Do you like trucks? Do you like to manage them? Adore doing it yourself? Are you constrained by limitation? Then repair, buy, collect and transport goods. Maximum interactivity. Maximum of possibilities.
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Release Date:
Feb 24, 2019
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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We would like to draw attention to the fact that the game is in early access. Many do not know what it is and what the early access implies. Making a mark of early access, we inform you that the game may be far from the ideal that you imagine. What game will be in the final, we describe here, a little lower.
We are only developing a project and because of this there are various shortcomings. As a rule, development consists of several stages. At first, the basis of the game mechanics is created; This is the Alpha version of the project. At this stage, no one thinks about beautiful graphics, good game optimization, support for a wide range of gaming devices, such as a steering wheel or joysticks, content fullness and other things that are influenced by the game mechanics being created. Just by the fact that at one point the game code can change and all the added content may have to be rebuilt. Unfortunately, due to the misunderstanding of the players of the development stages, some developers tend to fill the game before the main game mechanics are formed, which would be less negative feedback from the players. Because of what the project development time is significantly increased. You probably know the projects that for years have been in the alpha version, but they are very full. The more the project is filled with content at the development stage, the more beautiful the graphics in the alpha version are, the more time it will spend at this stage. Terms of development, in turn, already affect the most developers, because developers are people and they need to eat something. The longer the development period, the greater the budget required for the project. The larger the development team, the faster the development of the project will go, but they will require even more money, and longer development times exclude the fact that the project is developed by a large team. This all leads to a situation where one person creates a large project for years.
After the basic game mechanics are formed and implemented, the project is transferred to the beta version. At this stage, they are already directly involved in debugging the project, starting to design and optimize it. First, there is a design of the project, game models are selected, settlements are built, and after the design finishes, the project is started to be optimized.
And only after all possible bugs have been identified, the design has been completed, and this is all optimized, the project will be released.
When you see the early access mark, you should understand that you are investing in the future of the project and without these investments, the future [/] of the project, is not. [/]

From the founder:
"I, like many fans of simulators once played Street Legal and Truckers for sure. These are great games by themselves, but I always wanted that after building a car I could use it in business, and after I applied it in I’m still thinking about creating a project in this direction, I’ve never thought to create a copy of the game, this project is completely my original idea of ​​how I see it. game about simulators. "

From the development team:
We want to create a game the way most players want it to be. This can be achieved only if the proposals from the players will come at an early stage of the development of the game, when the game only creates the basic mechanics. Therefore, we are releasing a game of early access and look forward to the active participation of players in the project’s life.

Approximately how long will this game be in Early Access?

“We are only developing a project and because of this there are various shortcomings. As a rule, development consists of several stages. First, a mechanic is created, they somehow are made out so that it would be clear what happens. This is the Alpha version of the project. At this stage, no one thinks about beautiful graphics and good game optimization or support for a wide range of gaming devices, such as a steering wheel or joysticks. Just by the fact that at one point the game code may change and all support may have to be rebuilt.
After the basic game mechanics are formed and implemented, the project is transferred to the beta version. At this stage, they are already directly involved in debugging the project, starting to design and optimize it. First, there is a design of the project, game models are selected, settlements are built, and after the design finishes, the project is started to be optimized.
And only after all possible bugs have been identified, the design has been completed, and this is all optimized, the project will be released.
We plan that it will take no more than a year. However, everything will depend on the support of the players.”

How is the full version planned to differ from the Early Access version?

