Supercar Collection Simulator review: Making room and going vroom

Supercar Collection Simulator review: Making room and going vroom

Collect, trade, and sell Hot Wh– err, diecast cars in this new management sim

Collecting Hot Wheels is a deep hobby for many of us, myself especially. I have *checks basement* well over a thousand. I’m not rabid, in that I won’t spend much more than the $1.29 they typically cost these days, but I do enjoy picking up one or two or 5 when walking past the toy aisle at Kroger. That translates into modern racing games because I love to unlock as many of the cars available, even if I never actually use them. I just want to own them and look at them.

Supercar Collection Simulator aims to capitalize on that idea by putting us directly into much of the cycle of the product’s ownership, from it’s initial sales to collecting and even to playing with the things — but it tends to feel like a career all in its own.

The game really is a shop management sim, putting us in charge of opening up a diecast car store. We’re given an empty room and a little bit of cash, and can order a few boxes of cars and set the price. During the day customers file in, pick up a box or two and help us make some money. Eventually, after enough sales and tasks on our checklist, we gain some experience levels and can start to buy more and hire help. The shop can grow, expand, and eventually have space for customers to race their cars against each other and us.

We’re not just selling the cars, either. We can open any boxes we buy, hoping for a good pull (there are a few levels of rarity) and adding cars to our collection that we may not have. Every day for a limitied time a similar shop will open across the street that only sells the cars, so we can walk over and pick up any that we’re missing. There are different stats for the cars, so we can use them in tournaments, we can use collectible cards to give abilities, we can make weird bets on what will or won’t win. We can even show them off on specialized displays that will make any of our virtual customers drool.

But that’s where things get complex, from both sides of the experience.

The cars are constantly being generated, so that every time the shop across the street opens we may see the number of cars that we’re missing grow into the thousands very quickly. I don’t have time to collect all of those. I don’t have the in-game MONEY to collect all of those, let alone look at any of them. There are rare cars, but then the joy of collecting is going for the average ones too, because we just love collecting. Then we have to work and manage the shop, too. This ends up being where we actually spend most of our time, tending to sales, upgrading, playing with customers. It’s not bad to do, and it can be enjoyable, but the game feels weighted far too much on this end than the actual joy of ownership itself.

Supercar Collection Simulator melds deep collecting with a nice shop management angle, but often feels like we may miss out on the actual car collection more than we want to because we’re doing other things. We may not have much time for it because we’re swamped at the shop, or we may not have much time for it because we actually really like being swamped at the shop. It’s a good game, and has a lot of things to do for diecast car fanatics, but it doesn’t always balance together.

This review is based on a Steam code provided to SideQuesting by the Publisher. This video originally appeared in The SideQuest LIVE! for December 17, 2025.