Rollcage was developed by Attention to Detail, and published by Psygnosis. The game's selling point was its unique physics engine, in which cars could drive on walls or ceilings due to the airflow passing over them at extreme speeds. The game featured an original soundtrack by various artists, including the Fatboy Slim song "Love Island" from the album You've Come A Long Way, Baby.
In 2014 one of the former developers, Robert Baker released an unofficial update to address remaining bugs and support newer hardware under the name "Rollcage Redux".[3]
Baker and former tradesman, Chris Mallinson, later in 2018, under the company name Caged Element, along with the publisher Wired Productions, released Rollcage's spiritual successor: Grip: Combat Racing.[4]
The PlayStation version of Rollcage received "favorable" reviews, while the PC version received "average" reviews, according to the review aggregation website GameRankings.[5][6]Next Generation said of the former console version, "Anyone with a hankering for fast cars and pretty explosions should be sure to give Rollcage a chance."[21]
Joshua Romero of AllGame gave the PC version four-and-a-half stars out of five, saying, "If you have a 3D accelerator and have any taking to a great game, you shouldn't pass up Rollcage. True, PC players don't have the convenience that console players have and can rent the game, but Rollcage is worth the cash, no matter what system."[26] He also gave the PlayStation version four stars, saying, "If you're into futuristic auto-combat/racing games and looking for something aside from Wipeout, give Rollcage a try. I'm guessing you won't be disappointed."[27]
^Luke Reilly (November 30, 2015). "Rollcage Spiritual Successor Grip Is a Blast from PlayStation's Forgotten Past". IGN. Ziff Davis. former Attention to Detail programmer Robert Baker, who also still had a candle burning for Rollcage. Baker had been contacted by hardcore Rollcage fans asking for his help to keep Rollcage running on drastically newer PC hardware, 15 years down the track. "I can't speak for other developers, but for myself, I've worked on a dozen games and Rollcage is the only game that I've personally supported after release," says Baker. "I don't hold the source code to many games as that belongs to the company that develops these games of course, but Rollcage was a bit different."
^Jason D'Aprile (May 1999). "Rollcage". PC Accelerator. No. 9. Imagine Media. p. 92. Retrieved May 5, 2021.
^Colin Williamson (July 1999). "Rollcage". PC Gamer. Vol. 6, no. 7. Imagine Media. p. 118. Archived from the original on January 18, 2000. Retrieved February 15, 2020.