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Hotfix 2.1

[h3]​Hello Builders,[/h3][p][/p][p]Yesterday’s update introduced a vehicle duplication glitch. This hotfix addresses the issue by removing all duplicate vehicles created by the bug and preventing it from occurring again. We are aware of most of the other bugs introduced in the 2.0 update such as the Y-axis not being inverted when using a controller, and we're working on them. [/p][h2]PATCH NOTES[/h2][p][/p]
  • [p]Fixed the vehicle duplication bug. [/p]
[p]Note: This patch prevents future duplications and removes all existing duplicates caused by the glitch.[/p][p][/p]
  • [p]Fixed issues that were preventing vehicles from unlocking properly.[/p]
  • [p]Fixed a crash related to AI routes when a truck reached its destination.[/p]

Brilliant new Roadcraft update makes the realistic simulation game a lot better

Huge floods, collapsed bridges, hundreds of houses and buildings destroyed - given the scale of the chaos in Roadcraft, and the enormity of your tasks, it's surprising how much the tiniest details can completely ruin your day. Yes, we need to pump out the quarry, lay tens of miles of electric cable, and redirect the town's water supply, but there's a bigger problem: I can't securely attach my asphalt paver to the back of my cargo truck. It's all about the minutiae in Roadcraft. Already one of the greatest and most realistic driving and simulation games on Steam, Saber's superlative Snowrunner spinoff is now several times better thanks to a long-awaited, transformative update, which addresses dozens of these seemingly minor little nuisances to make the whole experience more cohesive.


Read the rest of the story...


RELATED LINKS:

