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Khagai

Khagai

a month ago Mar 03,2025, 16:42:38 PM

Devblog - A look at your feedback!

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Hello everyone,


RoadCraft’s demo has been rolling for the past week, and seeing so many of you give a try to our game filled us with joy! Thousands of you downloaded and tried out the demo and you covered altogether more than 2 billion km on the demo, which is absolutely awesome! We've custom-made this demo to give you a sample of the gameplay and vehicles, but be assured that you're far from having seen everything!  


Now, we are focused on carefully reading your feedback and we want to address some of them before we release the full game on May 20th.


First, the elephant in the room, the absence of fuel consumption


We know that fuel consumption is a core element in SnowRunner or Expeditions. But RoadCraft is a totally new experience for us, in the simulation field. It has been developed on a new iteration of our engine, and its technical specifications differ from those of our other games. For those reasons, it doesn't offer the same gameplay features. Map exploration and traversal is not as central, rebuilding and reshaping terrain are. When we started the development, we initially had a fuel consumption system, however this mechanic was tedious and didn’t bring anything interesting to the core gameplay of the game. 

However, it doesn’t mean we want to throw away the idea without any reflection, and especially after seeing all your feedback on it. We might think about integrating fuel consumption, but later on, in a new game mode for example.


Another big topic is related to crane controls


We saw many of you being frustrated with the crane controls. We originally designed those controls to allow players to control both cranes and vehicles simultaneously, to improve the smooth running of certain multi-purpose tasks. Still, we are working on an additional control scheme to give you an alternative.


About the performance issues


We're aware that many configurations equipped with AMD graphics cards were unable to play the game in good conditions, and we're sorry about that. We are actively working to resolve this problem. 

We are currently polishing and optimizing the game for its release. The demo was in a less optimized state than what the final game will be. We'll be especially vigilant to ensure that the game shines at its best.  


The absence of vehicle damage and manual gearbox was also a talking point you mentioned


Our vehicles are not designed in the same way as in SnowRunner. Damage was out of the picture from the very beginning due to the migration to a new tech, and we were faced with a pretty straightforward choice: either make the game without it or don’t make it at all. Therefore, we will not be implementing vehicle damage and manual gearbox systems in RoadCraft.

The lack of immersive features, such as engine switch on/off switch, headlights, 3D model for the driver


Some of these features don't yet exist in the game, because we've concentrated on the core features of rebuilding gameplay and their immersive dimension. But we're working patiently to ensure that some of them can be integrated in the near future.RC_janv25_FHD (5).png

Last but not least


Since it's important to us that you get to know the game before it's released, and your feedback is invaluable in making the experience even better, we've decided to extend the demo beyond Steam Next Fest. The demo will still be available this coming week. Don't hesitate to try it out here, if you haven't already, and let us know what you think. And best of all: this demo is fully co-op, for up to 4 players, so round up your friends for an even richer experience.


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a month ago
Mar 3, 2025, 5:51:20 PM


Thank your for this honest feedback. I understand your choices and i could enjoy the game  with most of them, but no gearbox is a big NO for me, vehicles feel like  kids toys and too simple for me and  i got the impression the focus was  more on 3rd perspective driving anyway . Glad that i can now refund with a good conscience. 

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a month ago
Mar 3, 2025, 6:19:43 PM

​I'm surprised that the lack of winch on most vehicles isn't in the main feedbacks. Won't trying to rescue vehicles be a major part of the game?

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a month ago
Mar 3, 2025, 6:37:17 PM

Severely disappointed about the manual gearbox not being planned. It leaves the driving engagement to be very plain and monotonous. It feels less like playing a construction simulator and more like something soulless.

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a month ago
Mar 3, 2025, 7:11:07 PM

Akbalder wrote:

​I'm surprised that the lack of winch on most vehicles isn't in the main feedbacks. Won't trying to rescue vehicles be a major part of the game?

