RoadCraft
7 025

Players in Game

5 784 😀     1 884 😒
73,71%

Rating

$39.99

RoadCraft Steam Charts & Stats

As the leader of a company specialized in restoring sites devastated by natural disasters, use your construction machinery to restart the local industry. Clear debris and faulty equipment, rebuild roads and bridges damaged by weather, and much more!
App ID2104890
App TypeGAME
Developers
Publishers Focus Entertainment
Categories Single-player, Multi-player, Co-op, Online Co-op, Full controller support
Genres Simulation, Adventure
Release Date2025
Platforms Windows
Supported Languages English, Portuguese - Brazil, French, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Japanese, Arabic, Russian, Korean, Turkish, Czech, Polish

RoadCraft
7 025 Players in Game
33 761 All-Time Peak
73,71 Rating

Steam Charts

RoadCraft
7 025 Players in Game
33 761 All-Time Peak
73,71 Rating

At the moment, RoadCraft has 7 025 players actively in-game. This is 86.95% lower than its all-time peak of 33 754.


RoadCraft Player Count

RoadCraft monthly active players. This table represents the average number of players engaging with the game each month, providing insights into its ongoing popularity and player activity trends.

Month Average Players Change
2025-06 8315 -51.24%
2025-05 17051 0%

RoadCraft
7 668 Total Reviews
5 784 Positive Reviews
1 884 Negative Reviews
Mostly Positive Score

