Hey everyone!
We’re Focus Entertainment, the publisher behind RoadCraft.
Since launch, we’ve seen so much amazing feedback and brilliant questions from the community, so we thought: why not go straight to the source?
So we’re excited to announce that the dev team at Saber Interactive will be doing a live AMA right here on r/RoadCraft.
On Tuesday, June 24th, from 1PM UTC / 3PM CEST / 9AM EDT, we’ll be joined by:
Vitaliy Yaruta (Game Director): FORMAcevt - u/VividPriority4640
Sergei Kogut (Tech Lead): sergkogut - u/rjuen
Aleksei Kiriushkin (Lead Game Designer): Soweh - u/PrudentAnybody291
Ivan Khomenko (Production Lead): xomaggg - u/xomaggg
This session will last around 2 hours. Join us for a chance to ask us anything about RoadCraft, our development process, or whatever goes through your mind! Whether you're curious about new gameplay mechanics, the world building, or how we've evolved from the early concepts to the final game, we're ready to dive deep into your questions!
We can't wait to directly interract with you, so mark your calendars and prepare your questions!
EDIT: Thank you everyone for participating, this was very fun! Sorry if we didn't manage to answer every question directly, but hopefully we were able to address each topic at least once. Hope you enjoy, and thanks again for all of your feedback and questions!
Any chance on increasing the flattening ability for the roller?
I like making perfectly flat roads but not spending 3 hours because i have to put it in low and pass over every bump 37 times
Hey!
Thanks for the question!
So we're seeing a lot of requests like this lately and trying to figure out how to better handle this. Basically we could try to just make the roller "roll harder" and be done with it, but turns out it breaks a couple of physics things (most likely) if done straight forward. So we're going to have to find some work around for this. Maybe we'll figure out the way to not break things or make some special "mode" for the roller to fight uneven asphalt parts better.
But yeah, we see the request and will come up with some solution asap.
Thanks!
- VItaliy - Game Director
Add a vibration mode on the roller. So it's used just for bumps on already laid asphalt
Isn't will be better to add "sand smoothing" mode for Dozer instead?
A dedicated grader instead please.
Will the dumpers rear door be FIXED? So we dont leak sand constantly.
Hello!
As I understand, you're referring to the issue with the Baikal spilling sand while moving
Yes, we're aware of this problem and have been working on a solution for some time now.
The issue stems from how the sand dispersal in the dump body follows specific physics logic. Essentially, the sand "spreads" according to the dump body's physical model and applied forces. However, we completely understand that in this particular case, it's causing significant inconvenience to players.
Quick fixes—which, by the way, some players have also suggested—unfortunately lead to visual bugs, as seen in the screenshot shared.
Currently, we're actively working on resolving this issue, but it requires modifications to the sand dispersal logic in the dump body. We want to make sure everything is thoroughly tested before implementation.
I'm hopeful we'll be able to provide a fix for this issue within the next month.
• Ivan Khomenko - Production Lead.
https://preview.redd.it/l2kq0ug3lv8f1.jpeg?width=702&format=pjpg&auto=webp&s=c2d611bd09f86b4baa1463753c709e10c9c4a375
https://www.nexusmods.com/roadcraft/mods/20
It's already been done as a mod and it works flawlessly, I would just copy the settings that Vehementis did in his Bikalai PAK mod. I've been using it all day and I haven't dropped a lick of sand until it's well and truly definitely supposed to!
A sweeper truck pls
https://preview.redd.it/6dk72gtq02cf1.jpeg?width=1920&format=pjpg&auto=webp&s=ebca87e818d1553f9ac0ce3df7a4be5e87bc13cf
why not just add tailgate locks and tarps to allow players better control of when the sand dumps and adding more realism to the game?
how about something like the straps for the cargo cars, a simple hold L1 and press triangle, would put a cloth cover over the sand and keeping it still like the straps keep the cargo still on the cargo cars
I'd be happy with a way to dump only a little bit at a time. Whenever I open the tipper it just opens all the way and refuses to close back down unless about half gets dumped.
There is a post on here where someone fixed it I downloaded and it works no problems made my enjoyment with the game so much more
My bad didn't think about not being on pc sorry
not everyone plays on pc
Any kind of indication of where a mobile sand query can be placed would be really nice. Guessing what is and isn't a valid spot isn't very fun
Hey
Thanks for the question!
Well, yeah, right now it feel a bit adhoc to go and try putting it somewhere. We're considering a number of different solutons, one of which will actually be "just let it be used anywhere actually". But this nullifies the quarry zones and all that.
Indication on the map could also be a thing, but requires a bit more of UI work, which may very well be a solution. In any way we will definitely do something about said quarry to make sure it can be used without that weird process of "hit the right terrain patch"
- Vitaliy - Game Director
My suggestion would be improve the scouts scanning abilities to allow them to scan for sand
This is actually a great idea and will bring more usefulness to the scouts!
How about extending the range of sand queries by setting up routes of AI dump trucks?
This for sure. The mobile quarry is painful to use on none fully sandy maps.
Would you consider adding a waypoint system (much like Snowrunner) or an alternative navigation method (like road detecting GPS)?
Markers work, but they have a limit.
I can't say exactly when, but we want to add such a system to the game.
Sergei Kogut - Tech Lead
That's fantastic news!
Thanks Sergei
[deleted]
Hello!
Thank you for bringing this issue to our attention!