This is something I'm hoping for some news on too - I ended up in a few situations where the lack of winch really was apparent in the demo. 


I get wanting to keep scouts unique, but the scout we have doesn't really have the weight to actually recover any vehicles with the winch. 


One idea I had to keep scouts unique but still give winches to other vehicles is:


- Scouts keep the winch as is, like Snowrunner winches that can go from any point on the vehicle to an object


- Vehicles that logically would have a winch get one, but instead of going from any point on the vehicle to the object they can only go from where the winch physically is on the vehicle. So, a flatbed truck with a ramp might have a winch behind the cab to pull objects onto the ramp, or an offroad truck might have a front mounted winch that can be used in front only.


- All vehicles get the ability to attach a tow rope from any point on the vehicle to an object. A tow rope would be just a non-retractable rope, allowing for vehicles to assist other vehicles but not get themselves unstuck. It could also be used i.e to use an excavator as a makeshift crane by attaching an object via rope to the bucket. 

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a month ago
Mar 3, 2025, 7:29:21 PM

I really want the fuel to be present the game, not in any special mode but in the Hard Mode that is an equivalent to the main mode but with harder settings. Make this optional, as well as sand/asphalt appearing from the air. I want to play a logistics game where I have to deliver fuel, sand and asphalt to the construction sites. In the first dev diary you wrote that RoadCraft will be about strategic management, so well, add this management to the game. Because I didn't see any management in Demo, "deliver 4 planks to the bridge" is still not logistics. Logistics is when you think about "how much fuel, sand, and asphalt I need there, how I produce this all and how I deliver it there".


Absense of fuel also makes useless switching AWD and DiffLock because without increased fuel consumption there's no need to turn them off at all.


I really hope you reconsider these decisions, because while overall game is fun and I like it, these things seriously spoil immersive ness and difficulty. Without it, the game is too simple because you can't lose you always win.

Updated a month ago.
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a month ago
Mar 3, 2025, 8:04:10 PM

Khagai wrote:
Therefore, we will not be implementing vehicle damage and manual gearbox systems in RoadCraft.

I'm fine with the automatic gearbox by and large, but please, PLEASE, separate brake and reverse. I just want an analogue brake without having to worry about the vehicle lurching backwards.

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a month ago
Mar 3, 2025, 8:14:56 PM

Thank you for the dev update and the initiative creating this game. It's definitely something most MudRunner/SnowRunner players have been dreaming of.

I understand from a development perspective that when a new engine is built, not all features make the migration along with it. What I don't understand is how this decision is allowed from a business perspective? You're giving SnowRunner players what they asked for, but taking away what they already love??! Sure, simplifying RoadCraft might get more casual players onboard initially, but if you want to recreate the success of SnowRunner's seasons with players essentially re-buying the same game year after year, then the game has to have a bit more depth to it. SnowRunner players are not afraid of a challenge, thrive in scenarios that others would consider tedium and more over, keep coming back for more punishment. All while begging their friends & family to join them.

I will likely buy RoadCraft, as I did Expeditions and MudRunner VR, and put in a few good hours. It's not that it's not fun, but as with other arcade games, if the fun can't be sustained, then you may find dedicated players are spending their follow-up cash some other simulator.

Good luck folks! Can't wait to see the full release and hopefully a roadmap to follow that respects the genre's biggest fans.

Updated a month ago.
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a month ago
Mar 3, 2025, 11:33:54 PM

I think the lack of gas is a missed opportunity since it's partly a resource management game after all. You could make less tedious by have it focus more on fuel economy and building out a gas and refueling network and less about worrying about your fuel gauge all the time.

Updated a month ago.
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a month ago
Mar 4, 2025, 1:56:29 AM

This game has a huge potential; let them work on fuel consumption and management resources for the Hard Mode later. Let's go step by step; they need to polish the game first for the launch, and after the game will evolve, undoubtedly. People are just too anxious, so let them work; they are heading in a good direction. 

