Games have often delved into the theme of off-road vehicles and off-roading, yet it’s only Spintires that managed to do so in a relatively realistic manner. This is largely due to the groundbreaking VeeEngine, which considered the physics of mud. The landscape wasn’t just aesthetically altered, but also underwent changes that affected the driving dynamics.
The game I’m currently reviewing, “RoadCraft”, is a separate title and not the sequel to “SnowRunner”. While both games share some similarities with the off-road driving genre originated by “Spintires” in 2020, they are distinct entities, each offering unique features. For instance, “SnowRunner” introduced garages and vehicle modifications, but “RoadCraft” is its own standalone experience.
As a gamer, I’ve found myself immersed in a unique experience with RoadCraft. This game is the studio’s brilliant fusion of classic ground physics and a state-of-the-art graphics engine, offering a fresh take on gaming activities. It’s like stepping into a vivid virtual sandbox, as authentic as it gets! The trailer promises an exhilarating journey, and true to its word, the gameplay feels remarkably realistic in certain aspects.
- Building sim with good ground physics;
- forty interesting vehicles;
- many fun mechanics;
- graphic design.
CONS:
- Visible pixels on some textures;
- driver is motionless;
- lack of control over gears and engine;
- primitive AI controlling vehicles on the route.
The visuals
In contrast to earlier challenging-terrain games, RoadCraft is powered by the Swarm engine and underwent extensive modifications. Developers encountered numerous challenges, particularly in managing terrain behavior and the saving mechanism for these alterations. Additionally, with a five-year gap since the launch of SnowRunner, there was a need to upgrade the graphic design.
Initially, I found things quite favorable, yet without that overwhelming “wow” factor. What stands out immediately are the structures like buildings, their detailing is remarkable. However, it’s the vegetation that leaves the strongest impact; it appears more advanced and dynamic, swaying gracefully with the wind. The greenery looks appealing, but it seems slightly muted due to the African-inspired settings of the initial regions, which are also seamlessly integrated into the tutorial.
With each passing moment, an increasing number of aspects become intriguing. The roads now exhibit a rich variety, adorned with numerous small items, and the jagged edges of stones no longer evoke fear associated with complex geometries. The tire tracks are so distinct that it’s easy to identify which vehicle traversed this path. It’s a significant improvement in detail. The grooves carved into the mud now appear more appealing. While cars have undergone further enhancements, the changes here aren’t as striking.
In SnowRunner, the vehicle designs exhibit an impressive standard of craftsmanship that is still notable today, with the newly added trucks from the latest DLC standing out as particularly well-executed. To be honest, there wasn’t much room for improvement to begin with. The car models appear meticulously built, showcasing a high level of detail, such as the visible scratches and rust, which contribute to their authentic look.
In the game “RoadCraft”, developers opted to omit the day-night cycle, which initially seems unfortunate. However, considering the challenges of constructing roads or clearing trees in the dark, it might have been an unnecessary inconvenience in the game. The absence of a moon’s glow could be offset by a more sophisticated weather system instead. Unlike other games such as “SnowRunner”, where rain is signaled only by small droplets, in this hypothetical “RoadCraft” scenario, rain would be indicated by changing skies, lighting effects, wet terrain, and activated windshield wipers on vehicles when it rains.
Gameplay
Initially, as I embarked on constructing roads, I found it rewarding yet unexpectedly necessary to establish my own business entity. In doing so, we’re provided with the opportunity to customize our company name, logo, and backdrop (selecting from various designs). Furthermore, we are given the option to determine the primary color of our vehicles. In contrast to SnowRunner, we don’t select colors for individual machines; instead, we design a uniform paint scheme for our entire fleet. This choice can be altered whenever desired.
In the game, some trucks will be distinct from the rest, linked to a specific feature. Out of the 40 vehicles (regrettably, unlicensed), you’ll find two versions for certain cars – one that’s fresh from the factory and another that’s rusty and battered. We acquire the pristine ones from the store, which sport our company colors, while the run-down ones are usually discovered on the map or given as rewards during missions. It’s not just about looks; overused vehicles perform poorly, have less power, and cannot be resold.
As a die-hard SnowRunner fan, I’ve got two points to lay on the table about the upcoming sequel that’s causing a stir among us gamers. Let’s dive right in. Contrary to what some folks might expect, the game RoadCraft doesn’t include fuel consumption mechanics or vehicle damage, contrary to the fuel canister icon you may have spotted in the previews. In this game, there’s a vehicle that functions as a mobile headquarters, from where we can call in all other vehicles.
Moving objects to their designated spots uses up this particular resource. In essence, fuel serves as a kind of pass or marker for traveling across the map in certain instances. It doesn’t seem like the scarcity of fuel affects or disturbs gameplay, though. Given that this isn’t primarily a transportation simulation game, I can understand why they made the decision to handle resources differently. The game is intricate, so streamlining it seems reasonable.
The intricacy of the title is reflected in numerous aspects, including road construction. Even a modest stretch of asphalt requires the cooperation of four machines. Initially, a dump truck transports the sand, followed by a bulldozer that smoothens it out. Next, an asphalt paver takes over to perform its task. However, the process isn’t complete without a roller being used to smooth out the newly laid surface. It’s crucial to carry out these activities in sequence if working alone.
