Road kings

Tristman
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Re: Road kings

#51 Post by Tristman » 07 Sep 2025 14:28

oldmanclippy wrote: 06 Sep 2025 15:14 Lol maybe I should start a Road Kings locations map. Or maybe not, that signage makes me want to cry :lol: Maybe Saber is wrongly assuming that those things are copyrighted, or they're just not interested in realism.

That's also definitely not what the houses on Valley Forge Rd look like: https://www.google.com/maps/@30.3935567 ... FQAw%3D%3D
Considering their earlier games, which have locations loosely inspired by real places, I really wonder how much they will push realistic locations.
Maybe this is an entirely new take for them, or we will continue to see a map that is inspired by but not based on the real locations. But judging by those images they at least made an attempt to have real signs (even if the people invested in realism will cry over them :) ).
Trenero
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Re: Road kings

#52 Post by Trenero » 07 Sep 2025 16:32

Don't hype to much about Roads Kings because seeing past Saber games is probably not gonna be ATS competitor, it probably will compete more with Alaskan road truckers or Truck world Australia.

I've played some of their past games Mudrunner, Snowrunner, Dakar Desert Rally(same studio as the one of Road Kings) or Roadcraft, and all of those have the same sins.
Saber promised too much and then underlivered, the games launched with optimization problems lots of bugs and missing features or undeveloped features, with the time some games ended with the features working more or less properly or with features similar to the promised ones, others like Dakar desert rally were silently dropped with still a lot of game breaking bugs on it that will remain probably untill the end of the time.

Driving physics on those games are on the arcade side, with funny things like asphalt being the most dangerous surface to drive on because it feels like drive on glass or ice, and trailers physics acting weird when you back up, they have a long way to have a realistic driving physics on roads.

Seeing the previous game maps i don't expect Road Kings having "streeview accurate" maps like ATS, i've expect them to be losely inspired on Florida/Georgia, and probably some assets out of place here and there are gonna end on the map like for example some European assets on USA maps, also i don't expect them to be a big continuous map like ATS they are probably gonna be smaller maps, conected by portals(tunnels or menus) like the other games, if i've remeber correctly in the past with Snowrunner they said that with Unreal they have limitations on how big they can do the maps.
I expect the maps being the same size as the ones on Dakar desert rally that i think if they are not the biggest they feel bigger than Snowrunner or Roadcraft.

Game for sure is gonna requiere high end hardware to run and optimization is gonna be an issue even on consoles and it gonna take them lot of time to have it more or less optimized and without many gamebreaking bugs, and some updates can bring back past bugs.

Base game probably will include some trucks, but seing Saber history the rest probably will come as be paid DLCs including 1 or 2 trucks on each pack, maybe map expansions will also have one truck on it, lets see.
They have licensed trucks (old and new)on Snowrunner from International, Western Star, Mack(You can see Macks on roadcraft trailers), Kenworth, Freightliner,GM... so i think those trucks will probably end also on Roadcraft
And don't expect Saber to keeping their word, for example when they launched Snowrunner in the Epic store page for the season pass they stated that the season pass give you access to all the dlcs launched that year, a few months later they erased that line from the store and they cutted one vehicle from the first season(map) releasing that as paid DLC, and then continued cutting the amount of vehicles included on each season(map) first one launching with 3 instead of the 4 intended, and later seasons cuting the number from 3 to 2 vehicles included only, maps also end up being smaller with only one season per pass with bigger maps, and they hidded some of the upgrades for base game trucks behind the paywall of newer seasons.
Saber is heavily driven by profits if Road Craft don't give them as much revenue has they think they will probably quietly drop it.
akiakze
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Very interesting interview

#53 Post by akiakze » 21 Sep 2025 11:37

https://youtu.be/2mSgRH0b9dQ?si=7O9O92MVzORZ3FFr


Very interesting interview, watch it with English subtitles or English voices if possible.
David Paterson
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Re: Road kings

