- Release Year: 2004
- Platforms: Windows
- Publisher: Inputwish s.r.o.
- Developer: Inputwish s.r.o.
- Genre: Driving, Racing
- Perspective: Top-down
- Game Mode: Single-player
- Gameplay: Career Progression, Driving Simulation, Open World, Task-based Objectives
- Average Score: 79/100

Description
Becherov is a car simulator set in a virtual city where players drive various vehicles to complete tasks for the Becherovka factory. Unlike early Grand Theft Auto games, Becherov emphasizes legal and ethical gameplay. Players navigate a city over four square kilometers in size, using up to eight different vehicles, from small cars to large lorries, as they rise through the company hierarchy to become the director. The game was developed by Inputwish s.r.o. and released in 2004.
Becherov Reviews & Reception
mobygames.com (79/100): A car simulator that takes place in a virtual city, resembling early Grand Theft Auto games but with legal means.
inputwish.com : Becherov is a car simulator that takes place in a virtual city. The player drives through the city in various cars and completes different tasks for Becherovka factory.
thegamesdb.net : Becherov is unique town. It has it’s name after the liquor that is being produced there.
ocean-of-games.com : Becherov is a car simulator that takes place in a virtual city. The player drives through the city in various cars and completes different tasks for the Becherovka factory.
Becherov: Review
A Quirky Czech Simulator That Dared to Legalize Grand Theft Auto’s Chaos
Introduction
In the shadow of Grand Theft Auto’s anarchic rise, a small Czech studio crafted a curious counterpart: Becherov, a 2004 freeware car simulator that swapped criminal escapades for corporate ladder-climbing. Developed by Inputwish s.r.o., this obscure gem—born from a liquor-sponsored competition—offered a whimsical yet methodical take on urban driving. While it never achieved mainstream success, Becherov stands as a testament to early 2000s indie ingenuity, blending Czech automotive pride with a cheeky satire of capitalism. This review unpacks its legacy, design, and the peculiar charm that still earns it cult status among simulation aficionados.
Development History & Context
The Garage-Built Dream
Becherov emerged from Inputwish s.r.o., a Prague-based studio founded by hobbyists working in “apartments, basements, and attics.” Their victory in the 2004 Becherovka Game Competition—a corporate contest promoting the herbal liqueur—earned them modest recognition and a launchpad for future projects. The team, including programmer Lukáš Duffek and artist Radka Kožíšková, prioritized accessibility, crafting a 6MB game that ran smoothly on early 2000s hardware.
Technological Constraints
Despite using OpenGL for 3D rendering, Becherov adopted a top-down 2D aesthetic, mimicking GTA’s early entries. This choice sidestepped the era’s push for 3D realism, favoring simplicity over graphical ambition. The game’s 4km² city, while expansive, featured minimal texture detail, reflecting the team’s limited resources.
The 2004 Gaming Landscape
Becherov arrived amid GTA: San Andreas’ blockbuster hype, yet it carved a niche by flipping the script: instead of chaos, players embraced order. Its focus on legal driving tasks and corporate ascension contrasted sharply with contemporary trends, offering a satirical antidote to mainstream mayhem.
Narrative & Thematic Deep Dive
Plot: From Wheelman to CEO
The game’s premise is delightfully mundane: the player begins as a lowly driver for the Becherovka factory, completing delivery missions to climb the corporate hierarchy. Tasks range from transporting goods in a Škoda 120 to managing logistics with an Avia lorry. The ultimate goal? Becoming the factory’s director—a tongue-in-cheek jab at capitalist aspiration.
Characters & Dialogue
Narrative depth is sparse. NPCs exist purely as mission dispensers, with dialogue limited to functional prompts. Yet this minimalism reinforces the game’s satirical edge: in Becherov, human connections are secondary to productivity.
Themes: The Banality of Legality
By eschewing crime, Becherov critiques the grind of legitimate work. The open-world feels eerily sterile, its streets devoid of pedestrians or random events—a stark contrast to GTA’s living cities. This emptiness mirrors the monotony of corporate life, where progression is measured in promotions, not pandemonium.
Gameplay Mechanics & Systems
Core Loop: Work, Upgrade, Repeat
The gameplay revolves around:
1. Mission Structure: Fetch quests dominate, with players shuttling cargo between factories and stores.
2. Vehicle Progression: Eight vehicles unlock hierarchically, from compact cars to heavy trucks.
3. Economic System: Earnings fund upgrades, but the lack of customization limits long-term motivation.
UI & Controls
The interface is utilitarian, with a minimal HUD displaying speed, funds, and objectives. Driving physics prioritize arcade simplicity, though heavier vehicles handle clumsily—a deliberate nod to real-world logistics.
Innovations & Flaws
- No Police Chases: Legal driving removes GTA’s tension, relying instead on time limits for challenge.
- Repetition: Missions boil down to “drive from A to B,” leading to mid-game tedium (as noted by Freegame.cz).
- Freedom vs. Structure: The open-world feels underutilized, with few incentives to explore beyond missions.
World-Building, Art & Sound
Setting: A Czech Urban Canvas
The game’s fictional city, modeled on Czech industrial towns, features winding roads, factories, and sparse greenery. While visually rudimentary, its design emphasizes functional realism—a place built for work, not play.
Art Direction: Retro Minimalism
Pixelated sprites and static buildings evoke early GTA, but the muted color palette (dominated by grays and browns) reinforces the game’s bureaucratic tone.
Sound Design: A Missed Beat
Critics panned the repetitive soundtrack, which looped a generic electronic melody. The lack of ambient noise (no honking, no chatter) amplifies the world’s sterility—an artistic choice that often feels more lazy than intentional.
Reception & Legacy
2004 Reviews: Polite Applause
Becherov earned a 79% average from two critics:
– Freegame.cz (88%): Praised its relaxed pace but noted repetitive missions.
– Bonusweb (70%): Complimented the top-down perspective but criticized the “opossum music.”
Long-Term Impact
Though commercially negligible, Becherov inspired Inputwish’s later projects (Go Rally) and remains a quirky footnote in Czech gaming history. Its fusion of simulation and satire predated indie darlings like Papers, Please, proving that even mundane labor can fuel compelling gameplay.
Conclusion
Becherov is an artifact of its time—a low-budget experiment that dared to legalize GTA’s chaos. Its repetitive missions and sparse world-building hold it back from greatness, but its wry humor and earnest ambition resonate. For simulation fans and gaming archaeologists, it’s a charming relic worth revisiting. In the pantheon of car games, Becherov is no Gran Turismo, but as a Czech whiskey-soaked oddity, it’s utterly unforgettable.
Final Verdict: A cult classic for the patient player, offering a humorous—if uneven—ode to the daily grind.