1. RoadCraft
  2. News

RoadCraft News

RoadCraft review


I am falling asleep at the wheel of a big bulldozer. RoadCraft is not necessarily a boring game, but it is so meditatively slow, lumbering, and bit-by-bit that I find myself dozing when I'm supposed to be, um, dozing. Some of this is down to simple tiredness, but there's also a dreamy sensation while playing this engine-purring infrastructure 'em up. I don't mean dreamy in the sense that it fulfills the promise of nostalgic fantasy put forward by the game's trailer (the one that suggests you'll feel like a child playing with toy diggers again). I just mean that flattening sand makes me sleepy.


Read more

Patch Notes 1.5

[h2]​Hello everyone![/h2]

Today we’re pushing our first update for RoadCraft. It brings various bug fixes, improves AI convoys, removes the profanity filter on PC on top of other quality of life improvements.


Read the complete patch notes below:



[h2]PATCH NOTES[/h2]

[h3]General Fixes[/h3]

  • Profanity filter when creating a company has been disabled on PC.
We noted that the profanity filter was much too restrictive when creating a company name. Don’t use this as an excuse to create a company with an offensive name!

  • Added a new popup when attempting to activate multiplayer when Privacy Policy was not accepted.
We've noticed that many players have concerns about data collection for multiplayer services. Please be assured that we do not collect any non-obfuscated personal player data and are in full compliance with GDPR and other personal data protection laws. If you choose not to share any technical data, we understand, but unfortunately, providing multiplayer functionality becomes technically impossible in that case.

  • The V-sync setting is now enabled by default on PC.
  • Adjusted the weather RNG to make rain less frequent.
  • Fixed the bug causing “giant grass” rendering on the latest Nvidia drivers.
  • Fixed a bug where unlocking quarries was impossible when using a gamepad.
  • Fixed some issues related to achievement unlocking.
  • Fixed some issues that caused terrain blurring.
  • Fixed a physics issue causing uncontrolled twitching of tree branches during cutting.
  • Fixed a bug where exiting Spectator mode would return the player to the Infrastructure menu instead of the open quest.
  • Fixed a bug where the player could get stuck in the credits sequence.
  • Fixed a missing confirmation message on exiting the game in Main Menu.
  • Fixes multiple random crashes and general stability improvements.
  • Minor performance optimisations.
  • Localisation fixes.


[h2]AI[/h2]

  • Regular convoy vehicles will become more reliable.
With this change we aim at making AI convoys more efficient and better at traversing harsh terrain after the first convoy reaches its destination.
  • Fixed an issue where AI does not dump sand when replenished during road construction.


Vehicles


  • Tuning Paver DS 135A "Bunker" parameters for better mobility.
This change should make this Asphalt Paver stronger and less of a trouble to maneuver.
  • Fixed a visual issue where exhaust would flicker in sunlight.
  • Fixed a bug where Aramatsu Сrayfish Tree Harvester could pierce itself during tree processing.
  • Fixed a collision bug where logs could get stuck in the Harvester's claw.
  • Fixed an issue with the “Trolley movement” buttons being mixed up in Newton & Steig 260 Gantry Crane.
  • Fixed a bug where the truck for side tasks gets flung into the air after entering it on Sandswept.
  • Fixed a bug where in some cases, when recalling trucks to a Field Service Vehicle, they were stuck in terrain.
  • Fixed a visual “white effect” on wet tires.
  • Fixed a bug that caused the Aramatsu Bowhead 30T to spin uncontrollably.
  • Fixed a bug that caused the Roller DS 55K "Katok" to spawn inverted after re-entering the map.
  • Fixed a visual issue with shadows flickering in rearview mirrors in First Person View.
  • Fixed green reflections from grass in mirrors when driving in First Person View.



[h2]Multiplayer[/h2]

  • Fixed an issue where bridges built in a multiplayer session were not saved for the clients.
  • Fixed a bug where parts of vehicles could start twitching when spectating another player driving.
  • Fixed a bug causing the invite code to be missing if the player was kicked during loading screen before creating their own session.
  • Fixed a bug where vehicle UI disappeared for the host after being kicked from the car of the kicked guest.
  • Fixed issues causing sounds to sometimes disappear in co-op.
  • Fixed a bug where guest’s vehicles would stay on the map when guest leaves the session.
  • Fixed a bug where Kelly would repeat the voice-lines of the completed objectives when entering a session.
  • Fixed a bug where players markers would remain on the map after leaving the online session.
  • Fixed some multiplayer connection issues.
  • Fixed some multiplayer crashes.