RoadCraft has garnered a total of 7 668 reviews, with 5 784 positive reviews and 1 884 negative reviews, resulting in a ‘Mostly Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for RoadCraft over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 1169 minutes
It's not Snowrunner , it's Roadcraft... Now i have played it for 10 hours i can say the game is fantastic once you get the hang of the controls , it is worth pushing through and learning imo.
👍 : 430 | 😃 : 9
Positive
Playtime: 5924 minutes
I love the game the level design is beautiful and it feels really smooth to play ive only had an issue with 1 vehicle so far and its the asphalt paver getting stuck in the sand but the seconds one u get is hella smooth the crane controls took a while to get used to but after getting used to them i understand why they did it like that and its nice, there are a couple nitpics i have but probly cuz im a lil wierd i wish the crane had proper Counterweights u could bring over and put on and that the vehicles used fuel other than that there are many different vehicles in the game and they all have their own uses and its wonderful. still wanna say to the people commenting on my last post saying this is a snowrunner spiritual succesor just becouse they made snowrunner would that also mean that this is a warhammer 40.000 spiritual succesor aswell and that yall wish for more spacemarines?
👍 : 401 | 😃 : 11
Positive
Playtime: 1596 minutes
This is a pretty great game, but I think all the criticism is coming from the wrong places. The first 2 levels of the game are very clearly "tutorial" levels. They are very linear, they have very limited and defined goals and they introduce players to new machinery step by step. These first two levels are long (anyone under 5-10 hours has probably not finished the second level) and understandably they are setting a tone for a lot of people. We are just starting the second phase (out of three) on the second level (Sunken, you can choose between two levels here) and it's much, much more interesting. You already have your fleet and you are asked to do a laundry list of main and optional objectives (some you need to discover) at the same time, in no particular order. This I think is where the game is going. The logistics were much more complicated. It's not just a case of "the game very kindly gave me the concrete to build the bridge right next to the bridge" we had to make the concrete then build the road from the factory to the bridge to get the 7 slabs on the heavy transport (with no AWD or diff lock) over there to deliver. I suspect later levels will build on this kind of thing. I also wonder about the people who complain about the route plotting, because in our experience the vehicles only really got stuck in places we didn't properly pave or clear. I think there is some frustration in that when you get a route to work first time, it can fail in the future, usually because the vehicles have driven over some soft mud and made it so bad it's now impassible. But again, that's our fault for not paving that part or not noticing it when we first scouted the route. This *is the game*. I suspect a lot of people (and I've seen a couple of YouTubers do this) are not actually enjoying the logistics/road building part of the game and they are waiting for the "fun" to start. If the idea of looking at a map for a few minutes, plotting a route and identifying the problem areas. Then going to check them out, marking them with a red exclamation mark for sand/paving or dozing, then acting on it sounds like a chore to you. THIS IS NOT GOING TO BE FUN. Shocking, the game called "Roadcraft" is indeed about building roads and maintaining them. Not driving cargo from A to B, that would be the Runner games. While you do certainly do some cargo moving and some little bits of playing with cranes and stuff, that's just a little fun on the side to break up the game really. I hope this wall of text helped someone. I think it's really unfair this game is getting so many negative reviews. I'd also like to point out that both Snowrunner and Mudrunner came out much worse for ware than this game. Snowrunner, for a long time was a buggy mess, multiplayer just didn't work for anyone. They didn't add proper wheel support for Snowrunner for months, nor did it have hard more or any of the options it has today. It took them YEARS to add that stuff, but they did, and I'm sure it'll come here too. I'm shocked how few bugs are in my game of Roadcraft honestly.
👍 : 113 | 😃 : 1
Positive
Playtime: 1329 minutes
Imagine making an absolute awesome off road construction sim, and then everyone leaving reviews complaining about how it’s not the same game you already made 5 years ago. Roadcraft is not Snowrunner. It’s a different genre entirely, and that’s completely okay because it’s an awesome game in its own right. It focuses more on construction and logistics than off roading, but it does it well, and it’s incredibly enjoyable. And it runs well! If you played with Tonka trucks in a sandbox as a kid, you’ll love this game.
👍 : 170 | 😃 : 5
Positive
Playtime: 2022 minutes
Completed the tutorial map and enjoyed the gameplay experience, but some parts of the game need improvement, the controls are confusing for example when operating cranes! The game is great i like the textures, the tire marks on the ground and the effects of the mud or water when crossing a puddle or river and the dirt on the vehicles, it's incredible! The controls are confusing, it takes a while to get used The driver does not move, he remains static Loads must be carried manually and strapped No photo mode!
👍 : 157 | 😃 : 5
Positive
Playtime: 22444 minutes