We're aware of it and working actively to resolve it. I believe you'll be able to see improvements for most cases In the upcoming patch.
While we'll certainly aim to completely eliminate the problem, I don't anticipate this taking too much time.
• Ivan Khomenko - Production Lead.
This x1000. No idea why they thought this was ok when testing it. Nobody got a heavy transport trailer and had to immediately back it up and turn it around is it because it's facing the complete wrong direction out of the garage??
Because from their experience with snow runner they found the garage spawn facing the exit to be too easy.
Respectfully as possible, is it too much to ask to have each vehicle tested and saved to be facing an appropriate starting position from a development standpoint?
The Snow Runner method would also be problematic again if they all spawn facing (x), I’m curious if they can set each vehicle with a x,y,z coordinate for when they’re spawned.
I dont know if you played snow runner or not. But every vehicle spawned in a direction facing the exit. Not facing your garage. Even twinsteer trucks which are equivalent to the abomination we have here the long ass cargo truck. Never ever had a problem. No one raised this issue in snow runner. I guess saber did not like that.
I played snowrunner as well, I should have expanded my comment by including the travelling to and from checkpoints/tunnels/different sub-zones in snow runner it would often spawn the truck and trailer stuck inside terrain.
I’m hoping during the AMA someone would request to have the vehicle spawn from the garage in Roadcraft more realistic as the above comment mentioned as well. Realistic as in longer combination truck and trailers spawn facing a more logical way.
I know my heavy duty crane spawns in a funky direction in Roadcraft at some garages. Butt-end facing the roadway haha
I'm currently on deluge and taking a bigger vehicle out of the starting garage is a joke they face towards the abyss and are pre-backed into the metal railing thingies.
Do you plan on fixing the incontinent sand dumpers?
Would it be considered a fix if they said it was an intended feature? Or would it be a buff to the dumpers?
In all seriousness though I would like a more definitive answer on that myself.
Personally I'm of the opinion that many of the vehicles in the game have issues and need addressing. The incontinent sand dumpers are just the worst example of design choices meant at creating frustration on the client side.
From my point of view the game suffers from a grave dissonance in tone... It markets itself as an arcade-y, casual game meant to replicate the feeling of playing with toys in sand as kids while also throwing random selective tedious mechanics at you for the reason of "realism" most of which are not even realistic. Case and point -> incontinent dumpers
Edit: disclaimer
I'm not saying they should go one way or the other here. I'm saying they should pick the one they want and stick with it.
I personally would love any of the two artistic directions done well instead of the mashup that we have now.
I think you can fix the sand spillning by making the tail gate manual. You could put it on the mouse right/left.
This will add the bonus that it will spread sand even.
Someone found the missing code as to why the dumper was leaky and they fixed it. If the devs don't do it themselves, there absolutely will be a mod down the line for it.
I honestly don't understand why they haven't done it already. I dunno if it's was language barrier or what, but it's like even after having the specifics explained, they still think we're all complaining about the sand spilling over the edges on uneven ground rather than leaking out the tailgate even when stopped on level ground.
Even in this AMA they're going on about how it's the nature of the physics engine and the way it calculates the sand shifting around, saying it's a complex problem they're working to solve...
It would be a great addition to be able to secure equipment on trailers like cargo.
Hello!
It's great that we're on the same page! :)
Very soon, the game will introduce the ability to secure vehicles on transport platforms.
• Ivan Khomenko - Production Lead.
Great to hear. Listening to users and making changes is things more companies should do. Thanks.
Please this is needed
I'd love to know their long term schedule for road craft. Maybe regular seasonal map releases? (Like 14 of them?).
Hey!
We would love to know it too tbh! So we actually had a plan previously with a more or less clear content schedule for the live game. However, due to a number of differet factors (inlcuding game reception as a positive one and a lot of technical issues on launch as a negative) we're actively reworking it at the moment.
So as of right now, we definitely have an expansion in September (with hard mode options system, new features and new content) but after that it becomes a bit blurry on "when". We would definitely love to have another one somewhere at the end of the autumn, but no promises right now, still a bit unclear if we will be able to sort things out by then. So stay tuned, will share as soon as we have something
- Vitaliy - Game Director
This is great to hear, I would rather dlc’s and post release content be delayed until the base game, which is amazing, is polished and debugged.
Thanks for the reply. I will use the opportunity to tell you personally, Roadcraft is one of the best games I've ever played, and hope to see more content for many more years.
Also Please make it so that when we jump from one vehicle to another (like from a crane to a cargo truck) the crane doesnt DROP whatever your holding!
Hey,
Unfortunately that's a multiplayer related issue. Without boring you with technical details - while it’s technically possible to fix, it’d require some risky workarounds that could accidentally break five other things, so it’s probably staying this way for the foreseeable future.
We’ll keep it in mind when we'll dive deep into sync tweaks though.
Aleksei (Lead GD)
Maybe add a road sweeper to clean up after incontinence too..
Are you going to give us a way to make the xbox controller steering feel smooth and accurate like in snowrunner or expeditions? Or will we be stuck being drunk drivers forever?
Hey!
Thanks for the question!
So, while controls will still feel a bit different from SR or Expeditions, the "big dead zone" bug seem to be fixed in the current dev build already and will be deployed with the nearest patch. We will be monitoring the situation with controls further and if something goes south for whatever reason, will deploy additional fixes.
The additional options of "steering mode" from SR is also in the works, but takes a little longer than expected. It will arrive as soon as ready and will be deployed with an ongoing patch.