Roadcraft dev promises to fix dozens of the biggest issues, teases Snowrunner 2

Surprise hit Roadcraft is one of its publisher's "most successful launches" ever

New Roadcraft update fixes the realistic simulation game's two worst problems

Patch Notes 2.0

[h3]​Hello builders![/h3][p][/p][p]The 2.0 update is now live on every platform! This major update adds 3 heavy-duty SAR-class recovery vehicles and a versatile classic scout transporter, introduces Photo Mode, enables vehicle transporter support, adds engine on/off via the handbrake, reduces rainfall 🌧️, and brings critical fixes and technical improvements.[/p][p][/p][h2]PATCH NOTES[/h2][p][/p][h2]Main New Features - Gameplay[/h2][p][/p][p]Added 3 new SAR-class vehicles, specialized recovery vehicles with heavy-duty winches, plus a versatile Scout Transporter for flexible logistics:[/p][p][/p]
  • [p]SAR Nota Allegro[/p]
  • [p]SAR Step 39331 "Pike"[/p]
  • [p]SAR Mule T1[/p]
  • [p]Tuz 119 “Lynx” with trailer[/p]
[carousel][/carousel][p]Added: Photo Mode[/p][p]You can enter in Photomode through the Pause Menu[/p][p][/p][p]Added a securing/unsecuring functionality for mounted vehicles on transporters.[/p][p][/p][p]Added: New engine on/off functionality[/p][p]Hold the handbrake button to toggle ignition.[/p][p][/p][p]Added: Quick player marker placement functionality implemented.[/p][p][/p][p]Adjusted: Decreased occurrence of rainfall in all locations.[/p][p]Who likes rain anyway?[/p][p][/p][h3]New Features - Tech[/h3][p][/p][p]- Added: Intel XeSS upscaling technology integration.[/p][p]- Added: Steam Input support implemented.[/p][p]- Added: Full Frame Generation support with x2/x3/x4 scaling options [/p][p](Note: Don’t forget to enable hardware-accelerated GPU scheduling)[/p][p] [/p][h2]Bug Fixes & Improvements[/h2][p][/p][h3]General Fixes[/h3][p][/p][p]- Fixed an issue with gamepad stick deadzones; input now registers properly.[/p][p]- Fixed an issue where player progress stats were displaying incorrectly across screens.[/p][p]- Fixed an issue where certain resources couldn't be sold at the Construction Depot.[/p][p]- Fixed anssue where AI vehicles could incorrectly stop when any vehicles were near the route's starting point[/p][p]- Fixed: PROS/Mod Browser connection no longer requires active Game Pass/PS+ subscription.[/p][p]- Fixes for multiple random crashes and general stability improvements.[/p][p]- Minor performance optimisations[/p][p]- Localisation Fixes[/p][p] [/p][h3]Save System[/h3][p][/p][p]- Fixed additional edge cases that could cause save corruption.[/p][p]Note: While we believe Patch 2 resolves all known issues, if you encounter corrupted saves issues, please let us know and share your save with us so we can analyze them.[/p][p][/p][p]- Fixed an issue where cargo straps would remain invisible until first use after reloading a saved game.[/p][p]- Fixed an issue with axes controls resetting when reloading saves.[/p][p]- Fixed an issue where AI vehicles could get stuck inside garages when reloading saves.[/p][p]- Fixed rare case where players didn't receive rusty vehicles when saving co-op progress.[/p][p]- Fixed an issue on Kernel that could cause the objective box to disappear after a save/reload during the final mission.[/p][p][/p][h3]Vehicles[/h3][p][/p][p]- Added: All rollers now have a toggle to enable/disable asphalt rolling functionality.[/p][p]- Added: Kronenwerk L-34 Cargo Blade now have sand flattening mode.[/p][p]- Adjusted: Better vehicles shakes effect from running engines.[/p][p]- Adjusted: Sand refill visual effects for dump trucks[/p][p]- Adjusted: Smoother suspension tuning for both Tayga 6455B Dump Trucks variants.[/p][p]- Adjusted: Baikal 59-16 Mobile Crane (both variants) now has reduced rock-induced bouncing.[/p][p]- Adjusted: Zikz 605E Heavy Equipment Transporter (Restored variant) now features increased engine power (no impact on vehicle speed). Both variants (Restored/Rusty) have improved friction on deployable ramps for easier vehicle loading.[/p][p]- Adjusted: "Load Rotation" functionality for autocranes is now available in both the Crane Functions and Crane Control tabs (previously only in Crane Control).[/p][p]- Adjusted: Static cranes controls slightly refined for better consistency.[/p][p]- Adjusted: FOV settings for Aramatsu Bowhead 30T first-person view[/p][p]- Adjusted: Aramatsu Bowhead 30T platform rotation and bed lift/drop controls now use separate inputs[/p][p]- Adjusted: Warden Kochevnik ATV Mobile Operations Base now unlocks at Level 15 (previously Level 20)[/p][p]- Adjusted: Arling Roadworks 750R Asphalt Roller now unlocks at Level 13 (previously Level 19)[/p][p]- Adjusted: Arling Roadworks 120 Special Asphalt Paver now unlocks at Level 13 (previously Level 14)[/p][p]- Fixed: Resolved vehicle duplication issue during Recall function.[/p][p]- Fixed: MTK Proseka 200 models problems inside the cockpit[/p][p]- Fixed: Field Service Vehicles no longer incorrectly recall themselves when "No free space to recover near target" occurs.[/p][p]- Fixed: Missing collision issues on parts of the EPEC TC-305 model[/p][p]- Fixed: Arling Roadworks 750R art problems inside the cockpit[/p][p]- Fixed: Abnormal terrain deformation bugs during cable laying[/p][p]- Fixed: EPEC TC-305 Heavy Grab Crane boom retraction issue resolved (when raised at full extension)[/p][p]- Fixed: Harvesters arm now cannot gets stuck in surrounding trees after processing[/p][p]- Fixed: Visual synchronization between tree and branches in harvesters arm.[/p][p]- Fixed: Tree cutting sync problems.[/p][p]- Fixed: Issue where KHAN Lo "Strannik" could summon vehicles too far away or in water.[/p][p]- Fixed: Improved grader vehicles handling in "Grader Mode" for gamepads.[/p][p]- Fixed: Infinite sand exploit with dual dump trucks.[/p][p][/p][h3]UI/UX[/h3][p][/p][p]- Added: New icons in garage indicating deployed vehicles.[/p][p]- Added: New search animation in Friend Session List to improve user feedback during session lookup.