“Our project is a truck driver simulator. The gameplay looks very simple: the player analyzes the market, selects the best offers, buys the goods, carries it to the point of sale, receives money for it. Spends money on various improvements, maintaining the working condition of their cars, on leisure, real estate. But we want to put the broadest meaning in the phrase "truck driver". This is not only the one who only drives the truck, this is all that is connected with this. We do not want to create a game where the whole point is to drive endlessly from point A to point B, in which the whole world is represented by different menus and a narrow lane. Our game will not consist of narrowly scripted actions, but is a set of mechanics that determine the possibility of certain actions. For example, a player can transport goods not only by truck, but also by car. Even on a motorcycle - because there are no restrictions for this. Even if the player does not want to go at all, he can pick up the load and deliver it on foot. Of course, provided that it can be raised. We try to make the game mechanics not limiters, but the basic principles of the free game world. Thanks to which we can achieve a very wide freedom of action. All that can be picked up is the load. All that you can put a load on - this is the means of transportation.
1) The freight transport system is physically and economically sustainable. Loads are physical objects that interact with the outside world. Loads are created from other goods in factories, transported to warehouses and from warehouses to the consumer. Loads to factories are delivered from the outside world or are mined directly in it.
2) Live economy of the world. Understand us correctly, we can make a typical economic model so that you can see only those numbers in the table that are not related to reality. For us, as developers, this is the easiest option. There is nothing difficult in it, and, to be honest, we even got a little bored with the implementation of this system. Therefore, we have made such a model of the economy only at an early stage of development. For us, this is not interesting. We think you deserve more.
What we decided:
Since we have a cargo is a physical object, why not create a production of this object? Therefore, we have a manufacturer of goods. If there are producers, then there must be consumers of the goods. We need someone who delivers the goods from the manufacturer to the consumer. Because how much this network will work together depends on the prices. If there are too many goods in one place, then the prices for them decrease, and if there is a small amount of goods in some place, then the prices for them grow. There are many consumers, their tastes are changing, the demand is changing. In turn, demand generates pricing, creating a different potential at points of interest. You will also be a consumer, because you spend fuel, repair the truck. Thus, you also influence the market by your actions.
This is an elementary model of the economy, which we still have from version 0.0.2. The depth of its development will depend on the influence of the players.
3) Car player consists of parts that can be disassembled. The basis of the car - its body or frame. Automotive parts can be key, without which the car can not move, and secondary, which affect the efficiency or aesthetics of the car.
4) We understand that since this game is mainly about cars, it should break down, be damaged, grow old, get dirty and the like. We decided to create a damage system that includes two approaches: a) dynamic deformation of the model grid, b) separation of parts under critical impact.
For example, you were driving too fast and did not notice the lamppost. When you encounter this, you remember the bumper, hood, radiator, smash the headlights. If your speed was very high, and the lamppost was from some edge, it could tear off the wheel of your truck.
5) A plausible interaction with game objects. Therefore, to call technical assistance, you must answer the call and call the technical service. In order to fill the car with fuel, you need to go to the seller at the gas station, specify the amount of fuel to be refueled, pay for it, go to the fuel dispenser, pick up the filling gun and insert it into the neck. tank. Much can be done, but the degree of development will depend on the support of the players.
6) Realistic change of day and weather. We are creating a game on Unity, which gives us very ample opportunities to create the world. Bulky clouds, heavy rains, strong winds leading to light debris. We have not thought about changing the seasons, but if the support from the players is substantial, then we can do it.
7) Character life support system. The character can fall asleep, eat, rest, die from injuries as a result of an accident, etc. This is a minor feature. We do not want to create a life simulator, we just want to bring the atmosphere to the game. It is absolutely certain that the game will have character trauma system, fatigue system and hunger system. The character will be injured from accidents, he will need treatment, during which he will not be able to do things that can significantly empty his pocket. The system of fatigue will not allow you to sit behind the wheel of a truck all day. If a character falls asleep at the wheel, the truck will be left without control, which can lead to an accident. The hunger system will give the planned rest stops. Stop at the cafe and eat a bit, giving the player a chance to escape from the harsh everyday gaming. However, the degree of development will depend on the support of the players. If you want, we can create a very detailed model of the life support of the character. If you have enough money for it)
8) Construction system. In general, it differs little from the automotive system, so we do not see technical difficulties when entering such a system. This system will work directly with the character’s life system. Most likely, we will not link the possibility of building any specific places. This has a number of specific flaws. Dynamic objects do very poorly in lighting, so they do not look as beautiful as static ones. We understand that the use of dynamic structures is very important in life conomy. On the other hand, building an apartment building to buy an apartment there is also somewhat out of the game content. Most likely, we will combine these two approaches and, for example, enterprises and warehouses can be built anywhere, and apartments or land plots for building a house or an already built house will be static.”