UGH! I love the game. Everything about it almost. ...except the controls. I've played Spintires, Mudrunner, Snowrunner, and now this. We've come a long way. I've always wanted to build roads in those games, and hopefully there is Snowrunner version that does that... soon! However I'll take this as it is. I'm not a fan of the narrative/story. I'm treated more like an employee than a business owner, and I have very little control about the order that I do missions in. Several times I have built A-Class roads, only to get a mission to build a road right next to or over mine near the end of the chapter. All these types of missions should be enabled from the start since they ruin my existing better roads. I also find the "dispatcher" immersion breaking. I want to feel like I'm in control. I want to be able to look at a map and plan out what needs to be done, I want to feel like each map is a place I can call home, but the dispatcher constantly reminds me that I'm a visitor, and not in control. I can live with this... ... but the controls! I am a truck driver. Born and raised. I drove gravel truck back in the day where I manually shifted the PTO under my seat, opened the door to unlock the tail-gate, and did all this while feathering the clutch, and operating the dump box, sometimes with my steering axles 6 feet or more in the air. All this was MUCH easier than trying to operate the controls for the tracked dump truck. The way sand shifts in the box is pretty close to reality, but IRL I can adjust the gate to limit or allow as much sand through as I want. Spreading sand is literally one of the easiest things to do IRL, and this game makes it near impossible. Add to that, so many of the vehicles have inconsistent or conflicting controls (can't operate the boom and the winch at the same time?!). Let us map our own controls - to each individual truck. I have 110 keys on my keyboard. I promise you I have a better idea how I wish to use them, than you do. I'll happily give this a good review once they enable proper keyboard... or for that matter, controller/wheel/joystick support. The interface is literally the only portal we have to a game. It needs far more love than this got. Dev's, the physics are amazing. The permanent ground distortion is awesome. I look forward to future maps, but fix the controls....
👍 : 0 | 😃 : 0
Positive
Playtime: 4062 minutes
Because people all just say: "Game not like Snowrunner so game bad" I am actually going to point out issues WITH THE GAME. Yes, this review is all over the place, deal with it xD -The EULA is gross, but that seems to be the norm now. -Third party mod program that isn't Mod.io, so they switched to make everybody make another account for an app that only supports like 4 games (again) Only mentioning this, because half if not more then half of the people coming to this game, already have an account for Mod.io from Snowrunner. Not like it's a horrible change, just seems weird to do, and makes me think there are more reasons behind it, I don't know about. -Crane controls are all over the place. (Also, a crane camera that follows the crane would be a blessing :o ) -Cranes hitch cycles to every object furthest away from the boom first. -You can softlock your game several times throughout, by doing an objective before the game tells you. If you use common sense and think "Hmm, I might need to put that there later" and do it BEFORE the game tells you to, once you get around to the game saying to, its bugged and won't let you continue. (This happened to me twice, and I had to reset the map progress, so now I just go the Rockstar route of be a good girl and follow the yellow line IN A SANDBOX GAME) -The paver, oh god the paver. The irony of the thing that solidifies a new road, in the game called ROADCRAFT, being buggy as heck, getting stuck on every pebble, and not doing the one thing it is made to do half the time...... it is killing me inside lol. (A tip I learned from another review, is just do yourself a favor, and tow the paver while its on xD) -You can't strap down vehicles to your flatbed, if there is some way to do it and I just missed it or something, oh well. But from what I've seen, you can't ;-; Which honestly just feels weird, unless you wanna take 30 minutes, you have to use a flatbed to move the Roller and Paver, but if you hit a bump while they are on your truck, they bounce high in the air like they are made of paper for some reason. So even though I drive carefully, I still manage to have a flipped over paver on the side of the road from time to time anyway. -Using a controller feels pointless for precise turning/movements, because for some reason the steering is locked to angles of 5 15 25 35, and so on, instead of smoothly turning, ya know, the point of using a controller. It's the same with the throttle and reverse, no precise movements with just slightly holding down the trigger, it's all or nothing. -Had a point here about mirrors, but it turns out even on Ultra settings, mirrors are off by default for some reason :/ Thanks peeps in the comments for pointing that out :D -Man I hope they add more maps, or modders do for them, because WOW I blazed through the first 4-5 maps like it was nothing. (Also I find it funny, that in the trailers, they bragged about the maps being 4km wide, when that is just tiny for a game of this style) -No vehicle customization was a weird choice, in the other games, you could make one truck have dozens of different purposes, without it, just feels barren. Having a truck that can tow other trucks when needed, then if you need to get logs, swap out the bed and ta da, multi-purpose. Here you just feel limited. -The progression system is very weird, and honestly should just remove the level system completely, and just use money. -In Snowrunner, finding parts for your vehicles encouraged you to explore, in this game like I said before, it's follow the yellow line and nothing else. Hard to really call it sandbox. -I know this game is meant to be more arcade, but no game-play settings at all? No modifiers for doing a second or third play-through? Ok then. -Anti-cheat? Really? Must I say more about a single-player/co-op with friends game having it in the first place? Clear show of motives right there. -Forcing Data collection is always disgusting, and this game locking you out of content if you say no to it is ridiculously stupid. -Most people seem to be bummed about no damage or fuel, but honestly I am ok with it not being here, but I do see the issue of it not being around. I think having a toggle for it would at least make sense. -Something I found kinda weird about dump trucks, is why