[/p][p]- Added: Console cursor now snaps to markers and waypoints for better navigation.[/p][p]- Adjusted: Minor layout refinements to the starter vehicle selection screen during initial scene launch.[/p][p]- Adjusted: Minor refinements to the resource background panel on the bridge construction screen.[/p][p]- Adjusted: Minor refinements to vehicle stats screen.[/p][p]- Adjusted: Increased company logos and backdrop sizes in customization menu for better readability.[/p][p]- Adjusted: Unified the "LEAVING SESSION" screen for clients, now displaying consistent visuals whether voluntarily exiting or being kicked by the host.[/p][p]- Adjusted: Field Service Vehicle's fuel resource for summoning is now renamed to "Service Token" with updated icon.[/p][p]- Adjusted: Enhanced in-game compass readability with refined marker visuals and layout optimizations.[/p][p]- Adjusted: Infrastructure task cards now feature enhanced building icon clarity.[/p][p]- Adjusted:Usability of the Sand Quarry activation widget for more intuitive operation.[/p][p]- Adjusted: Smooth scrolling for vehicles cards in Shop.[/p][p]- Adjusted: Start/end point aim markers for AI routes now display with higher visual fidelity[/p][p]- Adjusted: Multiplayer session end screen reworked to prevent accidental co-op save prompts[/p][p]- PC Adjusted: Changed vehicle switch keys (from Z/X to Q/E) in the vehicles quick-swap widget (hold Tab).[/p][p]- PC Adjusted: Changed vehicles classes switch keys (from Z/X to Q/E) in the garage/shop widgets.[/p][p]- Adjusted: DLC widget with preview images showing included content.[/p][p]- Adjusted: PROS connection status screen interface.[/p][p]- Fixed: Visual glitch affecting the color selection highlight on vehicle customization screen.[/p][p]- Fixed: In some cases the missions completion message appears too small.[/p][p]- Fixed: Grader Mode transition animations now work properly.[/p][p]- Fixed: Green progress arrows now correctly show completed maps[/p][p]- Fixed: Resolved infinite "new vehicles in garage" notifications markers when no vehicles were actually present.[/p][p]- Fixed: Production items indicator no longer disappears in Eagle Mode's "Show buildings" view[/p][p]- Fixed: Road border stripe brightness issues during specific weather presets.[/p][p][/p][h3]Roadworks[/h3][p][/p][p]- Fixed: Rare bug where roller road beautification effects would disappear after reloading a save.[/p][p]- Fixed: Road construction stops if two ai-vehicles meet "face to face" on a curved bend.[/p][p]- Fixed: Bug with Arling Roadworks 120 Special in AI Roadwork mode - now properly places initial road segment.[/p][p]- Fixed: Road construction markers now properly disappear when re-entering Eagle Mode after road building.[/p][p]- Fixed: Resolved rare issue where AI vehicles could became permanently stuck in terrain after completing road construction tasks.[/p][p][/p][h3]Steering Wheels[/h3][h3][/h3][p]- Added: Native support for Hori Racing Wheel Apex on PC & PS5[/p][p]- Added: Native support for Hori Racing Wheel Overdrive on PC & XBOX[/p][p]- Added: Native support for Fanatec GT DD Pro on PC & PS5[/p][p]- Added: Native support for Fanatec CSL Elite on PC & PS5[/p][p]- Added: Thrustmaster Ferrari 458 Spider it own preset[/p][p]- Fixed: Input conflict between addition action1 and axis controls removed.[/p][p]- Fixed: Steering wheels controls conflict between tab navigation and map sections.[/p][p]- Fixed: Steering wheel button reassignment now properly switches preset to "Custom"[/p][p][/p][h3]Sound[/h3][p][/p][p]- Added: Weather-appropriate ambient sounds in garage.[/p][p]- Adjusted: Realistic tree stump cutting sound effects implemented.[/p][p]- Adjusted: Sounds for Invictus Type A Scout vehicle.[/p][p]- Adjusted: Enhanced reverse gear sounds for multiple vehicles.[/p][p]- Adjusted: Asphalt laying sound effects volume increased[/p][p]- Fixed: User hooked by the tower crane doesn't hear its sounds[/p][p]- Fixed: Sound of tipper movement is missed for the observer in coop.[/p][p]- Fixed: Sound of laying asphalt is too quiet[/p][p]- Fixed: Branch break sounds now sync correctly during multiplayer terrain digging.[/p][p]- Fixed: Collision sounds now properly sync between host and clients.[/p][p]- Fixed: Inconsistent sound effects behavior in Eagle Mode resolved[/p][p]- Fixed: Background music no longer stops after loading into the main menu from a scene[/p][p][/p][h3]Render[/h3][p][/p][p]- Added: Ultra-quality shadow preset in graphics settings.[/p][p]- Adjusted: Enhanced sand texture detail in dump truck beds.[/p][p]- Adjusted: Windshield raindrop visibility and quality in FPV mode enhanced.[/p][p]- Adjusted: Mirrors now automatically enable by default when selecting Ultra graphics preset.[/p][p]- Fixed (PS5): Raindrops now correctly create ripples on water surfaces.[/p][p]- Fixed: Terrain textures now maintain sharpness when VRAM is sufficient (blurs only during actual VRAM shortages).[/p][p]- Fixed: Mirrors now render correctly in PS5 Pro Quality Mode.[/p][p]- Fixed: Fog of war appears and disappears with a delay.[/p][p][/p][h3]Steam Deck[/h3][p][/p][p]- Fixed: Fonts and icons now display correctly on Steam Deck.[/p][p]- Minor performance/visuals optimisations.[/p][p][/p][h3]Mods[/h3][p][/p][p]- Fixed: Mod Browser navigation and mod loading stability improved.[/p][p]- Fixed: Custom Scenario mods descriptions are now scrollable[/p][p][/p][h3]Other[/h3][p][/p][p]- Added: Radio icon animation during transmissions from Kelly[/p][p]- Fixed: Resolved issue preventing resource storage access after switching between Legacy and Default crane control schemes.[/p][p]- Fixed: Processed tree winch points now properly aligned with trunks.[/p][p]- Fixed: The "Strengthen the pier" mission on Kernel map - now properly counts the last slab.[/p][p]- Fixed: Rare bugs affecting winch point visuals markers on dynamic objects.[/p][p]- Fixed: Issue with "Wide Concrete Bridge" phantom flickering when the player's vehicle passes through the phantom
[/p]

