- Release Year: 2022
- Platforms: Macintosh, Nintendo Switch, Windows
- Publisher: Freedom Games LLC
- Developer: Fantastico Studio srl
- Genre: Action, Driving, Racing
- Perspective: Side view
- Gameplay: Platform, Stunt Racing
- Setting: Fantasy
- Average Score: 69/100

Description
Funtasia is a side-scrolling, 2D stunt racing game set in a colorful, hand-drawn fantasy world populated by furry inhabitants. Players must drive at breakneck speeds to reach the finish line while saving this ecologically sustainable realm from being destroyed by tons of garbage dumped from space, combining racing with platform elements and online multiplayer features for a challenging experience.
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Where to Buy Funtasia
Funtasia Reviews & Reception
metacritic.com (80/100): Funtasia is a racing game with a very particular style and very strategic gameplay.
opencritic.com (75/100): Mixing the old-school mobile hill climb with the likes of boss battles and just a few hits of acid
gameslushpile.com : Blatant environmentalist propaganda aside, the game is pretty good.
Funtasia: A Psychedelic Pedal to the Metal – An Archaeologist’s Dig into a Forgotten Indie Racer
Introduction: A Vibrant Mirage on the Racing Circuit
In the vast, crowded library of 2022’s indie game releases, few titles sported a visual identity as immediately arresting as Funtasia. With its hand-drawn, kaleidoscopic world populated by “furry” heroes battling space-borne garbage monsters, it promised a racing experience unlike any other. Yet, beneath this radiant, eco-conscious veneer lay a gameplay proposition both fiercely traditional and stubbornly idiosyncratic. This review argues that Funtasia is a quintessential “cult curio”: a game whose profound artistic vision and thematic audacity are perpetually at war with a punishing, sometimes frustrating, mechanical core. It is a title that cannot be separated from its context—a small Italian studio’s passionate cry against ecological oblivion, wrapped in the challenging, physics-based shell of a Trials homage. To understand Funtasia is to understand the triumphs and Tribulations of a specific indie moment, where ambition strained against the limitations of scope, budget, and genre conventions.
Development History & Context: Fantastico Studio’s Labor of Love
Funtasia is the brainchild of Fantastico Studio srl, a diminutive Italian developer based in Rome. The core team, as listed in the MobyGames credits, consists of just six individuals: CEO Daniele Bianchini, Creative Director/Game Designer Andrea Valesini, CTO/Programmer Carlo Iurino, Business Developer Alberto Salini, Sound Designer Valerio Arcesi, and Artist Emanuele Olives. This lean structure is evident in every facet of the final product.
The studio’s vision, as documented on their blog, was to create a game with a “fanciful art style” drawing inspiration from the exaggerated, rubber-hose aesthetics of Adventure Time (specifically noting artist Heinz Edelmann) and the gross-out, satirical punk energy of Troma films. This was not a casual aesthetic choice but a deliberate, horn-honking statement. Their prior work includes the “gamified archive” for artist Enzo Cucchi, Cuccchi, and the visual novel Milky Way Prince – The Apocalypse, revealing a pattern of projects that blend high-concept art with interactive forms, often with a surreal or arthouse bent.
Technologically, Funtasia was built in Unity, the engine of choice for countless indies, allowing for cross-platform deployment (Windows, macOS, Nintendo Switch). The 2022 release date placed it in a post-pandemic indie boom, where Steam’s discoverability algorithms and the Nintendo Switch’s thriving indie market offered a lifeline to small studios. However, this also meant competing in a saturated market where a unique hook was essential for survival. Fantastico Studio’s hook was unequivocally its art and its message. The game’s publishing was handled by Freedom Games LLC, a publisher known for supporting niche indie titles with distinct personalities.
Narrative & Thematic Deep Dive: Unsubtle Ecology on the Furry Road
Funtasia’s narrative is delivered with the subtlety of a sledgehammer wrapped in a rainbow flag. The official synopsis is pure eco-fable: the beautiful, ecologically sustainable world of Funtasia, home to adorable anthropomorphic “furry” animals, is threatened by “tons of garbage dumped on it from space” by a greedy, industrialist planet. This cosmic waste, mutated by “space rays,” becomes the game’s antagonists—the garbage monsters.