not just go the route of the paver at this point? Make it where it doesn't dump sand forever per say, but make it where you can fill it anywhere. When making roads, if it is in the radius of a quarry, I have fun and take my time and make an amazing road, but if it's far away from one, I rush it cause going back and forth by myself makes it take hours just to do one road. So I usually go as bare bones as possible, or straight up avoid it if I can. Edit: Now that I've played over 50 hours, I can say with full confidence, the game is actually worse then I expected. To those saying I wrote a book with my review already, you're gonna love this :) -After unlocking and testing more vehicles, I have learned MOST vehicles don't even do their only task correctly. -The Dump Truck that can carry 40 tons, spills sand *everywhere* as you drive (even on flat ground) and is super clunky. -The Semi-truck can't even drive through a puddle, can't carry more then like 3 items. And the one meant for carrying vehicles, cant fit most vehicles xD -After testing all but one (including the DLC one) pretty much all tracked vehicles drive like a tractor on ice. Only the cable laying vehicle and crane tank sorta act like tracked vehicles, and even then still not quite right. -The AI is worse then tech made in 2008, just embarrassing how bad they are. -Gravel acts worse then deep mud some times, for no reason what so ever. -After playing more, WOW you reeeeally have your hand held for where you are allowed to go, and what you are allowed to do. -The engine sounds, my god the engine sounds. Not being able to turn off trucks when not using them, makes it sound like you are in Mad Max 24/7 with all the heavy engine sounds going non-stop. I turned down the games volume to like 0.2 and it's still un-barrable. -Most of the vehicles in the game just suck really bad, to where I don't touch them unless I HAVE too. Just save yourselves a lot of trouble DEV's, and add customization. (The paid ones, not rusty) Was gonna add more, but I legit hit the character limit on steam lmao. This is my personal experience and opinions with the game, hence, it's MY review. If you don't like it, then kindly keep scrolling. Love how most of the negative reviews of the game, the comments are free un-paid PR for the DEVs, defending them like their life depends on it. Look, I like this game, I've loved all the Spin-tires games, and think this one would be a great addition, it just needs some changes/fixes for it to be great. It's perfectly ok to be critical for something you love, because you WANT it to be better. So stop with all the "They said it's not like Snowrunner, so stop giving bad reviews because it isn't like it" When it's all said and done, it's made by the same DEV's, same engine, same vehicle style, same map style same general idea, so it's perfectly normal to expect this game to be Snowrunner, but better. Thought the same thing about Snowrunner, but it seems we are beyond that game getting it's issues fixed. But, they can always prove me wrong :D This is a Full release, not an alpha, stop saying "But they'll add/fix it later. Review is for the FULL game, as is.
👍 : 1004 | 😃 : 31
Negative
Playtime: 543 minutes
*UPDATES AT THE BOTTOM* I'm gonna preface this by saying I was there 5 years and a month ago when Snowrunner released, and first of all, thank you Focus for not making this an Epic Games exclusive for the first year. Now, on to the game review. The sound design is phenomenal, the machines sound great and the environmental sounds are spot on as well, I love hearing the raindrops knocking on the roof of my vehicle while it's raining (though the engine sounds still need tweaking, same looping as it was in Snowrunner). The visuals are an obvious upgrade over Snowrunner and they look great, but truth be told, Snowrunner isn't bad looking either, even after 5 years. For a more gameplay oriented perspective, I like the change of pace, and trying something different this time, instead of the carry x material to y place, we are being more creative this time. For me, this is important, because it gives all vehicles a use, and you're not just using the same, flavor of the month truck to do everything (looking at you, Zikz 605, Mastodon, Tayga King, and Kenworth), every vehicle has a purpose here and I love it. Another very important thing, the driving experience. Some people may feel it's a lot more simplified than Snowrunner, and they would be right, this is first and foremost a strategy and logistics game, driving still being an important part of it, but Roadcraft is rather a hybrid of SR and something like Construction Simulator. BUT, and this is what I absolutely love, the vehicles finally feel like they have weight again, they move deliberately, and you're not rallying around the map, I was really missing this feel from Mudrunner and Spintires, although it's still not as good as it was back then, but a definite upgrade over SR's driving feel. The removal of fuel as a mechanic is absolutely understandable, since managing it would become tedious for most, and take away from the main focus of this game, but I would still like an option to enable or disable it, maybe if we get a New Game + patch, as an option in it. The game also runs well for me with fast load times, averaging about 95 FPS on 2560 x 1440 without frame generation with the following setup: Ryzen 5 7600X, RTX 4070 Ti Super, 64 GB DDR5 RAM @ 6000 MHz, 990 EVO 2 TB M.2 SSD. And for the final verdict: I would absolutely recommend this game to anyone who likes Snowrunner, and wants to mix some new tasks into their offroading experience. Fantastic job, Saber, on the development and release of this game, here's to another 5 years of flipping over! (I will update the review as I continue playing the game, contents based on my playtime with the demo, and the full release so far) UPDATE at 2.7 hours: - still zero crashes, and the game runs great - understandably some people are missing the time of day changing, me, not too much, I prefer to drive in daylight, especially that you need to construct stuff, but the option to enable the passing of time would be great to those who want it - I hope they add full customization to tweak the crane controls for controllers, lot of options, but I'd change the grouping on them if I can - the AI drivers need a bit of refining on their pathfinding logic, or the ability to tell them to turn before reaching the next waypoint, not after, getting an inch of the truck stuck on some random scenery made me replan my routes a ton (might be skill issue on my part), but I love the ability to just bulldoze small plants and stuff out of the way - looking forward to the addition of fuel, and maybe other systems, customization of the gameplay experience gets you a ton of replayability