- Vitaliy - Game Director
YESSS you can’t imagine how happy I am that the negative input steering mode is in the works!!! This is amazing!!!!
This! Please add an option for negative input steering because this is necessary for most people who play with controllers. This required setting is called “Steering Mode” in Snowrunner and Expeditions.
Easily the most important problem I have with the game atm
Any plans for further unique mechanics? E.g. painting roads, demolition, etc.
Is there a way to remove sand completely?
Will use of adaptive triggers come to ps5?
What is the intended function for the Kronework cargo with blade? since it cannot flatten sand? Not a criticism, I get the feeling there is a specific use case you inteded I hadn't picked up on
Unique mechanics - We have quite a few unique mechanics in the works. While I can’t share specifics just yet, all of your suggestions sound great, some of them might even make it onto our shortlist
Sand removal - Unfortunately, due to how our save system is structured, removing sand would be technically challenging (though not impossible). We’ll definitely look into it, but I can’t make any promises at this stage
Adaptrive triggers - No immediate plans for this, I’m afraid. We’ve explored the idea in the past, but since it requires significant work and won't affect a significant portion of the playerbase we’ve put it on the backburner for now
Kronenwerk - Looking into it (it should be able to, so it's likely a bug)
Aleksei (Lead GD)
Can sand dumpers please get a mode for pouring a nice line of sand while preparing a road? I know the dozer does level it out later, but for me the dumping is to jerky... at least make it more sensitive. Would like to see a special machine to recover demolished railroad tracks.
Can't say much, but we are looking for a way to make the sand pouring more friendly. Maybe a special mode, maybe a special truck...
Sergei Kogut - Tech Lead
Please don't gatekeep good user experiences behind a paywall, if that's what you're getting at. Lol
Will the metal bridges be rebalanced in the future? They are only available on a select few maps and come with heavy downsides - they can only have 10 segments, and their 2.5m clearance makes it difficult to go through when carrying some types of load. The game files suggest metal bridges had something more planned (something about angle change?), is that still in the plans?
As it stands, there's basically no reason to use metal bridges over wooden bridges or concrete bridges; Is something like a weight limit for wooden bridges to incentivize building metal bridges instead being considered?
Hey,
While it wasn’t explicitly designed to fix this issue, we’ve actually got something in the oven (no ETA yet, sorry) that should help ease the pain. Also some minor balance tweaks are likely to happen a little bit later down the line.
I know it's super vague, but bear with us <3
Aleksei (Lead GD)
I bet he’s talking about the mobile bridge laying vehicle coming to RC.
A few questions:
Hi there!
Thanks for your questions!
First of all - we're big sand fans too! I'd even say we have a little sand cult going on here internally :)
https://preview.redd.it/q6bnyc6a2w8f1.jpeg?width=1280&format=pjpg&auto=webp&s=7dca721af6505db5c512cfed0e979e7df5fa0d57
• Ivan Khomenko - Production Lead.
I tried it, I don’t think it works for legacy crane control as intended
I think you misunderstood OP on #2. Currently activating or deactivating crane mode takes a held button/key press (depending on crane control style?), that has nothing to do with the option you highlighted. The OP was asking for an option to make it a single press instead.
As a side-note, I am using an x-box style controller on the Steam version with Legacy controls. PLEASE change the crane mode button to B instead of D-Pad down. I keep leaving crane mode while trying to rotate the load.
I assure you, it's not fixed. What's fixed is that you can pour sand on a bridge, and it stops making it disappear. However, if you put sand down, then put a bridge down - the yellow resource drop box actually destroys all the sand on it's borders, and makes infinite drop zones. You can simply fill it back in after the bridge is crafted. In addition, there are several areas of multiple maps where the sand just falls in to the abyss.
I think they fixed the bridge thing in the latest patch.
Rocks only eat a finite amount of sand afaik - I think the issue is that the sand falls into the same space the rock is in, and so you can't see it until you've dumped in enough to spill out the sides / fill the rock volume.
Make one of the waypoints temporary like Snowrunner
Any plans to adjust controllers so that turning is matching the angle of the joystick and not turning forever. It currently makes driving very difficult compared to other games.
++ Pushing the joystick should just increment to a certain turn value matching how far the joystick is pushed.
Great game by the way, just hard to control.
The mannequin driver...who knows why he doesn't move the steering wheel
Hey!
Yeah, we should definitely give some "life" to the poor guy, we feel the same. Looking into it at the moment!
Thanks!
- Vitaliy - Game Director
Pull the mudrunner driver out of retirement, that model/animations were so clean.
Hey!
That's the fun thing there - there are no pure animations for the driver in MR/SR;) Well, except things like "the driver scratches his head", everything else is made purely on inverse kinematics and a couple of state transitions;) So a bit harder to do;)
Super intriguing. Crazy to think how much goes into such a feature. The dashboard detail and functionality is also awesome and extremely appreciated when driving in first person.
I notice the later vehicles tend to take a dip in dashboard detail functionality, I hope to see those get revisited and shown the same love as some of the earlier vehicles like the mule and some of the scouts.
More agency over the gearbox would be a massive QoL improvement as well. Being able to hard shift from drive into reverse and vice versa without the massive delay would feel a lot better from a player perspective.
