You can now play the first hour of "Once a Porn a Time: Porn & Cards" for free!
Jump into the game and experience the first hour of content for free. This demo includes:
🔥 Several NSFW scenes 🃏 Strategic card-based battles 💋 Sexy characters and wild situations 🗺️ A taste of the story, the world, and what's coming next...
Whether you're here for the cards, the girls, or both — this is your chance to see what Porn & Cards is all about. We’re just getting started. Try it, enjoy it, and wishlist the full game if you want more!
Hey everyone, and welcome to this RoadCraft devblog!
Today, we’re diving into the origins of the custom Swarm engine (World War Z, Space Marine 2) built specifically for RoadCraft. But what’s the Swarm Engine? It’s a tool that makes crowds and traffic behave more naturally and react just like in real life. You’ll discover how it came to life, what features made the cut, which ones didn’t (and why), and even get a glimpse at some future-facing tech that might shape the games to come. 😉
☀️ RoadCraft’s Birth
The idea for RoadCraft started to take shape about a year after SnowRunner launched. At first, it was just a simple pitch: What if we built a Swarm engine demo that could pull off terrain deformation like the one we have in SnowRunner? Back then, the big question on the tech side was how to bring SnowRunner features into the latest version of the Swarm engine, mainly because keeping two engines alive at the same time just wasn’t realistic. And yeah, trying to move stuff over from one engine to another came with a lot of headaches.🤯 Once we realized we couldn’t just keep supporting the older engine while building new features, the real challenge became figuring out: - What features do we bring over first? - In what order? - And what will they actually look like in the new Swarm tech?
💪 Rolling up our sleeves
Building RoadCraft meant getting our hands dirty, for real. 😅 We had to rethink everything from terrain technology to lighting. While we brought over some tech from our previous projects, adapting it to a new environment turned out to be way more work than expected. One big challenge was letting several team members work on the same terrain without stepping on each other’s toes. In past Swarm projects, we mostly used geometry instead of full-on terrain tech, so this was new ground for us.
Then came the RoadCraft gameplay features: pouring sand, laying asphalt, tearing down trees… At first, they were basic, just proof-of-concept. But as they evolved, they started affecting terrain deformation in unexpected (and often chaotic) ways. We spent months just making sure the terrain wouldn’t implode every time a player messed with sand or trees. At one point, we even thought about cutting asphalt laying altogether to keep the project scope realistic. But in the end, we pushed through and we’re glad we did.😊
Speaking of which, vehicle damage is something we couldn’t include in RoadCraft for now but we’ll come back to that topic in a future devblog!
Here’s how the terrain looked during the project’s first prototypes.
The terrain from our very first prototype level, featuring the early version of the factory. This is where we first tested the tech that allowed multiple people to work on different parts of the same level simultaneously. Back then, these sections called “terrain blocks” in the engine were much smaller than they are now.
🚧 Sand, forest and asphalt: a love-hate story
Adding sand mechanics was a big leap for us. Our terrain system wasn’t originally built to handle such intense modifications but we made it work. What really caught us off-guard were trees. Yep, trees. 🌳
- When trees fight back
Turns out, when you let players dig the terrain, they can also dig out the ground under trees. And if you do that, those trees should logically fall. Easy in theory but tricky in practice. And all that forest is only physicalized to some extent. We can not just make all the trees around you “truly” physical So we had to get smart: trees only become physical when it matters, when you're nearby, when an AI’s interacting with them or when there’s an actual collision. This led to a lot of bugs (some of which we’re still fixing) but it also made for some great moments. Most trees can be taken down, cut, bulldozed or flattened with a heavy enough vehicle. A few trees are indestructible by design, thanks to the level design team. There has to be some challenge left, right?
One of our first attempts at creating a “dense” forest in the game level, once we had enough nature assets to make it happen. And yes, that’s the Snowrunner Tayga with the dozer blade. No, it’s not in the game but who knows, maybe it will be in the future. (Though if it does, we’ll need to rebuild it from scratch since this version was just for prototyping).
- Sand challenge
Sand came with its own set of issues. In early tests, players could stack up massive piles of it, which quickly caused memory problems. So we added limits on how much sand you can pile up in one spot and how deep you can dig.
There’s a reason we don’t have excavators in the game: supporting deep, fully physical terrain would come at too high a cost. So the system focuses only on the area directly around the player, which is where all the cool interactions happen anyway.
- Asphalt meltdown
Asphalt was by far the biggest technical challenge.
Our engine didn’t like having more than two terrain materials in the same area. Three caused issues. Four looked ugly and moreover, was causing rendering chaos.
We were stuck between cutting features or rewriting core systems. And since road building is central to RoadCraft, asphalt had to stay. That meant saying goodbye to the gravel layer, even though it would’ve made things more realistic. Maybe we’ll find a way to bring it back in a future update or even a sequel.
When the terrain really hates you all the way 😅. Early prototypes of terrain-vehicle interactions were brutal.
Somewhere along the way, terrain material problems were an everyday pain in all the places. And what’s that in the bottom left corner…
The “physics world” looks different… (a peak at how Havok debugger looks like)
👀 Besides the core!