#54 Post by David Paterson » 24 Sep 2025 07:01

The graphics look amazing! I wonder if my computer will run it...
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JeeF
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Re: Road kings

#55 Post by JeeF » 01 Nov 2025 18:39

oldmanclippy wrote: 05 Sep 2025 20:05
According to Shiva, a sector covers about 80x80km in real life, or about 16 sq km in-game. viewtopic.php?p=2057490#p2057490. So that green box is about 56% larger than a sector.
I really do hope RK goes for a higher scale, and these measurements do suggest that.
If you imagine for a second that a game simulates the entire world, but does it in a 1:1000 scale, you lose so much detail you can't even recognize where you are anymore
I much rather have only Florida in the game, but in a 1:1 scale or something. Feels more believable, more immersive.
jdwarfer wrote: 05 Sep 2025 09:05 If they want to convert ATS people, they have a huge amount of work to go...
I think they are mainly focused on giving something to the people that are unhappy about a driving game devoid of any simulation aspects, which is what SCS offers.
And we are many.
"Wise men speak because they have something to say; Fools because they have to say something." - Plato
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flight50
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Re: Road kings

#56 Post by flight50 » 01 Nov 2025 19:15

I do have to agree that they seem to target what SCS currently doesn't. But it doesn't mean that SCS can't offer features and innovations that RK does. Outside of the game engine itself, SCS should offer more than what is available in due time. Even then they could hit limitations even when the game engine is fully updated. But things will have to get more advanced than they are now. We just won't get everything under to sun that we request though.
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JeeF
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Re: Road kings

#57 Post by JeeF » 01 Nov 2025 19:51

flight50 wrote: 01 Nov 2025 19:15 doesn't mean that SCS can't offer features
They can, and should, but they won't. They aren't interested.
They've been adamantly proving this for the last 13 years.
"Wise men speak because they have something to say; Fools because they have to say something." - Plato
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Brendan0620
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Re: Road kings

#58 Post by Brendan0620 » 05 Mar 2026 23:02

There hasn't been any news since August of 2025, but I recently rewatched an interview taken around the time and found some interesting tidbits:

Here are some notes from this Road Kings interview at Gamescom 2025, some people didn't see it and it wasn't shared here yet so here's a short summary:

-There are Hurricane scenarios in the game, and according to the person who played it at Gamescom, he said it was "catastrophic"
-While you are working yourself up in the world, you come across some dangerous weather scenarios in game which put your skills to the test (hurricanes, floods, exploding power plants).
-The developers (Saber Porto [Portugal]) spent a lot of time thinking about the life of truck drivers, the industry, and the challenges they face (weather, competitor drivers, working with dispatchers).
-There are "two ways to win" in Road Kings: either work with the same dispatcher and build up your reputation or diversify your client list and work with many.
-There are disasters that you encounter as well as a lot of adventure and stories to experience.
-The campaign will last 10 hours (as stated in the FAQ), but the simulator is immersive and you do make your own story according to the dev.
-There are different levels of storytelling and according to the developer being interviewed, part of it is "dynamic and procedural".
-You can play the game forever as there will be small stories infinitely generated.
-The developers worked with people from "from the region" (Florida, Georgia) to create a "very realistic, very authentic representation inspired by Southern Georgia, Jacksonville, the coastal plains area".
-They chose the area because of the bad weather in the region, as they wanted the drivers in-game to experience the crazy weather.
-According to the developer being interviewed, he calls it an "adventure simulation" and they want to make it accessible to everyone also because of the console version, so players can choose what simulation level is "most comfortable" to them.
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flight50
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Re: Road kings

#59 Post by flight50 » 05 Mar 2026 23:44

Well my biggest question got answered then...can I play forever like ATS/ETS2 or is there an end to it. Definitely different approach than SCS. I'd like to see gameplay though.
Tristman
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Re: Road kings

#60 Post by Tristman » 06 Mar 2026 16:05

10 hours is not very much, here’s hoping there’s enough to do in the game to extend that by a lot.

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