[h2]Visual[/h2]

  • Improved shadow quality in Ultra preset quality.
  • Fixed tree rendering disappearance when zooming out in Eagle Mode.
  • Fixed some issues causing jerky LOD transitions.
  • Fixed some issues causing object shadow flickering.
  • Fixed some issues causing flickering and unstable water reflections.
  • Fixed problems when exiting Phantom Mode state.
  • Fixed sand particles during sandstorm moving at a high speed.
  • Fixed collisions with "Vasily" ship arriving in the cutscene in Aftermath.



[h2]Sound[/h2]

  • Some of the sounds of interaction with physical objects have been improved.
  • Fixed some issues causing terrain digging sound to sometimes disappear.
  • Fixed some issues causing random vehicle audio dropouts during gameplay.



[h2]Steam Deck[/h2]

  • Minor performance improvements.
  • Fixed an issue where the Keyboard doesn't automatically appear in the company creation screen.



[h2]Steering wheels [/h2]

  • Fixed a bug with Steering wheel type and preset values not properly saving.

Some fresh news for the week-end!

[h3]Hello everyone,[/h3]

Game director here. First and foremost, on behalf of the entire development team, we want to congratulate everyone on the launch and extend a heartfelt "Thank you!" to all players enjoying the game and sharing their feedback.

We are very happy to read and watch your feedback about our work. Please keep it coming as they're precious to the team to shape the future of the game.

We recognize that the launch hasn't been smooth for everyone, and we're currently working hard to implement fixes for the issues players are encountering.

This post outlines our immediate plans for the near future.

First: The comprehensive roadmap for future content is being finalized and will be available shortly. We have many exciting features planned, so stay tuned!

Second: The first patch (1.5) with hotfixes is already in development and will go live sometime next week. Keep an eye out for updates with the exact release date and full patch notes.

Now, let's address some of the key topics we're currently working on:

[h3]Controls[/h3]
We've received numerous comments about crane controls negatively impacting the experience for some players. Please note that multiple control schemes are available for mobile cranes based on feedback from the demo. There's a "legacy" control scheme that replicates the controls from SnowRunner, and it's available right now in the settings. If you prefer the SnowRunner crane controls, please give it a try.

We acknowledge that this option isn't clearly indicated, so we're highlighting it here and will work on adding this information to the game's tutorial.

Additionally, if you're having trouble getting your controller to work with the game, try disabling Steam Controller Input so the game can detect your controller directly.

We're not stopping there, of course. We'll continue improving the experience by adding more control schemes as needed and will definitely be working on controller remapping features.



[h3]Stability[/h3]
In the upcoming patch, we're addressing multiple client crashes and general stability issues, including the "giant grass" issue, shadow flickering, reflection problems, object popping, rendering distance in Eagle Mode, and overall shadow quality on Ultra settings.

We've also implemented changes to improve performance across different platforms, including Steam Deck, and fixed several crashes.

Overall stability should be significantly improved with this first patch, and we'll continue monitoring live feedback and gathering information for future updates.

[h3]Multiplayer and Data Collection[/h3]
We've noticed that many players have concerns about data collection for multiplayer services. Please be assured that we do not collect any non-obfuscated personal player data and are in full compliance with GDPR and other personal data protection laws. What we collect is gameplay stats and technical data that is generalized afterward. This is necessary for two main reasons:
  1. This information helps us identify various game issues such as crashes or critical FPS drops much faster
  2. It's needed for multiplayer services in order to provide backend connectivity. Without this data we cannot provide crossplay functionality at all - basic matchmaking requires high-level obfuscated data to operate.

We're redesigning the interface message so you won't need to go into settings to re-enable multiplayer functions. For more details, please see our EULA (https://saber.games/eula/) and Privacy Policy (https://saber.games/privacy-policy/), available in multiple languages.

If you choose not to share any technical data, we understand, but unfortunately, providing multiplayer functionality becomes technically impossible in that case.

[h3]General Gameplay Issues[/h3]

Asphalt Paver
We've identified a bug that makes driving the paver onto the transporter extremely difficult (the transporter vehicle ramps somehow lose their traction stats, making it like trying to drive the paver on glass uphill).

Beyond fixing this issue, we've made changes to the paver's overall performance, so while it’s still would not be your first choice for off-road adventures, it drives a lot better.

We'll continue monitoring its performance. To be honest, it's somewhat designed to be challenging (especially the rusty version). This isn't because we dislike players—it's just that it performs poorly on anything except very flat, smooth terrain due to its geometry. However, we believe there are ways to improve it beyond what we've already tweaked, so please bear with us on this one.

Automated Convoys
We've made several changes to their traction and physics, so they should be less problematic once you've completed a route for the first time. Any subsequent convoy runs should be smoother.