One of the biggest challenges outside of gameplay was save file size. Every time you cut a tree, pour sand, lay asphalt or simply drive around and deform the terrain, the save file gets bigger. And at one point, we were seriously wondering if we could even fit it in console memory. Optimizing this beast was a process half a year and half our collective nervous system out the window. It’s still a heavy file, but it’s manageable now. That said, if you’re planning to create an asphalted parking lot of all the maps in the game, your hard drive will be grateful to you. 😂
This devblog has come to an end!
As with anything in life, the development of a completely new title on new technology is a massive undertaking: one that demands careful planning, difficult choices, and constant efforts to avoid burning out the team or pushing the project over budget. There’s still a lot more we’d like to share, and we’ll dive deeper into other aspects of RoadCraft in upcoming devblogs. Thanks for reading and be prepared for May 20! 😉
You can now play the first hour of "Once a Porn a Time: Porn & Cards" for free!
Jump into the game and experience the first hour of content for free. This demo includes:
🔥 Several NSFW scenes 🃏 Strategic card-based battles 💋 Sexy characters and wild situations 🗺️ A taste of the story, the world, and what's coming next...
Whether you're here for the cards, the girls, or both — this is your chance to see what Porn & Cards is all about. We’re just getting started. Try it, enjoy it, and wishlist the full game if you want more!
The Citizenship Upgrade is here! 🎉 Now your group of adventurers can visit the Tavern and choose to become a Citizen of the town, unlocking some cool new privileges:
Luxury Inn: Rest in style at an expensive inn, doubling your recovery rate.
Banquet: Celebrate with a full stomach for extra bonuses.
Fund Building: Help shape the town’s growth and unlock the facilities you need.
New Hamlet: Build a new town nearby and expand your territory.
In addition, I’ve made several tweaks and improvements based on your feedback:
Meteoric Bow now deals splash damage.
Dialogue Streamlining: Internal changes made to prepare for the upcoming Mod Support update.
Map Interaction: Pressing Esc now clears the MapQuery. If no query is active, it opens the Menu.
Status Change: Boost Armor now increases Armor by +2 and removes the Damaged Armor status.
Combat Bar Update: Added action indicator for better clarity during combat.
Dual Wilder:
Offhand weapons now deal half the damage of the corresponding hand weapon of the same tier.
Adjusted damage amplitudes to better balance two-handed and hand/offhand weapons:
Two-Handed:
.10 → .25
.25 → .33
.50 → .50
Hand/Offhand:
.50 → .33
Big Weapons Training Skill: Minimum Damage +15%.
I’ve also been working on the final touches for Mod Support and it’s almost ready! Expect more news on that soon.
—— Track updates 1. Kalpa Collaboration Update: •「Flutter Echo」 by Cansol •「Eschatology」 by Tatsh & Scarlette •「REVΘCATE」 by kuro 2. Singles Update: • 「愛を探して」by きくお feat. 初音ミク —— Features & Fixes 3. Fixed the issue that the beatmap size was abnormal when the resolution ratio was close to 4:3 4. Added the data indicator of the highest accuracy rate in history to the 「Global Real-time Accuracy」 line chart on the settlement interface 5. Fixed the problem that the image resolution of the Loading interface was abnormal, and added the Tips text when loading 6. Added the sorting function of the song selection interface
A guide feature has been added that makes each type of object stand out until you collect the first one each time you play.
An option to disable this guide display feature has also been added to the settings. Once you become familiar with the game, feel free to change the option and enjoy it your way.
Other updates
Text adjustments.
Fixed an issue where option changes might not be applied correctly.
We've just released the first patch for the demo on Steam! This update addresses several of the most frequently reported issues based on your feedback. Thanks so much for taking the time to share your thoughts with us. Some issues – like shader-related stuttering – are still on our radar and will be tackled in the next patch. We appreciate your patience as we continue improving the experience!
Note: This update will wipe all existing save files due to system changes.
Key Highlights
Added a Motion Blur toggle in Video Settings.
New options for Mouse Acceleration and Controller Acceleration are now available in the Options Menu.
Performance
General optimization passes applied, resulting in improved performance in CRASH COURSE and PARADISE LOST
Added support for Hardware RTX and introduced a Framerate Limit setting
Audio
Updated audio mix for enemy sound effects, UI feedback, and player weapons.
Final cutscene audio added for CRASH COURSE.
Replaced an old VO line for Nexus in CRASH COURSE with a new one.
Improved dialogue system to ensure proper voiceover triggering.
User Interface
Translation fixes applied across various languages.
Fixed an issue where loading screen cutscenes wouldn't always play when starting a mission.
Subtitle settings now correctly apply to loading screen cutscenes.
Added an "Apply Settings" button in the Options Menu.
Bug Fixes
Resolved respawn issues after falling off the map in PARADISE LOST.
Fixed collision bugs across multiple maps.
Fixed the quest objective "Find Defunct Hyper Unit" completing prematurely after the core tutorial.
Corrected objective marker placement at the end of CRASH COURSE.
Adjusted timing in the Core Tutorial to potentially fix the infinite slow-mo bug.
Known Issues – Targeted for Next Patch 0.2
Further improvements to game stability
Options menu needs a clearer layout and improved usability.
Cutscene audio is too quiet and requires proper mastering.
Further optimization is needed to improve overall performance.
Weapon sounds and music lack impact; audio mix will be refined.
Gamepad keybinding support is currently missing and will be added.
Additional improvements to overall rendering quality are in progress.