Roadcraft dev promises to fix dozens of the biggest issues, teases Snowrunner 2

Since it was released in May, Saber Interactive's Roadcraft has become a firm simulation game favorite thanks to its realistic physics, huge sandbox maps, and intricate building tools. As with most new games, however, Roadcraft isn't without its issues. Some of the finer points of construction are still too difficult (in the wrong way) and there are questions about vehicle variety and missing features. Thankfully, Saber has a lot of fixes in mind - during a lengthy question-and-answer session, the team promises better road building, a companion for the overworked Mule, and also, perhaps, Snowrunner 2.


Read the rest of the story...


RELATED LINKS:

Surprise hit Roadcraft is one of its publisher's "most successful launches" ever

New Roadcraft update fixes the realistic simulation game's two worst problems

An evolution of Snowrunner, Roadcraft hits Steam with an impressive player count

AMA Reddit Summary with the devs

[h2]​Hello Builders, [/h2][p]
We recently organized an AMA session on Reddit to tackle your questions directly with the RoadCraft developers.

Here, you’ll find a complete recap of all the questions our team was able to answer.
In this transcript, you’ll read responses from:

- Vitaliy Yaruta (Game Director)
- Sergei Kogut (Tech Lead)
- Aleksei Kiriushkin (Lead Game Designer)
- Ivan Khomenko (Production Lead)

Your questions covered a wide range of topics, including gameplay features, missions types, environmental interactions, steering wheels support, vehicle physics, driver’s model, future content plans and much more.

