Trailmakers
by Flashbulb · 18 Sep, 2019
318 downloads
About the Game
Trailmakers is a play-as-you-like vehicle building game with reliable physics, controlled chaos, land, sea, and air combat.
Jump straight into the open-world Pioneers campaign where you complete missions, craft blocks and fight BOTNAKs. If you just want to play around with a plethora of different blocks, there are five dedicated sandbox maps that will let you tinker with vehicles in space, water, and ground.
Sandbox gives you fun challenges, creative freedom, and high speed driving and flying.
Use the integrated workshop to download other people’s creations and have addictingly fun skirmishes with up to seven friends in multiplayer.
BUILD EVERYTHING
The intricate yet intuitive building mechanic allows you to either choose pre-made vehicles from the game and the community workshop or build your own vehicles completely from scratch using hundreds of blocks that affect both aerodynamics, functionality, speed, combat ability, and much more in a world ruled by reliable physics.
Customize your character and block designs with a heap of different skins, colors, and pattern combinations to create your own personal brand.
The builder is made to be as accessible and intuitive as possible for players who are new to building games while also equipped with features for the more hardcore segment of engineers: Easy to learn, hard to master!
COMBAT
Trailmakers offers an arsenal of 14 different weapons like minigun, EMPs, laser blasters, rocket launchers and shotguns to name a few. Set up a server with your friends or join one of the hundreds of public games to test them out in different PvP scenarios. Fight in the air, ocean, ground, or in space. Your choice of mayhem is entirely up to you.
MULTIPLAYER
All game modes in Trailmakers, including the main story, allow Multiplayer for 2-8 people.
Jump into one of the five dedicated sandbox maps, hang out and build together, test each other's vehicles, or share and be inspired from thousands of incredible community made workshop builds.
Controlled chaos, land, sea, air, and space combat awaits you and your friends - or jump into Race Island where 14 different tracks are ready for you to put your name on the leaderboards.
This is the ultimate do-whatever-your-heart-desires game.
CAMPAIGN
In the main game mode, “Pioneers” you will dive head-first into a breathtaking open world with loveable NPCs, challenging enemies, and an adventurous story. Unlock new parts as you complete missions and build different vehicles for the different biomes and terrains - play the campaign alone or multiplayer.
You will join the Trailmakers: An elite society of engineers and are sent out to help the population of Gregory - a community of peaceful frogs who have been invaded by the evil BOTNAKs who are ruthlessly mining the planet and stealing its resources.
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
Fixes
- Fixed the Checkpoints in Time Trials not activating correctly.
- Fixed a bug where you could incorrectly get into the block rotate state when hovering over blocks without them being selected with a mouse and getting stuck.
- Fixed the Speeder and Zeppelins in Airborne not correctly switching to their crashed state and dropping Chirpo Passengers.
- Fixed the SFX when saving a Blueprint not playing.
- Fixed pressing TAB when in Edit Blueprint UI opening the map in the background and leading to weird states.
- Fixed being able to copy or delete blocks when doing a drag select which would lead to bad states.
- Fixed some incorrect text appearing in the French localization.
Bug Fixes
- Fixed issues with not being able to edit blueprint on an uploaded blueprint.
- Fixed issues with not correctly being able to open the Report Player UI.
- Fixed issues with losing selection in the Gallery/Workshop after specific actions.
- Possibly fixed reported cases of Quit to Menu not correctly taking you back to Main Menu. Please let us know if you still experience this, with as much info about what you were doing in the session!
- Fixed a broken shader on the Center of Air Forces visualization.
- Localization fixes.
Thanks everyone for continuing to make trails - stay tuned for news about 2.4 soon!
On Friday we released the 2.3.3 update, a smaller patch wrapping up the 2.3 update cycle with a whole bunch of fixes and some smaller changes. One of those was the addition of a Save Migration feature for cases where the default save location had switched.