Updated a month ago.
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a month ago
Mar 4, 2025, 3:51:24 AM

Thank you for this dev blog.


Although thank you for explaining the major talking points. 


I do still believe that no fuel/gearbox will back fire. I think many of us are happy to brush off damage not being implemented and although you've made mention of roadcraft isn't snowrunner v2 alot of roadcrafts crowd comes from snowrunner. 


I thoroughly enjoyed the demo but I do wish to urge you guys to maybe even delay a release to implement these things or throw out a survey to the community on how they believe these features should be implemented. I dont want to see this game end up similar to that of Expeditions. 

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a month ago
Mar 4, 2025, 4:06:38 AM

i hope you guys add excavators and loaders to load dump trucks and such to dig up earth and such I really hope you guys do in the future once you get the game figured out 

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a month ago
Mar 4, 2025, 5:11:45 AM

I will not gonna repeat all the other things I agree such as (gas, repair, damage),I want to add to this a bit more realism is needed to refill the sand into dump trucks and the asphalt machine. It's not very realistic to fill the dump truck with G and the sand fall from the sky :) :) :) Also, Crane controls are weird sometimes, because I unintentionally move up<->down together with left<->right. The last thing I wanted to mention is the poor performance with AMD but you already know. Please when you optimise do it for all the AMD cards don't abandon old cards like my RX 5700. we already are feeling abandoned by AMD (drivers)

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a month ago
Mar 4, 2025, 8:56:09 AM

I'am so sad about that i would like to have gearbox and damage system , you also didn't talk about sand/asphalt coming form the sky its not realistik at all. Wheel loader with bucket to refill will be awesome, and concrete truck and concrete pump will add a unique experience.

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a month ago
Mar 4, 2025, 9:36:42 AM

​I played the demo after MudRunner and was pleasantly surprised by the behavior of cars and trucks and the atmosphere that is present in the game, I just went through all 3 missions in one breath and pre-ordered the game, because I did not have enough.

I think that the demo should be left even after the release of the game, maybe with some improvements. 

I hope in the future the largest machines like the BelAZ-75710 will be available. 

I think for fun we should add a couple of machines with the ability to apply markings or various other drawings on the asphalt. 

I would like to add the ability to raise and lower sections of bridges, in the demo in almost all places where I tried to build a bridge it was impossible to do, for example, climbing a mountain or a bridge across several rivers at once on the 3rd map. 

The weather is some kind of abnormal, it changes very often and essentially has only 2 positions - On the 1st and 3rd maps it is either sunny or raining (Where there is a storm, where there is fog, there may be hail). On the 2nd map it's either sunny or there's a sandstorm (while I was playing there were 4 sandstorms, it's abnormal and annoying, reduce the frequency, in the desert it rains sometimes, although rarely, you can also add heat, when the asphalt starts to shine and distort). 

As for the players' complaints, for example, about the lack of fuel and the demand for realism - I got tired of this topic back in MudRunner, well, a KamAZ dump truck can't drain its entire 350-liter tank in 10 minutes and a couple of kilometers. In off-road conditions, such a tank will be enough for a whole work shift (8 hours)! If you want to add fuel, then do it realistically, let it run out in 4-6 hours of play on one car, if you don't forget to turn it off, this way the wishes will be fulfilled and at the same time it will not tire the players so much.

Some people talk about incorrect physics, as evidence they cite the 2nd mission, where they get into a 30-ton truck with a crane and start simply pushing empty containers, pipes and an empty water tower, and do not understand why it is so easy for them. Hello guys, your difference in weight is more than tenfold, that's how it should be! Get on a scout and try to move them and you will understand everything. A bulldozer similar to the BelAZ-7823 can generally weigh up to 50 tons. Therefore, I would like to see the characteristics of the equipment in digital form, and not just in the form of an incomprehensible strip.