Let’s get started!

❓ Q: Will the dumper’s rear door be fixed? So we don’t keep leaking sand. (u/JaySouth84)
✅ A (I.K. Production Lead): 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.



❓ Q: Will a function be added to allow us to adjust rain frequency or disable it entirely in the options menu? (u/w1nger1)
✅ A (I.K. Production Lead): We're currently exploring the possibility of adding a "Skip Current Weather" feature that would automatically advance to the next weather preset.

❓ Q: Were the many excavators scattered around the maps placed to mock the community, or is it a lore explanation for why we can’t use one—like the entire world’s supply broke down just before we arrived? (u/BigC_castane)
✅ A (V.Y. Game Director): 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 constraint if we're able to in the future!

❓ Q: Will metal bridges be rebalanced in the future? Currently, they are available on only a few maps and come with significant downsides—they can have only 10 segments, and their 2.5m clearance makes passing certain loads difficult. The game files hint at planned features related to angle changes; is that still in development?

As it stands, there’s little reason to choose metal bridges over wooden or concrete ones. Has the possibility of introducing a weight limit for wooden bridges, to encourage the use of metal bridges, been considered? (u/ParadoxOriginsDesu)
✅ A (A.K. GD Lead): 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
​❓ Q: Are you planning to give us a way to make Xbox controller steering feel smooth and accurate, like in SnowRunner or Expeditions? Or are we doomed to be drunk drivers forever? (u/Mobius_01)
✅ A (V.Y. Game Director): So, while controls will still feel a bit different from SR or Expeditions, the "big dead zone" bug seems 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.

❓ Q: I’m currently on Deluge, and taking a bigger vehicle out of the starting garage is a joke, they face toward the abyss and end up backed into the metal railings. (u/kdlt)
✅ A (I.K. Production Lead): 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.

❓ Q: Would you consider adding a waypoint system like in SnowRunner, or an alternative navigation method such as a road-detecting GPS? Markers work, but they have a limit. (u/Ultimum_Reddit)
✅ A (S.K. Tech Lead): I can't say exactly when, but we want to add such a system to the game.

❓ Q: Could you add some indication of where a mobile sand quarry can be placed? Guessing valid spots isn’t very fun. (u/Zr4g0n)
✅ A (V.Y. Game Director): Well, yeah, right now it feels a bit ad hoc to go and try putting it somewhere. We're considering a number of different solutions, 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"

❓ Q: Could sand dumpers please get a mode for pouring a smooth, consistent line of sand when preparing a road? I understand the dozer levels it later, but the dumping feels too jerky and could be more sensitive. Also, I’d love to see a dedicated machine for recovering demolished railroad tracks. (u/netserver238)
✅ A (S.K. Tech Lead): 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…

❓ Q: Is there a possibility of adding two trucks in the future? They would make excellent recovery vehicles. (u/NOP3CZE)
✅ A (A.K. GD Lead): As for recovery vehicles, we've got something cooking that you might appreciate that's coming out (soon-ish).

❓ Q: Will a proper method for securing vehicles on a vehicle transporter be implemented? (u/w1nger1)
✅ A (S.K. Tech Lead): Yes

❓ Q: Will you provide us with tools to plan out road routes, similar to how missions already have them mapped? (u/H3NDOAU)
✅ A (V.Y. Game Director): So, the fun thing here is that such a 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 than 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!

❓ Q: Is there any chance the roller’s flattening ability could be improved? I enjoy making perfectly flat roads but don’t want to spend hours in low gear, passing over every bump dozens of times. (u/B1GMANN94)
✅ A (V.Y. Game Director): 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 a 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.

❓ Q: It would be a great addition to be able to secure equipment on trailers like cargo. (u/EquivalentFull7291)
✅ A (I.K. Production Lead): It's great that we're on the same page! :)
Very soon, the game will introduce the ability to secure vehicles on transport platforms.