Unfortunately it seems like in some cases this feature was not behaving as intended. So with this update we have decided to disable this feature with the intention to take a deeper look at it and potentially bring it back in the future when we are more happy with how it is behaving and we are sure it is not going to negatively impact the experience.
If you have experienced your blueprints moving location, the below will hopefully point you in the correct direction for where to find them, and how to get them visible in game again.
The default save location for Trailmakers is C:\\Users\\%UserName%\\Documents\\TrailMakers but this can change to a handful of fallback locations depending on various factors. These locations can be:
C:\\Users\\%UserName%\\TrailMakers
C:\\Users\\%UserName%\\OneDrive\\TrailMakers
C:\\Users\\%UserName%\\OneDrive\\Documents\\TrailMakers
C:\\Program Files (x86)\\Steam\\steamapps\\common\\Trailmakers
If you start up the game and you suddenly don’t see your Blueprints then you should check each of the above locations. The easiest way of doing this the following:
1. On your desktop, open a new File Explorer Window (Windows Key + E can be used as a shortcut for this).
2. In the address bar at the top (pictured below) you can copy in one of the above locations and press Enter. It will take you to that folder, if it exists, and you can see if your files are there.
[img src="https://clan.akamai.steamstatic.com/images/28341931/3ff1514bdfc42ffc96b766193c6394a2fabd1c03.png"]
If you find your blueprints in one of these locations but do not see them in game, then the location the game is using has changed due to the game not being able to read/write from the previous location when it last attempted to.
The easiest way of checking which location the game is currently using is opening the Builder in a game mode, navigating to the Blueprint Inventory and then clicking the Folder button, this will open the Blueprint Folder currently being used.
[img src="https://clan.akamai.steamstatic.com/images/28341931/591e3f6bf869b5c0983222181e93af3e0b1d9c43.png"]
If you have blueprints in a different location to the one that opens when clicking the Folder icon, you can copy them into that location and they should appear in your inventory again.
Changes
(Steam Only) Added pop ups that appear on Main Menu that appear when game detects the default save location has switched.
(Steam Only) Added a Migrate Save Data option on these pop ups for when this happens which should gracefully move the data over to the default location - assuming it can write there.
Added "Lazy Loading" to many UI elements across the game. What this essentially means is we no longer load all of these up front, we now load them as needed. On faster hardware you should not really notice a change other than sometimes seeing a glimpse of a loading icon. This change also addresses some nasty playsession leaks.
Added an Overlay to the Drone Camera Block. On existing structures this will remain toggled off, it is toggled on by default on new Camera Drone blocks spawned in.
Added Camera Index to HUD so you can see which camera you are currently using.
Changed the Builder Snap to nearest 90 degree angle hotkey to N.
Made Gold Chests in Pioneers, Airborne and High Sea appear on the compass and map. Discovery distance of 150m.
Moved Smart Cannon to earlier in the campaign (Pioneers).
Made Tenso easier to find. (Pioneers)
Made the Dr Kramz mission more clear about the crate he wants you to find in the dark cave. (Pioneers)
Fixed unwanted cases of the camera moving position when entering Mirror Mode.
Steam Deck - Fixed issues of selection moving out of input fields when using the virtual keyboard.
Fixed Passenger Seats showing the Passenger Seat stackable message when moving camera.
Fixed a controller softlock that could occur in specific cases when multiple Main Menu pop ups appeared at once.
Fixed cases of Block Action buttons flickering when they were towards the edges of screen space.
Fixed cases of dust particles appearing from last position on ground to new position after jumps.
Fixed Energy Blade still doing damage when off.
Fixed so the grass can be flattened again when driven over.
Fixed issues with tooltip visibility around the mode dropdown on the Steering Hinge.
Fixed cases where template blueprints do not correctly switch to their Keyboard/Controller variants when switching inputs in Builder.
Fixed Glowfruit resource dropping offset to it's actual position.
Fixed Cirrus not having correct Intercom set up in Empirical Extractions in Pioneers.
Fixed case of the Camera going crazy for a few frames when spawning a structure in builder > opening paint shop and exiting Builder with controller.