The plot, such as it is, unfolds across ten fantastical tracks, each culminating in a boss battle against one of these “twisted and dastardly” foes. The protagonist is implied to be one of the furry scientists who invented the “zero emission EVs” (the player’s vehicles) to combat the crisis. The storytelling is environmentalist propaganda in its most classic, cartoonish form: a pristine, harmonious nature versus a monstrous, consuming pollution. There is no moral ambiguity. The garbage monsters are not misunderstood; they are the literal physical manifestation of waste and industrial excess, and they must be defeated by the pure, speed-fueled will of Funtasia’s defenders.
Thematically, the game wears its heart on its sleeve. The core mechanic—a relentlessly forward-moving vehicle with a depleting battery—is framed not just as a gameplay challenge but as a metaphor for planetary urgency. You must move fast, collect energy (recharge pickups), and never stop, or you fail. The upgrades you purchase with collected trinkets (Engine, Traction, Suspension, Wheels) are temporary, per-level investments, reinforcing a theme of localized, immediate struggle rather than permanent, cumulative power. The victory condition—defeating a giant garbage boss by collecting “rainbow thingys” that release “love”—reduces complex environmental remediation to a simple, feel-good rhythm of collection and attack. It’s a narrative of naive, almost childlike optimism, perfectly matched to its Adventure Time-esque art style.
Gameplay Mechanics & Systems: The Precarious Physics of Speed
At its mechanical core, Funtasia is a 2D side-scrolling stunt racer in the lineage of Trials or Hill Climb Racing. The fundamental loop is brutally simple: drive your vehicle from the left side of the level to the right, navigating a terrain that “ripples” with hills, pits, jumps, quicksand, and caves. Success is governed by three inputs: gas, brake, and vehicle tilt (for balance in mid-air). The twist, and the source of much player frustration as noted in Steam discussions, is the omnipresent, depleting battery. There is no true stopping; the game’s mantra is “Breaks are for cowards.” Your only respite is the scattered battery recharge pickups, which are often placed in precarious locations, forcing risk-taking.
Vehicle & Progression Systems: The game boasts 40 unique vehicles, each with its own “performance, challenges, and idiosyncrasies.” From simple buggies to bizarre constructions, they handle differently—weight, wheel size, suspension softness all affect feel. However, the progression system is a point of contention. Trinkets collected in a level can be spent on one of four upgrades (Engine, Traction, Suspension, Wheels), but these upgrades do not persist between levels. You start each new track with a base vehicle. This design choice is a double-edged sword: it ensures each level is a fresh, self-contained puzzle, but it robs the player of a sense of long-term mastery and character build, a key reward in similar games.
Boss Fights: These are less traditional races and more rhythm-action challenges. The giant garbage boss occupies the right side of the screen. As you drive along a fixed route, rainbow orbs appear which must be collected. Collecting two triggers a “love” attack that damages the boss. The challenge lies in maintaining your vehicle’s stability and battery while hitting these precise collection points under time pressure. It’s a thematic climax that shifts the gameplay focus away from pure navigation to timed collection, with mixed success.
Menu & UI: The interface is functional but sparse. The highly useful upper map shows the track layout and, crucially, the locations of all battery pickups and trinkets—a necessity given the punishing difficulty. Online features include global leaderboards and asynchronous versus multiplayer (racing against ghosts), but the community hub discussions on Steam show a vocal minority experiencing issues with cloud saves and achievement unlocks, particularly on Steam Deck.
Flaws & Innovations: The greatest flaw is the punishing, often unfair-feeling difficulty. The physics can be mercurial; a slight miscalculation on a jump can lead to a catastrophic flip and battery drain. The “no stopping” rule becomes less a thrilling constraint and more a source of rage when a level’s layout forces an unavoidable pause. The innovation lies in the seamless integration of the ecological theme into the core mechanic (the battery as a finite resource) and the bold, consistent artistic vision that makes every level a hand-drawn painting come to life.