❓ Q: Could you share the long-term schedule for RoadCraft? Maybe regular seasonal map releases?. (u/BossBullfrog)
✅ A (V.Y. Game Director): We would love to know it too! 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 different factors (including 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

❓ Q: When will PROS connection be available on PS5 without requiring PS+? (u/Ill-Macaroon-7023)
✅ A (S.K. Tech Lead): This is already in our planned work.

❓ Q: Regarding the mannequin driver, does anyone know why the steering wheel remains unmoved? (u/CompetitionGian74)
✅ A (V.Y. Game Director): Yeah, we should definitely give some "life" to the poor guy, we feel the same. Looking into it at the moment!

❓ Q: Pull the MudRunner driver out of retirement, that model/animations were so clean. (u/MethadoneFiend92)

✅ A (S.K. Tech Lead): 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 it's a bit harder to do;)

❓ Q:
1) Any plans for further unique mechanics? E.g. painting roads, demolition, etc.
2) Is there a way to remove sand completely?
3) Will use of adaptive triggers come to ps5?
4) What is the intended function of the Kronework cargo with blades, since it cannot flatten sand? I’m not criticizing—I just get the sense there’s a specific use you had in mind that I haven’t noticed yet. (u/20111557)

✅ A (A.K. GD Lead):

1) 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.

2) 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

3) Adaptive 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.

4) Kronenwerk - Looking into it (it should be able to, so it's likely a bug).

❓ Q: Will there be a Mule T1 alternative?

It’s the only reasonable crane/bed combo. We do 80% of the game with it. Need more diversity. (u/Fit_Feeling_3134)

✅ A (S.K. Tech Lead): Mule is the beast, but we will add some alternatives in the future updates.

❓ Q: Regarding RoadCraft specifically, what are the benefits of developing the game using your own engine, and what drawbacks or challenges have you encountered?

Are there any features that seem straightforward to implement but have proven to be particularly difficult within the context of your engine? For example, functional mirrors, steering mechanics, more detailed driver models, etc. (u/MethadoneFiend92)

✅ A (S.K. Tech Lead): 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, etc.

❓ Q: Do you plan on integrating Wheels Properly? They seem to work for almost nobody (u/Titan3224)
✅ A (S.K. Tech Lead): Steering Wheels is a priority task for us. Maybe there are some features that you would really like to have? Detailed feedback will definitely help us improve the situation.

❓ Q: You’ve built an impressive foundation for continuing to develop your game. Have you considered introducing other mission types such as clearing helicopter landing zones, setting up lighting, tents, and aid distribution points, or rescuing people from buildings or mines?

Perhaps flying a drone to identify heat sources, then driving to the site with an ambulance.

Stabilizing rock falls or tunnels by delivering metal and using a shotcrete sprayer could add depth. Recovering stranded draglines in a quarry by stabilizing the land, digging around them, powering them up, and moving them to safer ground also seems compelling.

I envision a mission sequence where you first scout for survivors, then respond with heavy equipment to dig, followed by off-road ambulance transport and delivery of casualties to a helicopter landing site.

Of course, I understand the need to avoid sensitive subjects, so some ideas—like locating and recovering a crashed aircraft—might be too intense.

Would you consider adding such mission types in future updates?(u/JL_Seagull5416)

✅ A (I.K. Production Lead): 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!

❓ Q: Are we going to see possibly a snow map? Like an avalanche occurred and you are hired to clean up the area. (u/Admiral_breaker)
✅ A (S.K. Tech Lead): It's a cool idea, but at the moment our technical limitations prevent us from promising snow levels.

❓ Q: Will there be vehicle modding possible like in Snowrunner? (u/Fit_Feeling_3134)
✅ A (S.K. Tech Lead): I can't say when, but sooner or later we definitely want to add vehicle modding

❓ Q: When will other steering wheels be supported ? (u/-Diamond-77)
✅ A (I.K. Production Lead): As our Tech Lead - Sergei mentioned earlier, wheel integration and support is currently one of our top priorities for RoadCraft.

❓ Q: Will there ever be a way of removing large trees? (u/Beneficial-Pitch-430)
✅ A (I.K. Production Lead): 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.