Fixed the DLC Block Crates still being counted in the total progress UI when DLC was not owned.
Fixed cases of texture changes not correctly being saved if saving a structure through the unsaved structure dropdown.
Fixed cases of a block moved out of the mirror pane not having the correct texture applied.
Fixed Cockpit Seat having incorrect aero.
Fixed cases of Energy Blade visuals getting a bit wild when moving or adding one to the builder.
Fixed editing a folder also sending you inside of it.
Fixed cases of renaming folders leaving behind empty folders in explorer.
Fixed cases of moving blueprints from folders leaving empty folders in explorer.
Fixed no engine sounds playing on an RC structure when it was receiving negative input.
Probably maybe fixed cases of engine/thruster VFX not rendering in RC structures.
Fixed some rogue floating rocks in Pioneers.
Fixed/improved bounciness on very small structures with wheels.
Fixed cases of braking being worse than expected with specific structures. (Wheel forces were being applied too high for certain wheels, which resulted in reversal of weight shifting from braking and turning for very low center of mass structures).
Fixed wheel rotation not being reset when entering builder, making decal placement a pain,
Fixed cases of detachable blocks leaving behind invisible colliders.
Fixed cases of blocks getting stuck in certain positions after being detached from main structure.
Fixed an Oh No that could occur after drone camera was destroyed in multi seat structure.
Rolled back the changes to the block inventory visuals. Be gone desaturated looks.
Fixed cases of logic connection visuals being incorrect on freshly spawned blueprints.
Fixed a bug with taking a structure into builder which had had it's seat destroyed changing block textures to default until you left the Builder again.
Fixed incorrect tooltip on Energy Blades configurator sliders.
FoV on camera drone now respects transition time.
Fixed cases of entering Builder directly after structure seat was destroyed creating a ghost structure.
Fixed weird edge cases of a single structure that was owned by a player being taken into the Builder by multiple clients leading to soft locks.
Fixed some Oh No's caused by soft surface deformation.
Fixed slider position in configurator changing position when it shouldn't when switching between different blocks.
Fixed cases of new value not being assigned when trying to assign value to multiple blocks at once that all had different values.
Fixed cases of logic connections not correctly mirroring in mirror mode.
Fixed Energy Blades not damaging BOTNAKs.
Fixed cases of exiting builder during drag select with controller leading to very weird behaviour.
Fixed not being able to use Block Action shortcuts with controller if no block is selected/hovered over.
Fixed a text reference being lost on the Downgrade Profile confirmation - will now correctly warn about what can be lost by doing this.
Fixed Audio not working on older CPUs with two cores or less.
Thank you to everyone who has been playing the update, enjoying the Mech Amok DLC and continuing to give us feedback. This hotfix along with a couple more Controller specific fixes (One for getting stuck in Rotate Mode, another for issues with Scrolling in Blueprint Inventory) will be landing on Console platforms early next week!
- Energy Blade dealing damage to a dead one crashes game.
- (Controller) - Delay, Duration and Pause sliders incorrectly rounding.
- Old/Modded Colours on Blueprints breaking the Builder.
- Frozen Tracks - Blackfin Squad not correctly rewarding blocks, blocking progression.
- Builder getting to a broken state if leaving Build Mode with multiple structures whilst in a Build Slot.
Fixed people with missing VP9 video codec not having some videos play, which broke player input in Frozen Tracks campaign.
Fixed some blocks appearing invisible which would lead to really bad states in the Builder and eventual soft locks in the Frozen Tracks Campaign.
Fixed the Lynx Tracks getting into a bad state in Frozen Tracks campaign which also led to bad Builder states and progression locks in the campaign.
Fixed cases of copying Tank Tracks together with other block types creating ghost blocks.
Fixed cases of Tank Tracks stopping working after transforming in specific ways.
Fixed a Unity Crash that could occur when quitting to menu or desktop from a session where a lot of soft surface particles had been generated.