World-Building, Art & Sound: A Masterpiece of Contrasting Styles
This is Funtasia’s unequivocal triumph. Emanuele Olives’ hand-drawn art is a staggering achievement. The world of Funtasia is a explosion of pastel colors, soft lines, and whimsical detail—rolling green hills, candy-colored caves, fluffy clouds. It feels alive, peaceful, and precious. This is juxtaposed against the grotesque, horror-comedy designs of the garbage monsters and the polluted industrial planet. The contrast is visceral and perfectly communicates the game’s core conflict: cute, vibrant life versus lumpy, toxic waste. The Adventure Time influence is clear in the expressive, flexible character designs, while the Troma influence rears its head in the intentionally cheap, gross-out monster aesthetic.
The sound design by Valerio Arcesi complements this dichotomy. The soundtrack, featuring tracks by Skinless Lizard (as promoted on the developer’s blog for a Cuccchi update), likely leans into energetic, possibly psychedelic rock or electronic to match the high-speed gameplay and trippy visuals. Sound effects for the vehicles, collisions, and collectibles are crisp and cartoony. However, specific details on the audio palette are scarce in the sources, a slight omission in the documentation.
The atmosphere is one of manic, anxious energy. The vibrant world is constantly under threat, and the gameplay’s relentless pace and battery anxiety prevent the player from ever truly soaking in the beauty—a subtle, perhaps unintentional, metaphor for the stress of environmental crisis.
Reception & Legacy: The Cult That Never Fully Formed
Funtasia arrived to a mixed critical reception, crystallized by the lone critic score on MobyGames: 58% from eShopper Reviews, which called it “too unforgiving and frustrating” despite its “really distinctive” art. User reception on Steam is similarly split: 55% positive across 65 reviews at the time of writing, with common praise for the art and co-op mode, and criticism aimed squarely at the difficulty spike, frustrating physics, and repetitive nature.
Its commercial performance is obscure but likely modest. It was featured in bundles (like the “Buy 10 for 10 Bucks!” promotion) and maintained a steady, low-position on Steam charts. It did not achieve a Metascore on Metacritic due to insufficient critic reviews, and its OpenCritic percentile is negative, indicating it sits below the average of scored games.
Influence on the industry is minimal to non-existent. It did not spawn clones or significantly impact the racing genre. Its legacy is that of a niche artifact—a game that proudly wears its indie, art-house, and politically blunt heart on its sleeve. It represents a strand of development where a small team uses a familiar genre template (Trials-style physics racing) as a canvas for a very specific, personal artistic and thematic statement. In that sense, it shares DNA with other “authorial” indie games like Cuccchi (from the same studio) or Sayonara Wild Hearts, where gameplay is in service to a cohesive aesthetic and emotional experience.
Its place in video game history is as a curated curiosity. It is a game remembered not for its mechanics—which are often cited as flawed—but for its audacious, unapologetic style and its commitment to an ecological message few mainstream racers would dare to broadcast so loudly. It’s a footnote in the annals of indie development: a game that could only exist in this specific moment, by this specific small team, with this specific blend of passion and constraint.
Conclusion: A Beautiful, Broken Ride
Funtasia is a game of profound contradictions. It is a breathtaking visual delight mated to a frequently exasperating gameplay experience. It is a game about saving a paradise that, in its most challenging moments, feels anything but paradisiacal to play. Its ecological message is delivered with the grace of a bullhorn, yet it is integrally tied to its core mechanic in a way few games attempt.
The final verdict must be nuanced. As a piece of interactive art, Funtasia is a valuable, striking success. Its world is a memorable, lovingly crafted piece of indie expression. As a game, it is a deeply flawed proposition. Its lack of persistent progression, its occasionally cruel physics, and its brutal “no brakes” ethos will alienate all but the most masochistically patient players.
In the grand tapestry of video game history, Funtasia will not be remembered as a classic. It will not be studied for its innovations in game feel or balance. Instead, it will be remembered by a small cadre of players and historians as a brilliant, messy, heartfelt artifact of indie development—a game where the artist’s vision was so powerful it sometimes obscured the player’s enjoyment. It is a game you play to see a world unlike any other, to hear a message you may roll your eyes at, and to grapple with a challenge that rewards perseverance, if not always pleasure. For that alone, it deserves to be documented, preserved, and, for the right patient player, experienced. Its score is not a number, but a question: How much beauty can you tolerate in the face of frustration? For some, the answer will be “a lot.” For most, the Furry Road will remain an inviting, but ultimately closed, path.