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John Carpenter’s Toxic Commando Review: Co-op Carnage, With Some Driving Friction

A four-player co-op shooter with crossplay, semi-open missions and muddy vehicle combat, Toxic Commando delivers horde spectacle but can lose momentum to awkward driving and repetitive progression.
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John Carpenter’s Toxic Commando is a four-player co-op shooter built around two pleasures that do not always mesh: mowing down huge undead hordes and taking battered vehicles off-road. The combination creates distinctive squad set pieces, but launch-period reviews found that awkward driving, long missions and repetitive endgame progression can blunt the momentum. It is most appealing if you want a loud, crossplay co-op campaign—not a polished driving game or an endlessly varied shooter.

What is John Carpenter’s Toxic Commando?

Developed by Saber Interactive and published by Focus Entertainment Publishing, John Carpenter’s Toxic Commando is a first-person co-op shooter released March 12, 2026 for PlayStation 5, Xbox Series X|S and PC. Focus’s official game page sets up a near-future experiment to harness the Earth’s core that unleashes the Sludge God. The resulting sludge transforms the surrounding area and turns the living into undead monsters; players are mercenaries hired to fight back.

The game’s tone aims for horror, action and buddy-movie humor, with an overt 1980s-cinema influence. Carpenter is more than a namesake: Focus says he contributed to the story and direction and composed the music. The premise gives the game its pulpy flavor, while the main draw is the clash between squad-based shooting and vehicle-heavy exploration.

How the co-op and missions work

Four-player squads with crossplay

Focus’s official FAQ says players can team up with up to three friends, for four players total. The launch announcement describes full crossplay across PC and consoles, so friends on supported platforms can form a squad together.

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#1 Best Overall
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John Carpenter's Toxic Commando - PlayStation 5
  • Take control of one of the commandos, team up with your friends and send the Sludge God and its horde of things-that-should-never-be back to the underworld.
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Players choose a class and bring guns, grenades, special abilities and katanas into fights. That mix supports the game’s broad, chaotic action rather than a narrowly tactical shooter. In a review of the PC version, TechRadar’s reviewer praised the gunplay and crossplay after reporting more than ten hours with the game, including solo and co-op play.

Semi-open missions and optional objectives

Focus describes missions across semi-open environments, with multiple objectives and hordes of mutated enemies. In a PlayStation.Blog design deep dive, Louise Henry, Focus’s Brand & Creative Manager, says most missions have nonlinear subobjectives that squads can tackle in any order. Teams can stick together or split up, while vehicle spawns and class or loadout selections vary between playthroughs.

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That structure is intended to encourage communication and give squads choices about how to approach a map. It does not guarantee that every mission or vehicle decision will feel equally smooth in play. The practical trade-off is that the game is neither a purely linear horde shooter nor a driving simulator: vehicles are part of the mission loop, but players are not required to stay behind the wheel.

Vehicles are the game’s signature—and its main friction point

Focus says vehicles provide mobility, protection and mounted weapons, and that players can choose how much to rely on them. That flexibility matters: the vehicles are a tool for crossing muddy terrain, exploring and dealing damage, rather than a mandatory mode for every encounter. Some vehicles gain mounted flamethrowers or machine guns, according to Creative Bloq reviewer Ian Dean.

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Dean’s launch-period PS5 review found the driving could be awkward. He describes muddy traversal, fuel and vehicle-damage concerns, and winching as parts of the experience that can make exploration interesting but also slow or frustrate a run. The passenger seat can produce unusual shooting moments as a teammate handles the wheel, yet that novelty depends on the driving and terrain cooperating.

This tension is central to the game’s identity. Vehicles help distinguish its co-op encounters from straightforward arena defense, but if you want consistently responsive driving or uninterrupted firefights, the travel and vehicle upkeep may feel like drag rather than variety.

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What reviewers liked—and what wore thin

The spectacle and co-op moments

Both launch-period reviews highlighted the scale of the horde action and the game’s distinctive presentation. TechRadar praised the open levels, gunplay, vehicle mechanics and crossplay, and recommended the game to people seeking an enjoyable co-op shooter, particularly fans of World War Z. Creative Bloq’s Ian Dean praised the staged swarms, visual atmosphere, Carpenter-inspired identity and unusual vehicle combat, awarding the PS5 version 7/10.

The game’s strongest appeal, on that evidence, is the prospect of a squad improvising through a large, messy fight: one player drives, another shoots from the passenger seat, and the rest deal with enemies or objectives. That is a more specific hook than simply having a large enemy count.

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Campaign length and repetition

The reviews also point to a momentum problem. TechRadar found the campaign could have been longer and progression somewhat grindy. Dean reported nine story missions and around five hours for his first playthrough; those are his launch-period figures, not a verified current mission count or a universal completion time. He also criticized missions that could stretch longer than expected and a thin, repetitive endgame during his review period.

Focus announced free updates at launch, so the reviews describe the game at that point rather than establishing its current content or balance. The available evidence does not establish how later updates may have changed mission volume, progression or endgame variety. Do not treat the launch review’s concerns as a confirmed description of every current version.

Should you play John Carpenter’s Toxic Commando?

It is a reasonable choice if you have a regular squad, enjoy oversized horde fights, and like the idea of vehicles creating co-op scenarios rather than serving as mere transport. Crossplay broadens the pool of friends who can join, and the semi-open mission structure gives teams room to divide objectives or improvise.

Be more cautious if your priority is tight vehicle handling, a short and consistently brisk campaign, or deep endgame progression. The core shooting and spectacle earned praise, but both reviewers raised pacing or repetition concerns in different ways. The fairest verdict is that Toxic Commando has an unusual and promising co-op identity whose best moments depend on whether its driving friction and repeat play suit your group.

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John Carpenter’s role and the game’s influences

Focus’s design deep dive says the project began with Saber CEO Matt Karch’s pitch of “World War Z meets Mudrunner.” Henry names Escape from New York, Big Trouble in Little China, The Thing, They Live and Prince of Darkness among the influences. She also clarifies that Carpenter’s contribution extended beyond guidance, feedback and story direction: he composed the game’s music. That connection informs the atmosphere, though the game’s defining experience remains its squad combat and vehicle play.

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