In certain situations, we can streamline tasks by managing automated vehicles along designated routes. When artificial intelligence takes the wheel, it frees up another vehicle for the next phase of work. I’ve observed that the outcome of these tasks may not be as visually appealing as a manually crafted road, but if efficiency and time are crucial factors, automation can prove beneficial.
Constructing roads isn’t just about the construction itself; instead, it facilitates the movement of cars on these paths. In the context of this game, creating routes for convoys requires fixing muddy patches and either adding sand or constructing asphalt roads in those areas to prevent vehicles from getting stuck. We may even build bridges over rivers. The transports follow specific routes, contributing cash to our account each time they pass, which is an engaging feature of the game that offers a continuous income source.
In addition to its primary goals, this game incorporates tasks such as felling trees to obtain logs, which is one of the essential resources. We use specialized vehicles known as forestry harvesters and transport trucks for this tree-cutting task. On the flip side, cranes are employed for repairing infrastructure, like mending broken pipes or walls, and gathering scrap. In the game RoadCraft, you can also manage stationary cranes and gantries if they appear on the map.
During the pre-release phase, I managed to try out the multiplayer mode for a short while. The game includes an integrated voice chat system, eliminating the need for external software for communication. In games with up to four participants, one acts as the host, and the game unfolds on their game status. We are free to take control of any vehicle that isn’t being driven by another player at the moment. Working together with friends can expedite our progress through all levels of tasks more efficiently.
Impressions and final thoughts
In a fresh and open frame of mind, I embarked on this game, recognizing its connection to SnowRunner primarily lies in the authentic depiction of flexible landscapes. Adopting such an approach seems fitting given that RoadCraft leans more towards construction simulators rather than being a direct successor for transporting goods over rugged terrains. This difference might be the reason behind my genuine enjoyment during gameplay.
Over time, I recognized that planning transport routes becomes significantly different. Vehicles periodically travel on roads, making it appropriate to discuss the initiation of traffic. While driving solo, such as in a sand-laden truck, one must consider the potential of meeting other vehicles on the road. In a single-player setting, we’re not the only ones using the forest road (similar to SnowRunner), and driving in the center could lead to a collision due to the current AI’s limitations and its inability to avoid obstacles effectively.
The cleanliness of a car reflects how diligently we maintain its exterior. It can be beneficial at times to step away from our tasks and introduce some sand, as this serves as a reminder that the journey encountered an unforeseen obstacle, and productivity has stalled. When such events occur, traffic comes to a halt. This pause in action adds vibrancy to the locations we’re currently investigating; typically, there’s constant activity happening here, and it may not always be directly related to our tasks at hand.
The driving system stands out distinctly. The vehicles travel quicker than in SnowRunner, yet they don’t quite reach their maximum speeds. Driving experience feels slightly altered compared to the mentioned game; it seems more realistic as you can truly sense the vehicle’s weight, which adds an interesting touch. Moreover, there are machines with tracks, a refreshing addition to the gameplay (they can rotate in place).
It’s time to highlight a few drawbacks I encountered, and let’s delve into the complexities of differential mechanisms first. Interestingly, I didn’t observe any significant difference in maneuverability between bridges that were locked or unlocked. The vehicle attains roughly the same speed, but it may have a wider turning radius when unlocked. In practical situations, engaging the locks helps to navigate heavy mud effectively. However, since there’s no damage in this game (except for potential engine flooding), it seems unnecessary to disable them. Perhaps the option to toggle this feature is included only for atmospheric reasons?
It appears we’re unable to locate the gearbox control, however, it seems an automatic system is at work since the vehicles are gradually accelerating and the engine noise suggests this. On the positive note, the sound quality is good, but there’s a slight inconvenience – the engines tend to produce a monotonous sound occasionally, and you can’t fully appreciate the range of revs. The question arises, why isn’t it possible to switch off the engine? The lineup of trucks idling on the roadside, still emitting smoke from their exhausts, presents an odd sight.
The graphic design shows significant improvement, yet there are areas that could potentially benefit from more refinement. For instance, the sand texture in the dump truck seems unusually smooth, resembling butter rather than sand. Additionally, some road textures lack detail, even when set to Ultra quality, though they might still be considered satisfactory. This could be due to certain trade-offs. It’s important to recall that this game offers an unparalleled level of terrain customization. Furthermore, a 4K texture pack has recently been introduced.
In these cabins, craftsmanship is top-notch, but from a first-person perspective, you won’t observe any hand gestures from the driver. Such actions are not visible even when peering through the interior window. Instead, it seems as though the driver is controlling the vehicle telepathically, because his hands remain resting on his knees throughout the journey.
I noted several small problems that don’t detract from the fact that RoadCraft remains an enjoyable game to play. It’s worth recalling how SnowRunner appeared initially, it was simple to identify its imperfections, and there may have been more of them. The game holds a lot of potential and some truly innovative concepts, but the developers still need to fine-tune this promising product. At present, I would suggest giving the game a try, although bear in mind those minor drawbacks.
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2025-05-19 19:33