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ScrapRoad Pre-Alpha

exa.scraproaddev

Development Test Environment

About

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ScrapRoad


Open World Survival Environment

ScrapRoad is set after the collapse of civilization in the pits of Shioc, dangerous canyons with old-world locations full of valuable scrap material.

Dive into the pits and tunnels underneath in a procedurally generated environment facilitating up to 16 players. Find and deposit scrap, loot items and weapons, and engineer modules for stat-boosting effects. Food is scarce, so grow your own in a safe location you can fortify and lockdown. Other scrappers can be a lifeline or a flatline; pick your fights carefully.

Raid secure locations defended by CCTV, guards, vaults, and hackable autodoors. The loot is always proportional to the risk.

Enter the tunnel system to find a maze of sprawling corridors littered with valuables. What you encounter down here is well adapted to the dark, so bring a flashlight.

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Pre-Alpha Notice:


ScrapRoad is a game about open-world decision making, looting, and progression. We provide tools to facilitate roleplay such as trade, or give you the option to go full-bandit. We want there to be freedom of choice and to provide the baseline system for you to apply your own strategies and creativity. With that being said, the game in its current state is still bare-bones hence the pre-alpha nomenclature.

As it exists currently, the game provides a stable economy and loot system for you to engage with. It is challenging to aquire high-tier components and weapons which is intended, but once the late-game arrives there is potential for very large scrap high-scores. This can either be game-breaking or functional, depending on how harsh the lose-all-scrap-and-inventory mechanic is in testing (note that modules in a module slot are never lost). Passive income machines can be sabotaged and disassembled which provides balance to the long-term economy, resulting in significant losses if heavily invested in a machine's module system. Again, hard to tell without intensive multiplayer testing.

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Current Content:

  • Procedurally generated terrain & tunnel system
  • Simple long-term progression w/ Melee proficiency leveling
  • Hunger system & food items
  • Grid-based inventory system w/ rotation
  • Player-to-Player trading system w/ module preview
  • Scrap Machine w/ shop, deposit, & banking interface
  • Grab system for hauling scrap or carrying items
  • Fists, fire axe, & magnetic firearms
  • 3 distinct AI enemies
  • Low - Mid - High Grade scrapitems
  • Growers & cookers
  • CCTV, locked doors, security doors, & autodoors
  • Drillable vault doors
  • Locked loot cases
  • Module system w/ components & stat chips
  • Toolkit for high-tier loot extraction & security sabotage
  • Various craftable & deployable machines
  • Various crafting tables
  • Lockpick
  • Flashlight
  • Notes you can draw on
  • ScrapPack for carrying scrapitems      

Planned Content:

As we progress further through development, we find new features that would benefit the game world. Every feature is stress-tested so that we can keep the core systems of the game balanced. Following is a list of features that are planned to be implemented or have currently been started:

  • Low - Mid - High Tier Melee Weapons [Started]
  • Building and Fortification [Started]
  • Voice Chat (Currently proximity text chat)
  • Food Economy Expansion (Currently just simple growers and corn)
  • More Intricate Crafts i.e Vehicle Mechanics, Tailoring, Metallurgy, etc. (Currently just the module and component system with stat boosts)
  • Applying Locks to machines to prevent tampering (pickable)
  • Machine Security System Stat Chips for alerting if your machine is being tampered with

       *open to suggestions*
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Player history

24h range · hourly peaks