Also can we speed up the rotation of the cranes and the cranes rope retriever speed please. Oh and just 1 more thing, a way to allow a steam roller to crush the smaller rocks on fhe road. Or a street sweeper to sweet the rocks and sand dunes off the road, maybe a road vacuum where you would have to clean up the garbage after a riot. Maybe have vehicles on fire and you'd have to drive firetruck and stuff in ROADCRAFT SOS- the next expansion DLC. That'd be soooo sweet.
Will you add a grader with a rock cleaning mode? Also a mode to push/flatten sand drifts and mud?
Also can you add a compactor mode to the roller so we can flatten sand?
Is there a chance for map restoration tasks being added? I'd like an ability to remove the rubble from collapsed buildings (flooded village on Sunken, etc.), the ability to fix the collapsed railway bridges there, and then use the railway for transporting the cargo between two shores.
With Roadcraft specifically , What are the benefits of developing the game in your own engine, and What are the drawbacks or problems you guys run into?
Are there any features that seem like they would be easily implemented but are actually extremely difficult in the context of the engine?(Functional Mirrors, steering, more detailed drivers,etc)
This is a question for a large article, but I’ll try to answer it briefly.
Terraforming and vehicle physics are our in-house developments. Regardless of whether we were building the game on our own engine or using a third-party one, we would still have had to create these features from scratch. However, working with our own engine allows us to optimize these systems at the most fundamental level, since we’re not forced to adapt to someone else’s architecture.
It’s important not only to create an exciting gameplay feature - like terraforming on a 4-square-kilometer map - but also to polish it. It has to work in multiplayer, maintain stable FPS, allow the entire map to be saved and etc.
Sergei Kogut - Tech Lead
You can enable the mirrors in the settings...
Are we going to see possibly a Snow map? Like an avalanche occured and you are hired to clean up the area
It's a cool idea, but at the moment our technical limitations prevent us from promising snow levels.
Sergei Kogut - Tech Lead
[deleted]
Hey!
Thanks for the question!
So, the fun thing here is that such feature actually did exist in the game for some time. And we could even tell AI to build those planned roads (it was junky AF, but they kinda could). It was removed primarily because the UI/UX of the system worked just horrible and through a couple of iterations we could not make it work good enough. Also, AI road building required much more time and testing then we could spare at the moment.
So yeah. This feature has a lot of chances to be revived somewhere down the road, but for now it would be extremely half baked. So stay tuned!
Thanks!
-Vitaliy - Game Director
Is Roadcraft a game that you all play yourselves often, and if so, what is your favorite thing about it? I find that sometimes, people tend to be focused more on the self and less on other things. I'm listening, tell me your story. :D
Hey,
Aside from our regular playtesting and sanity checks (because, let’s be honest, we need those), one of my favorite things we do is internal streaming. And hands down, the absolute highlight was when we finally got co-op working.
The chaos was glorious. Players (and viewers) were coming up with hilariously creative ways to break everything, and it was one of those rare moments where I just knew that we've got something special on our hands.
I know that’s not some deep, analytical breakdown - but as devs, those unscripted moments where you see players interact with your game in ways you never expected or even thought about? That’s pure bliss (and horror, sometimes).
Design docs and visions are one thing, but reality always has other plans. Sometimes what’s fun to design turns out to be a slog to play, and vice versa. That’s why these sessions are so priceless - they keep us honest.
Thank you for an awesome question <3
Aleksei (Lead GD)
[deleted]
The sign on a garage includes the player's company logo, but not the company name. This should be a easy thing to add.
Do you intend to fix the issue with the automated road laying objectives where the road the players build is deleted and replaced with a crappy prefab the moment the objective gets completed?
Hey!
Thanks for the question!
We definitely do intend to do so. The existing scenario is a slice of the previously existing mechanic, that was intended to help with building "fancier" roads, not destroy your hard work. We kind of missed this scenario during the lauch, but now we can clearly see where the problem is and will fix it!
- Vitaliy - Game Director
In the beginning, I approved of the road lying missions. By the end, I wanted them to get out of my way, and let me make my own roads. It should be an option in the game.
Will there ever be a way of removing large trees?
Hello!
Thank you for your question.
We genuinely wish we could implement this, but unfortunately, it's not possible at this time. Let me briefly explain why these invincible trees exist in the game:
Every interactive ("live") tree is a physics-enabled object that requires calculations for various functions (wind effects, rain interaction, chopping, uprooting, etc.). As a result, each live tree impacts system performance and reduces FPS.
However, to maintain visual integrity, our artists need the ability to place trees in specific locations and create forests. We've tried to make their presence less noticeable and disruptive to players.
For this reason, we can't make every tree interactive at launch – doing so would require very high-end hardware for players. While we may explore solutions for this in the future, I can't make any guarantees at this time.
• Ivan Khomenko - Production Lead.
Thanks for the detailed reply!
So, would ‘paying’ a contractor in game to remove these trees for us work? As in, we pay an amount and the trees are effectively deleted, without the player interacting with them?
Something like, we plot a path that we would like clearing and then pay eg: $500 per large tree to remove them?
Will the proper method for securing vehicles on a vehicle transporter be implemented?
Yes
Sergei Kogut - Tech Lead
Will a function be added to allow us to adjust rain frequency or disable it entirely in the options menu?
Hello!
Thanks for your question!
We're currently exploring the possibility of adding a "Skip Current Weather" feature that would automatically advance to the next weather preset.
• Ivan Khomenko - Production Lead.