I agree with the disappointment of players about the lack of damage, then the players would not be clearing roads with a bare bumper, or cutting the road by jumping from cliffs and would be more careful with the equipment. 

If it is difficult to implement this physically, maybe add a simple health bar with a decrease in engine power with a small reserve. 

The absence of drivers, darkened cabins and lack of reflection in the mirrors were obviously done to optimize the game, but the lack of reflection when viewed from the cabin, with such a prevalence of RTX, is a fail. 

I don't think the lack of a full-fledged gearbox is important, people think that it will give them additional immersion, but as soon as it is implemented, they will get tired of switching back and forth every 5 seconds from first to second gear and will return to the automatic transmission or abandon the game( 

The same goes for simplifying the loading of sand, while the maps are limited, people do not understand that when building a road away from the crater, they will simply get tired of hauling this sand back and forth 10-20 times on one road of 100-200 meters. I would even recommend pouring more sand into the dump truck, with a mound, to reduce the necessary trips for sand.

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a month ago
Mar 4, 2025, 10:54:22 AM
Dear developers. What you have done has good and great potential. Somewhere you have worked out realism cool, and somewhere it is not worked out at all. Do not abandon fans of SnowRunner. Make two modes - easy and hard (with fuel, damage, winches, realistic loading of sand, construction of factories and so on. In the section "Feedback on the demo version" many players, including me, shared detailed feedback and ideas. As a fan of SnowRunner, I will note that I want realism and a more data and high-quality approach. Of course, I hope you will listen to fans of SnowRunner and improve the Roadcraft.
Updated a month ago.
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a month ago
Mar 4, 2025, 4:27:16 PM

​From the first moment I turned on the demo and I knew there would be nothing interesting about the implementation of fuel consumption.

I find it strange not to have it. However, gameplay in Roadcraft shows that there is no interesting reason to add it.

Just add a fuel gauge and a button, fill it up like with sand in the demo and problem solved.


Controlling the crane is strange, but only at first and probably only for someone who has played snowrunner before.

After a while it becomes very intuitive and above all faster! Definitely faster than in previous games in the series.

Leave it as it is. Just add the possibility of changing the keys here and there and everyone will adjust it to themselves.


Performance on AMD CPUs and GPUs probably needs optimization, especially if you see room for improvement yourself.

But for God's sake the demo worked fine. And I played on 7800X3D with 7900XT.

In a time when huge companies can't seem to release a full game that just works from day one! This demo was a nice breath of fresh air.


The lack of vehicle damage is weak.

On the one hand, I understand why it wouldn't be there. But on the other hand, it should be there and that's it.


The lack of immersive features, such as engine switch on/off switch, headlights, 3D model for the driver.

The game shouldn't come out without such basic things. And that's it. As simple as that.


One of the biggest things that worries me about the upcoming release of the game.

Is that I have a feeling that we won't have full vehicle customization.

And that would be a disaster for me and probably many people like me.


Full vehicle customization is an integral part of the fun of the game and the sense of progression.

I don't think the game should come out without that option. 

And let's get this straight. I've already bought the game. The DEAL is done.


Now I just want to make sure you understand how necessary this component is.


Apart from everything above, the game looks fantastic, interesting and above all diverse.

The new graphics and use of the new engine are phenomenal. The physics and appearance of the water just SUPERB. There is something to admire.


I have the impression that there were some problems with disappearing sound in the demo, but I assume that there will be no such problem in the full release.


Give us a lot of interesting vehicles to drive, the possibility of their full modification, interesting missions and you have an awesome game.


Thank you.

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a month ago
Mar 4, 2025, 6:48:22 PM

I thought the demo was great and I understand the change that this new game represents... I couldn't help but ask for sr features, I'll just say that the sandstorms are great but I'd like them to last less time and not be repeated so often, I also hope to see snow storms, even if my graphics card explodes. Thank you very much for making these great games that entertain us for so long...

