Hello everyone!
It has been a few months since [i]RoadCraft[/i] was revealed at the Opening Night Live! We’re thrilled to see your reaction, and also see that you have questions for this game! This blog’s purpose is to answer some of these questions, and give you more information and context around [i]RoadCraft[/i].
Base Concept
Our previous games, [i]SnowRunner [/i]and [i]Expeditions[/i], were developed using a blend of technologies, combining the [i]MudRunner [/i]proprietary engine with Saber technologies. With [i]RoadCraft[/i], our goal was to fully transfer all the tech that made [i]SnowRunner[/i]’s unmatched off-roading simulation into the Swarm Engine. By moving everything into a single, cohesive engine, we unlocked new possibilities for pushing the limits of gameplay, while also integrating accumulated technologies from our other projects built on the Swarm Engine. With [i]RoadCraft[/i], you’ll take on a more “high-level” role compared to the working-class hero you embodied in [i]SnowRunner[/i]. Instead of just focusing on hauling cargo through muddy terrains, you’ll now be managing disaster relief resources, plotting routes for other drivers, and repairing roads to ensure smooth deliveries. The tasks have evolved as well: you’ll be tackling more complex objectives like fixing electrical networks and recovering vital equipment from disaster-stricken areas. While the nitty-gritty mud-crawling is still a part of the game, it now plays more of a secondary role, letting you focus on broader, more strategic challenges.Who are we?
The development team behind [i]RoadCraft [/i]is a mix of industry veterans and new, passionate talents. Some of the designers have been with us since the days of [i]MudRunner[/i], crafting your treacherous off-road experiences, while others brought with them fresh ideas and enthusiasm, helping us push the boundaries of what an off-roading game could be. [table noborder=1 equalcells] [tr] [td]
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[/table][i]For those wondering: her name is Juna, and yes she's a very good girl.[/i]