Were the sheer amount of excavators lying around the maps placed there in an attempt to mock the community directly or is it supposed to be the lore reason why we can't use one? (the entire world's supply of excavators broke down right before we got there)
Hey!
Well, excavators are put there as a fitting asset, nothing more, we didn't try to mock anyone of course) The thing is, we have an internal asset library, including different pieces from previous projects (like Snorunner), and we definitely reuse some of said assets from time to time:) If you look closely at the mentioned excavator, you will most likely recognize it:)
The reason that we currently can not dig with said excavator is purely gameplay related of course, we just can not dig our terrain too deep at the moment. However we're looking into moving past that technical costraint if we're able to in the future!
Thanks!
-Vitaliy - Game Director
I know isn't a confirmation of digging coming or anything, but the fact you're looking into working excavators is a super exciting prospect. I hope it can be done!
View in your timezone:
On Tuesday, June 24th, from 1PM UTC
Do you plan on intergrating Wheels Properly? They seem to work for almost nobody
Steering Wheels is a priority task for us. Can you please describe in detail what difficulties you encounter with your steering wheel (and your wheel setup pls). Maybe there are some features that you would really like to have? Detailed feedback will definitely help us improve the situation.
Sergei Kogut - Tech Lead
Example My moza R5 is not detected ( yes I know it's not yet on the supported list )
Features I would like to have is steering the cockpit camera left and right by holding the d- pad buttons. The ability to map an Input buttons to hold and another to just press of the same button.
I honestly don't know what buttons with names like individuell Action 1 -10 or something like that actually do. ( Was the same in snow runner, this is confusing and not practical)
Modifier button options in the keymapping
Like when you press for example X and d-pad left you can rotate the 3rdperson camera or use vehicle functions.
I would love the ability to fully map all actions and functions/menus to what I want, this would also make integrating different brands of wheels easier in my opinion.
Definitely need camera controls under wheel settings, or multi input fixed. A temporary fix to get your wheel working, look up wheel registry snowrunner(should be a steam page and a reddit page) that shows changing vjoy, but my hori farm wheel works via the same change(minus the z axis because windows programmer ... choice). Roadcraft only supports one device and only has 3 axes (steering brake and acceleration), but if you need more buttons vjoy and ucr work fairly good while in "wheel mode" .
Can we fix the steering? Idk about PC but on console it seems like its balls to the wall or not at all, being able to make small steering adjustments would be amazing
Will there be a Mule T1 alternative?
Its the only reasonable crane/bed combo. We do 80% of the game with it. Need more diversity.
Mule is the beast, but we will add some alternatives in the future updates
Sergei Kogut - Tech Lead
Maybe YOU use it for 80% of the game. Some of us have realized that it's often better to bring 2 vehicles to the party at least 80% of the time. More often than not, I just use the Baikal or other mobile crane to load up my Greenway cargo. 3x cargo weight, one trip, and unlikely to wheelie/stall.
The physics of collision is a bit strange when going a bit fast (truck bouncing against obstacles). Is there any improvement planed?
Hey,
This is one of those pesky legacy issues that’s been hanging around since the early days. In short: It comes down to how Havok physics interacts with our wheel implementation - and fixing it in RoadCraft would basically require rebuilding the entire driving system from scratch.
But we’ve got solutions in the works for future titles (fingers crossed). But for now, we’ll all have to live with, ahem, unique handling quirks.
Aleksei (Lead GD)
1) Download and install 7Zip
2) Navigate to and open with 7Zip:
C:\Program Files (x86)\Steam\steamapps\common\RoadCraft\root\paks\client\default\default_other.pak
3) Search for your desired vehicles in the following path:
\ssl\autogen_designer_wizard\trucks\auto_don_72malamute_scout_new\
4) Right click on the auto_don_72malamute_scout_new.cls and click EDIT.
5) Observe the following snippet:
suspensionAxleCollection = [ .. data .. ]
You'll see options for "Height" and "Damping" I increased both of these by 0.10 and the vehicle drives ALOT better.
Under - "controllableSteeringConstraints = [ .. data .. ]", you can also adjust the speed and angular speed to make them turn a little more responsively instead of feeling like you're driving through custard.
You've built an amazing canvas on which to continue to build your game. Have you considered other mission types such as: Clearing helicopter landing zones. Setting up lighting, tents and aid distribution points. Rescuing people from buildings or mines. Flying a drone to identify heat sources and then driving to the site with an ambulance. Stabilising rock falls or tunnels e.g. delivering metal and then driving and using a shotcrete sprayer. Recovering stranded draglines in a quarry by stabilising the land, and then digging around them, powering them up and waking them to safer firm ground.
I can see the sequence of missions where you first scout for survivors. Then responsd with heavy equipment to dig etc. off road ambulance. Delivery of casualties to a helicopter landing site.
Of course I appreciate can't get too into sensitive territory so some ideas such as locating and recovering a crashed aircraft could be a bit much.
Hello!
Thank you so much for your kind words - it always makes us happy to hear that players are enjoying our project!
Regarding new mission types, the answer is yes! We definitely have some ideas and have actually been working on this for a while now. Unfortunately, I can't reveal yet what these new mission types will be or when they'll arrive, but we're certainly moving in this direction.
Stay tuned!
• Ivan Khomenko - Production Lead.
Thank you for your reply. Great to hear you're working on new missions types.