We'll definitely continue working on their behavior in upcoming patches. We're already exploring ways to make them less unpredictable and provide players with better tools to predict their behavior at different points along their routes. Stay tuned for more updates—they might even be featured in a future dev blog.

[h3]Glimpse of Future Content[/h3]
In Patch 2 (coming as soon as possible—we promise), we'll introduce several new vehicle variants, including this little beauty:


These vehicles will be dedicated to recovery operations, will perform well (and possibly even better) off-road, and can provide you with winch assistance when you or your teammate need it most.

Stay tuned for more information about Patch 2. We'll share details as soon as we have bandwidth beyond the current patch.

Thanks again for playing, and see you in one of our beautiful swamps!

Post-Launch Community Update

[h2]🚜 Thank you builders![/h2]

RoadCraft is finally out in the wild, and we want to kick things off with a huge THANK YOU to everyone who’s been with us on this journey and to all the new players jumping in from day one!

Your excitement, your feedback, your early screenshots… they mean a lot to us 💛

Here are just a few glimpses of some kind word from across the community that truly made our day:



The team is thrilled to see that so many of you enjoy this new experience, different from SnowRunner and Expeditions.

We’d like to remind everyone that RoadCraft won’t replace in any way our past games, which will continue to receive updates, on top of everything we have planned for this one!

[h2]📣 We hear you [/h2]

Since launch, we've been closely reading all your messages: suggestions, praise, bugs, and concerns alike.

We’ve also heard your thoughts on crane controls during the demo and, based on that feedback, alternative control options are now available, including a control scheme that’s a lot closer to SnowRunner’s.
The team is already hard at work addressing the most urgent feedback and improving the overall experience.

[h3]Workaround to common issues:[/h3]

Controllers not being recognized on Steam
→ Make sure that Steam Input is disabled. You can check it in the game’s library page: Properties > Controller > Disable Steam Input

Textures are blurry
→ We are working on a hotfix for this issue. In the meantime, lowering the visual quality in the settings can solve the issue.

Giant foliage textures
→ We are working on it. Make sure that your graphic drivers are updated to the most recent version, as it might be related to older versions.
EDIT: It seems this issue is caused by NVIDIA Drivers - 576.52. Going back to driver version 576.28 and restarting your system should fix the issue. We are working on a fix.

[h2]🛠️ DLC, Editions and bonus content recap! [/h2]

We’ve seen questions pop up about RoadCraft’s DLC and editions, so here’s a quick clarification.

If you purchased the Rebuild Edition, you already own the upcoming DLC and will get access to it automatically once it’s released in a few months.

If you have already purchased the Standard Edition and want access to the Rebuild Edition, you can now upgrade by purchasing the Rebuild Expansion separately.

https://store.steampowered.com/app/3470730/RoadCraft__Rebuild_Expansion/

The Invictus Type A vehicle is a day-one bonus exclusive to the Rebuild Edition.

If you’ve already purchased the Standard Edition and want access to this additional vehicle, you can upgrade by purchasing the Rebuild Expansion.
If you own the Rebuild Edition, it is already available in-game. Make sure that the DLC is correctly activated by checking in your DLC library.

https://store.steampowered.com/app/3470710/RoadCraft__Invictus_Type_A_Scout/

There is also a free 4K Texture Pack DLC available on PC, which provides higher-resolution textures for players who want enhanced visual fidelity. You download it separately via the RoadCraft Steam page.

Please note: this pack is designed for high-end setups only, with significantly higher GPU and memory requirements than the base game. If your system isn’t well above the minimum specs, we recommend sticking with the standard textures for optimal performance.

https://store.steampowered.com/app/3510890/RoadCraft__4K_Texture_Pack/

Finally, the Aramatsu Bowhead 30T was a pre-order bonus reward. It is currently not available to purchase separately.

[h2]📅 Future Content to Come![/h2]

Our teams are already working on the upcoming Hard Mode! It will be a new approach to the game, with for example, fuel management.

And while we’re focused on improvements, new rescue vehicles equipped with a winch will be added for free in the short future! These vehicles are currently exclusive to AI convoys, but they’ll soon be yours to drive!

- The MULE T1 Utility Truck



- The Nota Allegro Utility Transport

models not final, subject to change

We’ll share more details about upcoming content soon, once a first patch has been deployed
to cover your most urgent feedback.



[h3]Thanks again for being here with us![/h3]

We’ll be back soon with updates but until then, happy rebuilding! 👷

-The RoadCraft team.

https://store.steampowered.com/app/2104890/RoadCraft/