👍 : 746 | 😃 : 13
Positive
Playtime: 1670 minutes
If your idea of a good time is hauling oversized machinery from Point A to Point B, only to be told “Great, now go back to Point A and do it again,” Roadcrafter might just be your jam. It’s like SnowRunner had a lovechild with a construction simulator and then promptly forgot to finish raising it. Let’s get this out of the way: if you were hoping for next-gen physics, deep vehicle customization, or the elusive unicorn known as “a bug-free launch,” you’re going to be disappointed. Roadcrafter is less “refined game” and more “interactive checklist with bonus potholes.” Now, credit where it’s due, the crane physics have finally graduated from “paperclip on a string” to “surprisingly competent.” You can now hoist heavy things without your equipment collapsing like it’s made of cooked spaghetti. Bravo. But that’s where the physics party ends. Yes, you can dig dirt. Yes, you can make a big pile of it. No, it doesn’t really help. In fact, you’re more likely to terraform the terrain into a post-apocalyptic nightmare that your AI teammates will happily drive straight into. Speaking of AI, imagine the traffic logic of Grand Theft Auto 1 (yes, the top-down chaos simulator) mixed with the ambition of a toddler trying to fix a flat tire. You’ll spend roughly half your time fixing paths that were working five minutes ago, and the other half watching in disbelief as your AI convoy suddenly veers off course like it’s chasing ghosts through the trees. Fuel? That’s not per-vehicle anymore. No, no, now it’s some weird base-wide fuel karma system that you burn through every time you sneeze too hard. Summoning vehicles is cool—until they materialize 30 yards off target and instantly sink into a conveniently placed swamp. It's like your garage is run by a drunk wizard. And let’s not forget the flashing green light that now lives in the top right corner of your screen, pulsing like a rave invitation from your GPU. I assume it's a driver issue, but hey, if you squint, it kind of sets a mood. A very alarming one. As for the terrain… have you ever seen a bulldozer attempt a rodeo? Because Roadcrafter is here to show you that majestic horror if you ever attempt to take it over a log road. I had a blissful eight hours where I didn’t flip a single vehicle and genuinely thought, “Wow, maybe they fixed that.” Then, while driving on flat terrain, no load in tow, my truck suddenly did a sideways barrel roll for no reason. Just… because. Still, overall far less than the chronic narcolepsy my vehicles seemed to have in Snowrunner. I swear I spent more time in that game stuck in the mud, sideways, or both. But despite all of that, I’m enjoying it. No, seriously. It’s fun in a “look at this glorious disaster I’m part of” kind of way. The dispatcher system adds purpose, the AI (when it's not doing donuts in a ditch) makes the world feel more alive, and for once, I’m having fun playing solo which a far shot more than I can say for Snowrunner. There’s something strangely satisfying about fighting both terrain and code to accomplish what should be a simple task. It’s like hiking through molasses uphill—painful, but oddly fulfilling. Roadcrafter is janky, glitchy, and sometimes feels like it’s held together with duct tape and desperation. But underneath all that? There’s a weirdly compelling experience. Let’s just hope the devs keep at it, because this mud-splattered mess has potential.
👍 : 194 | 😃 : 59
Positive
Playtime: 211 minutes
Ok, so I've seen a lot of confusion in the reviews - it is not Snowrunner, it is not Expeditions. This game doesn't focus so much on simulating the big trucks and offroad experience. This is it's own thing focusing rather on the aspect of completing objectives and removing the effects of natural disasters. The fuel consumption and most of the damage model that you've probably known in Snowrunner doesn't exist here. There's no vehicle customization as well. As much as it seemed strange for me at the beginning, I quickly learned that this would quickly make the game tedious. Snowrunner was focusing on a small scale tasks that sometimes required several vehicles. Here you will engage in multi-vehicle operations at all times. Now imagine constantly needing to refuel or repair your vehicles. It would be a nightmare. But it would be cool if the devs considered adding option to switch these things on if someone is masochist :D
👍 : 450 | 😃 : 10
Positive

RoadCraft Screenshots

View the gallery of screenshots from RoadCraft. These images showcase key moments and graphics of the game.


RoadCraft Minimum PC System Requirements

Minimum:
  • Requires a 64-bit processor and operating system
  • Additional Notes: To be announced

RoadCraft Recommended PC System Requirements

Recommended:
  • Requires a 64-bit processor and operating system
  • Additional Notes: To be announced

RoadCraft has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.


RoadCraft Videos

Explore videos from RoadCraft, featuring gameplay, trailers, and more.


RoadCraft Latest News & Patches

This game has received a total of 1 updates to date, ensuring continuous improvements and added features to enhance player experience. These updates address a range of issues from bug fixes and gameplay enhancements to new content additions, demonstrating the developer's commitment to the game's longevity and player satisfaction.

Driver's Diary of January
Date: 2025-01-28 17:58:15
👍 : 360 | 👎 : 5


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