Really enjoying the game. 😁
I'd love a mission that is build a airfield where there's currently a forest
Why the maps have huge unused zones where tasks don't ask us to go? They sometimes contain toys or other Easter eggs, but I'd like to see their presence on the map being justified. Like that sawmill on Sunken, or the huge beach with crashed ships nearby... you can go there out of your own curiosity, but that's it. This zone on the east of Sojourn... etc.
https://preview.redd.it/xp3z0nfkko8f1.png?width=1920&format=png&auto=webp&s=9c2441086aa02d46743f9b315372ce00c7255400
Any chance of reducing the 5.000km trophy/achievement? Finished the game yesterday, 100% on any map, made a lot of unnecessary and yet I only got around 1.2000 of the 5.000km after 140h of playing. 5.000km are simply unreasonable.
Some Achievements are simply there for people who love a game enough to keep playing until they earn them. I'ma get it, eventually.
Would you consider adding reasons to come back to already completed maps in the future? For instance:
This would certainly motivate us even more to revive, mend and repair everything that is broken.
Instead of rushing through a map by finishing objectives with the bare minimum amount of polish and effort.
Yes that would be nice
Why does every crane have a different control scheme instead of a single standardized scheme?
Will we ever get the ability to ask other vehicles to follow us and lead a road laying convoy as was suggested in the trailers?
When will they add PROS connection without ps+ on PS5. I even ask on discord but no specific answer and there have already been 2 updates
This is already in our planned work.
Sergei Kogut - Tech Lead
Will there be vehicle modding possible like in Snowrunner?
I can't say when, but sooner or later we definitely want to add vehicle modding
Sergei Kogut - Tech Lead
WE need winches on trucks!!!! give winches to trucks, like in expeditions to push and pull.
Also we need trailer. the trucks seem to havehitches, give us trailers. and we need more trucks with crane and bed option, the MTK Proseka could be fitted with crane+bed+trailer. The azov 4317dl could have a crane+bed+trailer combo.
And let us choose were to hook the winch or the crane, it feels stupid to scrool between stuff until the desired point or cargo
Any chance of having more rain in the game?
))))))))
Hey guys! First of all, thanks for a great game :) I've collected a couple questions from our Discord server.
Hey!
Thanks for your questions!
Well, I don't believe "scout trucks" or even heavy duty trucks count for much... so for me personally, I've seen a bit of off-road but never tried something like an asphalt paver (which would end in a disaster, so it's probably for the better;)
We never said we have Snowrunner 2 in development! Or have we...
Anyway, if you mean "if it will be possible to build roads in a classic Runner game", I would say it's a no. It kinda defeats the purpose of a said runner game. However we do feeel that we need to explore the formula of Roadcraft further to maybe do something interesting in the future.
Well, no. Thy're both intended as different games, aiming to see if we can do something besides off-road logistics based adventure. You could say it is exploring different features and building something different with the aim of building something different and interesting for players, who might be into some other things.
However they both have that "technology exploration" part to them, of course, as we need a living project to actually experiment with engine and gameplay features to the full extent.
We do not aim to bring any form of pure "immersive mode" to RoadCraft exactly because of what you said there. However, this might change in the future, when most of the immediate problems will be dealt with.
Well, I guess convinsing people to do or not do something is not in my powers (or i would pursue the career in marketing i guess:). I'm not sure I can convince my 6 year old to eat the right thing from time to time;)) But yeah. Go play Roadcraft. people! It's good on its own! It's no Snowrunner, we know, we're not aiming to be;) They are kind of opposite even in some ways.
Honestly, noone can tell you what to play) If you enjoy RC - please play it) If you don't - it's perfectly ok, we can easily see how it can be not your cup of sand) Stay tuned, we may have more things for you in the future to try out!
Diefinitely! We'll need some time to figure some immediate problems rn, but as soon as we can, we will definitely do something like that!
Thanks!
- Vitaliy - Game Director
Aking the rigth questions!
Will you be adding an option for a steering mode that includes negative input like you have in Snowrunner and Expeditions? Negative input steering is a requirement for most people who play with controllers.
When will other steering wheels be supported ?
Hello!
Thank you for your question!
As our Tech Lead - Sergei mentioned earlier, wheel integration and support is currently one of our top priorities for RoadCraft.
We're actively researching community requests to support various steering wheel brands.
While I unfortunately can't share specific timelines for when particular models will be added, I can assure you that with each major patch (Patch 2, Patch 3, etc.), we'll be working to expand support for new devices.
• Ivan Khomenko - Production Lead.
[deleted]
Can we have AI Driver and the same Waypoints System like for our own Trucks ?
I´m starting to find it a bit frustrating that whenever you´re in a crane and have alot of anchor points around you, and even tough you´ve positioned the bom as close to the object that you want to lift, that thing always gets last in the Target Cycle.
https://preview.redd.it/u18klu4xmv8f1.png?width=3709&format=png&auto=webp&s=f7a3ad53850f524c1157d98009b6eeb3bb74b166
Are you going to fix the "AI" vehicles? They need to have better traffic controls or turn yellow when by a player's vehicle or another AI vehicle.
Sweet. Ill be watching. Garaunteed the dump truck leakage gets brought up. I think I read that its not a bug, thst its intentional. But I think most would agree that it should leak just sitting with the handbrake on and it fills up, then spills some without even moving.... also you should incorporate a tunnel boring machine to bore through mountain biomes.
