RoadCraft is an upcoming construction and off-road simulation game from Saber Interactive, the studio behind MudRunner and SnowRunner—two games I’ve spent countless hours getting stuck in the mud and figuring out the best way to tow myself out.
With their expertise in realistic vehicle physics and terrain traversal, I’m excited to see how they bring those elements into this new title, especially with the added layer of construction and disaster recovery.
I was fortunate enough to get an early look at RoadCraft, and while I could only spare a few hours, I dove right in to see what this game is made of. It was exciting to see how they’ve taken their expertise in realistic vehicle physics and terrain traversal and applied it to a construction and disaster recovery setting. In addition, most of that time was spent trying to get my vehicles out of the muck but I sure did have a damn good time doing it.
In RoadCraft, you assume the role of a disaster recovery company leader tasked with restoring regions devastated by natural disasters. Gameplay combines heavy machinery operation, resource management, and strategic planning and my personal favourite aspect of the game, automation. You’ll drive and control a fleet of construction vehicles to clear debris, rebuild infrastructure, and revive industries in the aftermath of floods, earthquakes, sandstorms, and other catastrophes. The core loop involves scouting damaged areas, executing construction tasks, and managing logistics to connect isolated communities.
In the demo that I got to experience, there were three missions with varying levels of difficulty. The first mission I tackled was the easiest of the three available in the demo, You start off in a Armiger Thunder IV, a scout truck that I spent the majority of time trying to not get the engine flooded when it went in a small patch of water but I appreciated that patience is the name of the game here. The driving physics stood out too, from the subtle delay when shifting from reverse to first gear to the realistic suspension travel as I navigated uneven terrain.
I switched to a tree harvester, and I’ll admit—it was satisfying to mow down trees with brute force. Smaller trees go down easily, but larger ones require precision, and figuring out how to properly operate the harvester was a rewarding experience. That same patience was tested when I moved on to the Rusty Stump Mulcher. Unlike other games where obstacles disappear at the press of a button, here, removing stumps takes work, adding another layer of realism. The final headache comes from picking up the logs and securing them on the truck which can be incredibly infuriating the first time around but once I mastered it, it became relatively simple.
As I explored, I noticed how traction changes depending on the surface. Driving through muddy terrain required me to engage 4×4 mode and lock the differentials; otherwise, I’d be stuck in no time. Moving even a short distance felt like a real challenge, and I appreciated how the game forces you to think about your route rather than just plowing through everything in sight.
The second map in the RoadCraft demo shifts the challenge to a desert-style landscape, where sandstorms frequently roll in, showcasing the game’s dynamic weather system. While there’s no day-night cycle, the gloomy atmosphere combined with occasional rain showers makes the already devastated terrain feel even more unforgiving. The shifting sands create unpredictable driving conditions, forcing me to constantly adjust my approach.
One of the first tasks had me using a large mobile crane to clear debris from a blocked path. The game’s physics engine truly shines here—more than once, I hooked onto objects and took a wrecked car and spun it around like a toy airplane.
One of RoadCraft’s biggest selling points—road construction—is fully playable in the demo, The process is a mix of automation and manual control: first, you dump truckloads of sand to form the foundation, then a bulldozer grades the path, followed by a paver laying fresh asphalt. Finally, a road roller smooths it all out. Watching the road take shape is immensely rewarding.
For those who prefer full control, the game lets you manually take over each step, making it more hands-on and immersive. Once the road is complete, AI convoys start using it to transport materials between depots.
The third and most challenging environment in the demo takes place in a flood-ravaged zone, where a fracking disaster has left roads completely submerged. Where you quite literally have to make your own road here and the game gives you full complete freedom to do so. This is what would sell many on the genre for RoadCraft. The game allows you to solve problems in your own way.
Although I played this demo solo, Roadcraft can be played in a four-player co-op mode. The thought of having specialists for different machinery—one person handling cranes, another driving supply trucks, and someone else paving roads—sounds like an absolute blast. Multiplayer should significantly speed up progress and having a team to tackle tasks together will be the most efficient and entertaining way to play.