❓ Q: Hi everyone! First of all, thanks for making such a great game :) I’ve gathered a few questions from our Discord community. (u/hutry)

1) What in-game heavy machinery and/or vehicles have you tried out in real life?

2) What elements of RoadCraft can we expect to see in SnowRunner 2?

3) Are Expeditions and RoadCraft (partially) intended as technology previews for SnowRunner 2?

4) One of the elements that make SnowRunner so wonderful is the combination of the slow paced gameplay and the well thought out controls/Immersive Mode. Given the variety of machines/control schemes in RoadCraft, this seems challenging. Are there plans to bring that level of immersion to RoadCraft?

5) From my immediate surroundings, it appears that while RoadCraft is great, everybody seems to be waiting for SnowRunner 2. Can you please convince them otherwise? Because I want more people to play RoadCraft!

6) Are there plans for adding more little fun collectables to the game? Like the pumpkins in SnowRunner.

✅ A (V.Y. Game Director):

1) 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;)

2) 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 feel that we need to explore the formula of Roadcraft further to maybe do something interesting in the future.

3) Well, no. They'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.

4)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.

5) Well, convincing people to do—or not do—something isn’t really in my power (otherwise I’d probably be in marketing 😄). I can barely convince my six-year-old to eat the right food from time to time! 😉 But yeah, go play RoadCraft! It’s great on its own. It’s not SnowRunner—we know that and we’re not trying to be. In some ways, they’re almost opposites.
Honestly, no one can tell you what to play. If you enjoy RoadCraft, please keep playing! If it’s not your thing, that’s perfectly okay—we totally get how it might not be your cup of sand. Stay tuned though, we might have more exciting things for you to try out in the future!

6) Definitely! We'll need some time to figure out some immediate problems, but as soon as we can, we will definitely do something like that!

❓ Q: Do you have any plans to encourage or require players to use vehicles other than the Mule with crane?

I’m not suggesting nerfing it—there’s definitely skill involved in transporting certain cargo—but most of the time, Mules are simply the easiest and fastest option. I even recall using one to transport ships in the demo!(u/Kubex70)

✅ A (A.K. GD Lead): 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.

❓ Q: When will Moza wheels be supported? (u/-Diamond-77)
✅ A (S.K. Tech Lead): We have Moza wheels in our plans.

❓ Q: Please fix the issue so that vehicles face the correct direction when exiting the garage. (u/knight-under-stars)
✅ A (I.K. Production Lead): 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.

❓ Q: Do you plan to fix the issue with automated road-laying objectives where the player-built road is deleted and replaced with a low-quality prefab as soon as the objective is completed? (u/BigC_castane)
✅ A (V.Y. Game Director): 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 launch, but now we can clearly see where the problem is and will fix it!

❓ Q: The physics of collision is a bit strange when going a bit fast (truck bouncing against obstacles). Is there any improvement planned? (u/Akbalder)
✅ A (A.K. GD Lead): 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.

❓ Q: 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! (u/No-Butterscotch-2576)
✅ A (A.K. GD Lead): 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 dive deep into sync tweaks though.

❓ Q: A few questions: (u/LordFjord)
1) What about some magical "holes" that seem to eat endless amounts of sand? mostly around rocks or bridge endings.
2) Is there a way to make some keys like crane mode being instant trigger instead of hold to trigger?
✅ A (I.K. Production Lead): First of all - we're big sand fans too! I'd even say we have a little sand cult going on here internally :)

I'm confident we've fixed the magic "holes" at the edges of player-built bridges in the live patch - this issue shouldn't occur anymore.

As for that setting - it's already in the game! Here's a screenshot, give it a try! :)



​❓ Q: 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 (u/PugnaciousOne)
✅ A (A.K. GD Lead): 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
[h2]Thanks Builders![/h2]

Thank you all for taking part in our Reddit AMA and for sharing your questions and ideas!

We hope this session was informative and helped shed light on what’s coming for RoadCraft. Your participation and feedback are incredibly valuable and play a huge role in helping us shape the future of the game.

You’re a big part of making RoadCraft even better!