Yes that was a response to an email one of the members here sent to their support email address. I think it was either a cop-out or the rep didn’t understand what the player was actually asking because it would honestly be very enthralling if it was indeed intentional since that is not at all how dump trucks work and it would raise more questions as to why it was intentionally done that way.
Will the DLC maps be more oriented toward a sandbox or remain mostly linear like the main game is? It is a bit disappointing how much you are stuck doing things in order with little freedom to do things the way you want and ahead of time. (Particularly, I'm sure you've seen the "road requests" invalidating roads we've already built being a recurring complaint)
when will moza wheels be supported
We have Moza wheels in our plans
Sergei Kogut - Tech Lead
Because so many people came over from Snowrunner, are there plans to do an old Snowrunner in Roadcraft? Like Amur or Kola?
Love the game, and appreciate your efforts to improve our experience.
Oh my goodness, I want to fix Amur's roads so bad. I don't even care if there's no actual missions, just give us that region as a sandbox...
Not me hoping that someone will start recreating SR maps in RC just so we can go fix them.
Are there any plans to stop punishing players from building and exploring early?
The biggest slap in the face is having to tear down a road you built to rebuild it for the mission. A great work around would have all infrastructure requests available from the start for road building the same way pipelines and electricity are
Or maybe have them be discoverable when you get close. Like some tasks are. (Some base activation tasks).
Is there a possibility of getting tow trucks in the future? They would be great as a recovery vehicle. Oh and please could you buff the Wayfarer traction? That thing is a pain to use.
Hey,
As for recovery vehicles - we've got something cooking that you might appreciate that's coming out (soon-ish)
And as for Wayfarer - Colin Robinson.gif
Aleksei (Lead GD)
https://preview.redd.it/im0vxpal1w8f1.jpeg?width=1740&format=pjpg&auto=webp&s=e402d26b953127b606a55f6ba0ca53b6b5437986
Will you be fixing the 80% deadzone of the analog triggers?
They are pretty much on/off right now because of the huge deadzone and we currently have no way of reducing trigger deadzone in the settings.
Can we speed the crane rotation up like 30% PLEASE.
Could we please get an option to create the road building tasks ourselves? Would be handy as you'd need to only deliver the vehicles and "ai" would make the road itself.
Great game already! Let's make it even better. Couple of questions/options:
• The sand is way too hard, the machines don't sink into it like the mud. Why can't the sand behave like the dirt? Like how the dirt curls away from a tyre, it should also curl away around a dozer blade etc. Just curious.
• Almost al machines roll very easy, like they're in neutral. In real life this is not very likely (especially the tracked ones). Could you add some kind of engine break. Makes poring sand on slopes much easier.
• Are we going to have the option to customize the controls/button configuration (ps5)?
Wishlist: real bulldozers, wheel loaders and better articulated dumb trucks ;-)
Thank you!
If getting a winch on every truck is not in the plans, can we at least get a tow mode? Like a tow bar? So it can only be attached to another truck in one spot. That way we can at least have a dozer tow sand truck to the site, or crane and cargo truck can be driven together
Are you going to be fixing the bugged vehicle unlocks any time soon? I'm on the penultimate map and I still can't buy the Tayga because I joined a friends game when I started playing.
fix the AI they don't follow the routes, AI trucks cant seem to enable 4 wheel drive and always get stuck, fix the fps drops when the game auto saves, fix the back door on the dump trucks, trucks spawning under the map and causing maps to crash so you have to restart them maps over and over
A few questions,
Will there ever be upgrades to the vehicles? Some of the later unlocks feel lackluster in comparison to what you already get early in
Can we get more versions of cargo trucks with cranes? I love the mule as much as the next guy but it gets a little boring
Will lights ever be added to the vehicles? Since the update it feels like some maps are rainy and dark 24/7, makes it a little difficult to see what I'm doing sometimes.
Current large cranes feel like missed opportunity. Like, we can discover them and use them to clear garbage mostly, and that's it. Wouldn't it be great if we could upgrade our garages and buy dedicated crane for them?
I don't understand the save game/company statistics. The numbers are absurdly low and don't match what I expect then to be. 4 hrs played on the save, but Steam shows 80. 3 vehicles unlocked, but I have most of them purchases in my Garage. 0 online sessions, when that's newly the only way I've played, with friends.
Is it a bug? Is it just for the map? Or the session?
hey guys, is there any chanse youll give us something that isnt simplefied crane controles, i mean, sure, the inverse kinematics are ok....ish.... but i realy wanna be able to contol the hinges manualy, like irl, and maby the abilety to control how tight the grapoer can grab, its just too frustrating when the trees glitch threw the claws ocasionaly
Are there plans, or it is possible to add rock crushers? So we could get rid of smaller rocks like with stumps, or remove bigger immovable rocks. I can guess IT would be hard to do with big rocks, since they are models placed on the map, but maybe it would be possible to implement it like (i know i should compare, but i can't think od other example) ice breaking under vehicle or asphalf falling under the truck in snowrunner
Do you have sny plans to motivate/force players to use something other than mule with crane? I'm not talking about nerfing it, because I think it require some skill to transport some of the cargo, but most of the time mule is the easiest and fastest way to go. I even remember using it to transport ship in demo version
Hey,
The Mule is a Swiss Army knife solution by design - it’s not the best at any one thing, but it’s good enough at everything. We had to consider solo player experience while making it, since so many tasks were originally made with co-op in mind.
As we roll out more updates and expand your toolbox with new stuff, this should become less of an issue over time.
