# Carmageddon — dethrace

Canonical: https://playable.wtf/games/dethrace-labs-dethrace/

Project ID: project:dethrace-labs-dethrace

The 1997 driving game rebuilt for modern systems.

## About this version

dethrace reconstructs Carmageddon and keeps its native runtime separate from the original content. The repository documents building and game-data placement.

Native setup. Racing.

[Setup on creator site](https://github.com/dethrace-labs/dethrace/releases)

## A race with more than one finish condition

Carmageddon is an intentionally excessive driving game where finishing laps is only one way to win. Events can also end by wrecking opposing vehicles or eliminating every pedestrian in the area. A time limit pushes you to keep acting, while checkpoints, destruction and power-ups can extend the run.

The original’s credits pay for repairs, recovery and vehicle upgrades. Its open environments make detours and collisions part of the strategy rather than simply mistakes to avoid. This is background to the 1997 game; Dethrace supplies a new native implementation for its data.

Sources: [Stainless Games · Carmageddon Max Pack](https://store.steampowered.com/app/282010/Carmageddon_Max_Pack/)

## What Dethrace is rebuilding

Dethrace reconstructs Carmageddon to run on modern systems. The work grew from debugging symbols found with the Splat Pack release, replacing original assembly functions with equivalent C code. The result is a dedicated engine project rather than a packaged DOS emulator.

Its README provides both a build route and runtime setup. The project supplies no game content. Use the files from your own copy, or one of the explicitly supported freeware demos if you want a limited introduction before setting up the full game.

Sources: [dethrace · project documentation](https://github.com/dethrace-labs/dethrace)

## Give it the right game folder

The expected location is the top-level Carmageddon directory containing CARMA.EXE. Place Dethrace there, or point a dethrace.ini configuration at the data directory. Windows also needs SDL2.dll beside the executable. Choosing the directory above or below the actual game folder can leave the engine unable to find its resources.

For CD audio, Dethrace understands the GOG folder convention: a MUSIC directory with tracks named Track02.ogg, Track03.ogg and so on. Keep those filenames intact when moving an installation. The music folder is distinct from the engine download and from the rest of the game data.

Sources: [dethrace · project documentation](https://github.com/dethrace-labs/dethrace)

## Full data and demo data are separate starts

The supported demo list includes the original Carmageddon demo and Splat Pack demo variants. Their availability does not turn a demo installation into the full retail campaign. Select the data set intentionally and follow the matching setup.

If building from source, fetch the repository’s submodules before using CMake; SDL2 is the runtime dependency. Keep the game data and music directory intact when updating the executable. A different engine build does not replace those files, and the same data-folder setup is needed after compiling a new version.

Sources: [dethrace · project documentation](https://github.com/dethrace-labs/dethrace)

## Do I need the original game files?

Original Carmageddon data; no game content is shipped by the project.

Creator-reported: [Project guide](https://github.com/dethrace-labs/dethrace)

## How do I get started?

Follow the project’s build or release instructions and supply the data from your copy.

Creator-reported: [Project guide](https://github.com/dethrace-labs/dethrace)

## Credits and project

- [Original project](https://github.com/dethrace-labs/dethrace)