What is the current state of the Early Access version?

“At the moment, the version of the game is in the alpha version.
The physical system of goods, the possibility of building a car, partially interactive interaction with the environment. There is a system for changing the day and weather, but so far we have turned it off for otmization. Partially implemented the system of buying real estate. In other words, starting a game you can take a request for cargo transportation, load the cargo into the van, take it to the place of unloading, unload it and get remuneration for it. Buy parts and put them on the car or remove them from it. You can also buy property in the property.”

Will the game be priced differently during and after Early Access?

“We plan to gradually raise the price as we ship new content and features. Tentatively, the cost will be higher than the original by about 3-4 times.”

How are you planning on involving the Community in your development process?

“As the community will be growing, the forum and, perhaps, the site of the game will be launched and all those who wish will be able to share their opinions and views on the development of the project directly to the developers. The most popular suggestions will be voted.”
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About This Game

You are an ordinary guy who likes to drive a truck. You think the trucks are graceful, graceful and insanely beautiful. You are ready to polish every nut of your favorite, despite the fact that there are millions of them. You are able to pick up cargo from the most unprepared cargo platforms using every available millimeter. You don't care how much you get paid for it. You do not need to spend effort on this. It is important for you only to apply your skill.

1) A fully physical model of cargo. The load has weight, volume, size, not in the form of numbers in a menu, but a real representation in the game world. Load your truck with this in mind, because otherwise you will not only risk losing the load, but not getting to your destination at all.
2) Realistic physical model of the car. Riding on rails is not about us.
3) Repair system. Don't like your truck? Are its components and assemblies completely worn out? Is the engine smoking, the gearbox is buzzing? Disassemble your truck completely and reassemble as you like and as you see fit. Configure the components and assemblies in accordance with their ideas about what a multi-ton machine is.
4) Purchase of real estate. Tired after a hard day? Relax in your bachelor lair or build your dream home. Tired of working? Buy commercial buildings that bring you passive income.
5) Driver licensing system. Yes, you can’t just pick up and carry any cargo around the city. You need to prove your skills and buy a license for more complex cargo transportation.
6) Complex unloading sites. Untrained loading and unloading sites are the realities of any person who is engaged in the delivery of goods. Show your skill.
7) The system of changing the day and night. Night is replaced by day, day is replaced by night.
8) Weather system. Sunny, cloudy, windy, gray, rainy - we do not choose the weather.
9) Damage system. The combination of two systems - modularity and dents, give a good damage system. Drive your truck carefully - repairs will be very expensive.
10) Traffic system. The city lives and lives its own life. This is a large anthill in which everyone is busy with his own business. Someone goes to work, someone goes shopping. The city will not revolve around you - you either obey its rhythm, or the city will send you to the landfill of life.

System Requirements

    Minimum:
    • OS *: Windows XP / Windows Vista / Windows 7 / Windows 8 / Windows 10
    • Processor: x86 compatible 2.3GHz or faster
    • Memory: 2 GB RAM
    • Graphics: 512MB NVIDIA GeForce 6800 series or ATI Radeon X800 series or better
    • DirectX: Version 9.0
    • Storage: 2 GB available space
    • Sound Card: DirectX 9.0c compatible 16-bit sound card
    Recommended:
    • OS *: Windows 7 / Windows 10
    • Processor: x86 compatible 3.2GHz or faster
    • Memory: 6 GB RAM
    • Graphics: 1.5GB NVIDIA GeForce 500 series or ATI Radeon 6000 series or better
    • DirectX: Version 9.0
    • Storage: 2 GB available space
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.

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