Updated a month ago.
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a month ago
Mar 5, 2025, 4:55:06 AM

After 30 hours of gameplay i'm still logging in and finding myself building roads another 5 hours later :) i have to say, i have had a lot more fun than i did on snowrunner.


The points people asking for fuel and manual gearbox's are getting a bit tiring and narrow minded, the game is made for the majority and i have to agree with the devs that the fuel consumption adds nothing to the enjoyment of this game, in fact it was a pet peeve of mine on snowrunner, as the game was 25% about heading back to a gas station making mission progress a real boring slug. Also on snowrunner i always had gearbox in Auto, also i dont think it adds anything to have manual mode, consider that nearly every real truck (esp in europe) in real life is auto. A possible way to please the people who really think that fuel consumption adds some "realism" to the game is to just set up remote fuel bunkers around the map especially at areas where building is happening, as thats how it works in real life, a building site has storage tanks on site to refill, can you imagine just having to run out of fuel dumping sand then recovering to garage for full fuel and just driving to the building site again (hardly realism)


Notes: good and bad


vehicle physics (esp at speed) BIG IMPROVEMENT from snowrunner


Water physics are the best i have seen in a any game


the missing damage doesnt bother me at all, damage was hardly an important factor for the most part in snowrunner anyway


building bridges and then deleting them removes big zones of sand at each end, and also trying to build the sand up to the edge of bridges is awkward as the sand falls into an invisible hole, this could do with being refined.


the building is a lot of fun, but the bridge placement is pretty awkward and doesnt let you build a bridge in most places unless its an obvious location like a break in the highway for example, then you really need to dump truck to be the main provider of the road network where the game doesnt let you build a bridge, then if the main game has sand refill zones too small then that becomes either a problem or just boring having to keep going back to refill, so im totally fine with how the sand refill works tbh, i wonder if anybody who actually wants to keep going back to a specific refill spot for sand has even built anything significant in the demo yet. Although i did see another post that did ask "why are we building on sand" and that it should be aggregate or something, this may need looking at.


i have pre ordered, really looking forward to the full game release. 







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a month ago
Mar 5, 2025, 11:17:36 AM
Arskrigicioniets wrote:

I really want the fuel to be present the game, not in any special mode but in the Hard Mode that is an equivalent to the main mode but with harder settings. Make this optional, as well as sand/asphalt appearing from the air. I want to play a logistics game where I have to deliver fuel, sand and asphalt to the construction sites. In the first dev diary you wrote that RoadCraft will be about strategic management, so well, add this management to the game. Because I didn't see any management in Demo, "deliver 4 planks to the bridge" is still not logistics. Logistics is when you think about "how much fuel, sand, and asphalt I need there, how I produce this all and how I deliver it there".


Absense of fuel also makes useless switching AWD and DiffLock because without increased fuel consumption there's no need to turn them off at all.


I really hope you reconsider these decisions, because while overall game is fun and I like it, these things seriously spoil immersive ness and difficulty. Without it, the game is too simple because you can't lose you always win.

I thank @Khagai for the straight forward feedback that goes into some stuff I write about. I´m just agree 100% with this comment from @Arskrigicioniets . 


The fuel management could add some specific vehicles for that support tasks coming with big loads of fuel from gas stations or refineries, same as the sand reloading could have it´s own animations in quarrys (like farming sim) and bigger dump trucks (I mean big like Snowrunner Caterpillar) vehicles could work as resource support with no agility for smaller areas. 


Appart from that, the mannual gearbox is needed or at least more short shift options for trucking like in previous titles, or the truck and overall wheel driven vehicles just feel bad. The auto-mode never worked smoothly and lacks sensation of controll, appart from bad sound effects with no direct relation to our gas inputs. There´s so much potential lost there.


The base game it´s just a fantastic base to work on and game difficulty settings (like Snow did with hardcore first and +mode later) should make a lot more audience happy. 

Happy trucking.

Updated a month ago.
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