Aleksei (Lead GD)
Please add lines to the roads
And the ability to lay curbs via a concrete curb laying machine if we are really going to finesse the roads we spent time building please?
🥰🥰OMG.. lol. The with the lack of winch vehicles. (Which I like. Makes the game MUCH more enjoyable and challenging instead of getting bored doing task after task. But the tire pressure from expeditions... 😍could give some vehicles an edge :P. (It doesn't have to be all of them either would be a plus to see that feature in any of the vehicles tbh.. but I'm still on the parts with two missions available in the beginning. Just found the heavy crane and it's a beast.. so idk if there's tire pressure in something later or not)
I'm IN LOVE with roadcraft. The best antidepressant out there!!!
Lol for context I have a lung problem so I live on a disability check and I'm bored ALL THE TIME and this one cures it. Like legitimately.. like doom, but I beat too fast and got bored again lol..
Sorry peeps this was long.. and I'm gonna copy this for tomorrow (and probably remove this part lmao ) But.. I'm gonna post it here NOW as well. Feel free to hate or not. (In case I forget 😔. )
Legends, can’t wait!
Really keen to hear if you have plans for a PS5 Pro upgrade in the future
Do you plan on reducing the crane dependency throughout the game in any way?
Does rough asphalt have a surface friction bonus or is it only rolled asphalt? Personally I prefer the look of the rough instead of rolled in the context of a disaster zone, feels more like 'getting equipment moving' less 'making it pretty.'
I've noticed in some places rough asphalt will deform more like the natural surface even when poured and leveled sand doesn't deform in the same manner, is that intended?
Any thoughts on quick winch or a snowrunner-like transmission?
Will the manual grader un-level interaction and bump/dig messup be fixed? It tends to cut into the ground in unintended manners due to the vehicle driving over a bump it doesnt flatten or push creating holes as vehicle then tips.
On which principles do you do balancing between simulation realism, fun gameplay and accessibility for new players?
Whenever I open the shop in the game, even during main menu, or open map during gameplay, my Ps5 somehow thinks it’s a plane and the fan tries to take of. The fan spins so fast I can even hear it’s sound(not the wind it makes the sheer sound of very fast working fan). I already reinstalled but the spinning speed is still too much yo enjoy the game. Is there anything can be done for this?
Have you tried to clean it out with a can of air? Sometimes the cooling doesn't work so well, and the only thing the hardware can do about it is try to increase airflow
Can we expect better performance, specially on system with low VRAM?
Is there a chance you improve sound of engines?
My cable layer truck occasionally gets launched into the air like it stepped on an anti-tank mine - happens completely out of nowhere, nearly gave me a heart attack! What's causing this? Are there buried rocks under this damn muddy terrain I'm not seeing? Damn it, this game-breaking bug is terrifying!
Any plans to move the rope length control on car cranes to the same set as the rest? It's weird that it's in a seperate set and thus blocks all other controls for that period.
I really love that the game encourages us to use different vehicles. One small frustration is that the Mule with Crane basically dominates my choice of truck because any mission that doesnt have a crane at either end, means i'll be doing an extra journey.
is there any way of improving this? E.g. not having to unload at the destination would be good.
Are there any plans for licensed trucks in RoadCraft?
Hi when do you think we will see vehicle modding for roadcraft and are you going to think about adding a trailer store to roadcraft and will we see more scouts and other vehicles
Your news articles are much appreciated on this subreddit. For instance:
Would you consider posting articles like patch notes and roadmaps here in addition to on your website and Steam in the future?
I would love a technical explanation of how you have used Havok to achieve the dynamic terrain deformation. I know it's a complex system, but it's one of the most high performance real-time systems I've ever seen, and I'm curious how it's done. Is it voxel based or using vertex warping via 2D utility textures? Is there any resources online I can go to learn more?
Thanks for your incredible games, I've been a loyal customer since Spintires on many platforms 💛
Hello! Good morning! Do you have plans to add hands in the cockpit view?
Is there any timeline on the vehicle modding tools? Can you tell us anything about this topic?
Is the "travel 5000km" achievement going to stay as is? It's honestly kind of insulting to players looking to complete all achievements, as even when completing the game at 100%, you will be nowhere near 5000km, and not even the 2 DLC maps coming in September will bring people close to that...
I was kind of disappointed on the announcement of the game that it would be all about recovery and rebuilding. Any plans or would you be open to the idea of maps about developing new unexplored areas?
Are licensed vehicles planned on Roadcraft in the future?
Building Questions:
1. As the dozers main function is to flatten, it struggles with hills is there any plans on fixing or improving this or even official tricks? Maybe a grade mode where you set the grade and the bulldozer levels to the slope instead of flat?
2. "You can use this approach to build roads anywhere." Could you clarify and add context to this quote from the codex, it is part of the building roads info. Is this implying that in the future we will be allowed to lay custom road segments that we can use ai the same way as the requests?
3. Any chance of manual height control when placing bridge start and end points?
Will there be a guide on how make custom object for maps, like rocks, bridges, and so on? Also would like to see a guide on custom plants as well this time around.
Any info on when or if that’s gonna be in the future would be great to know.
Will there be some kind of 'street-cleaning' vehicle? Some of my best-looking roads are being ruined by having small layers of sand in random spots, so I could use a funny, little street-sweeper to fix the mess. Love the game btw :)
You really should make the blade on the front loader lower when in “marching”. It’s way too top heavy to drive and take turns.