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.