See The Sea Studio is both developer and publisher, clearly a small team. RD Racing is available on Windows and macOS, with a free demo downloadable directly on Steam. The game has a readable starting premise: a betrayed racing champion rebuilding a career through victories and firepower. It's sufficient justification for why your car comes equipped with missiles and mines.
On the track
The camera sits behind the car in a standard third-person view. The HUD displays available ammunition at the top center: bullets and mines, each with real-time counters. On the right, opponent portraits appear with their health bars, turning each race into a tactical read: you can see who's in bad shape, who's still at full health, and choose your targets accordingly.
The speedometer shows a cap of 202 KM/H on fast circuits, 155 on dirt configurations. The track map sits in the bottom left. Race structure is visible in the top left corner: race number within the championship, current lap number.
The combat system layers on top of racing without replacing it. Weapons serve to eliminate opponents, collect their money, and thin out the competition, but track position still matters. Winning a race by shooting everything without knowing how to drive doesn't work. Both aspects feed each other.

Circuit variety
The four available screenshots already show genuine environmental diversity. A coastal road with palm trees and turquoise sea, a circuit that cuts through the archway of a medieval castle, a rocky mountain road running along the ocean, and a dirt track at night lined with forests and a stone bridge. Each environment has a distinct palette and its own sense of staging specific to the low-poly style: no unnecessary detail, but enough character that each circuit is instantly recognizable.
The low-poly isn't an imposed limitation here, it's a committed art direction. Colors are saturated, lighting works, and the night rendering on the fourth circuit proves the studio worked the atmosphere rather than simply applying textures.

Progression
Between races, the money collected buys new cars, upgrades existing ones, and strengthens armaments. An experience system unlocks skills. Difficulty scales as you advance through stages, with more aggressive and better-equipped opponents.
It's a direct progression loop without system overload. For a nine-euro game, that's exactly the right calibration: you know what you're going to do, how you're going to progress, and the complexity goes no further than necessary.
Opponent characters are represented by anime-style portraits on the right side of the screen. The studio disclosed on its Steam page that these portrait images and story elements were generated using AI tools. This is the only part of the game affected: the in-race 3D graphics are produced traditionally.

What we don't know yet
RD Racing has four Steam reviews at the time of this article, all positive, but too few for the platform to generate an overall score. The game is too recent to have an established community reputation.
What can be said: the proposition is clear, the price is honest, and the free demo lets you test before buying. For players who grew up with Death Rally, Road Redemption, or simply with the idea that a car race is more interesting when competitors can explode, RD Racing checks the boxes without pretending to be anything other than what it is.
See The Sea Studio built a niche game for a niche audience, with an indie studio's resources, and delivered a result that matches its own pitch. In the current Steam catalog, that's already an uncommon position to be in.