Fixed Water Rendering in Frozen Tracks when quality was set to low.
Fixed some issues with the new Frozen Tracks Outfits when the character is in the swimming animation.
Fixed a Modding related crash that would occur if intrusive messages had too many characters.
Various Localization fixes.
Hey Trailmakers!
We just released an update to your game. It’s not the tank tracks. It’s actually not a content update at all but that doesn’t mean it’s not impactful.
Highlights
GENERAL - We have reworked the sparks that occur when a structure collides with itself. Now they should only appear in a localised area when a structure is actually taking damage from itself. One less thing you can stop spamming about in our TikTok comments.
GENERAL - Due to the physics changes (more about that further down!) and death of certain glitches, we have reset the Race Leaderboards.
GENERAL - Fixed the Trike Glitch, can we get a hell yeah in chat.
Changes
BLOCKS - We have increased the Max Strength value on Hinges, Servos, Ailerons etc to 200 to allow for further refinement and structure behaviour.
BLOCKS - Made Landmines dispensable when underwater. The game now has sea mines- hoooold on a minute we might have done something goofy.
MODDING - Parsing of audio banks is now done dynamically, adding over 200 (226 to be precise!) new sounds that have been missing from Space Sector and Airborne.
Fixes
GENERAL - Fixed a soft lock that would occur when playing with Controller and being within the Colour or Decal Picker.
GENERAL - Fixed a soft lock that could occur when playing with Controller and performing specific actions in Mirror Mode.
GENERAL - Fixed an Oh No that could occur when a client late joins a game with specific structure set ups. Oh Yes!
GENERAL - Fixed a bug where terrain was not correctly being rendered on very specific set of integrated GPUs.
BLOCKS - Fixed a bug with Suspension where Stiffness and Damping values above 1 didn’t actually change anything. For old structures with these values set above 1.0, they will fall back to being set to 1.0.
BLOCKS - Fixed the collider on the Depth Charge projectile being double the size it should have been.
PIONEERS - Fixed an issue with the Tutorial having two active missions and giving duplicate blocks and resources.
HIGH SEAS - Fixed an issue with some trees in High Seas not being rendered correctly.
HIGH SEAS - Fixed an issue with instanced area details in High Seas not being rendered correctly.
HIGH SEAS - Fixed an issue with the Sea Worm having incorrect material set up.
Unity Update - PLEASE READ THIS, IT IS IMPORTANT.
This one requires a bit of an explanation:
To allow us to keep on delivering Trailmakers content to you for many more updates to come, it has been necessary for us to update our version of Unity. This also means our physics solver, PhysX has been updated. This change is for the better overall in both the short and long term, but it does mean that not every structure will behave the exact same as it did previously. We, with the immeasurable help of our Discord Tester community, have strived to get many different types of structures, from mechs, ornithopters, piston glitched monstrosities and more to behave as close as possible to what they did with the old PhysX. We believe we have hit a spot where the majority of things feel right and we are happy to release this update so we can get broader feedback around areas that may need a little more fine tuning.
To account for changes with the new PhysX we have also increased the Max Strength limit on Hinges, Servos and more (basically any block that uses the hingeblock behaviour set up). This should account for changes with PhysX and allow further fine tuning of your existing, and future, structures to get them feeling just right.
With these big changes to the game, there have been a couple of casualties when it comes to known glitches. Both the Hinge Glitch (the one used for propulsion) and Quantum Glitch no longer function. Since these were not intended behaviours with the old PhysX system, we have not made attempts to make them “work” again…but who knows what new propulsion glitches are out there waiting to be found with the new PhysX…
We are also aware that free-floating hinges are not quite behaving as before, they’re a bit stiffer now, along with piston accelerated weapons not behaving as before. We are considering our options when it comes to these two.
We’ll be monitoring closely across all of our channels once the update is live and making targeted fixes for high priority issues.
We have just released a small hotfix that addresses a handful of issues that would arise from a player being ejected from a destroyed seat. This fixes known cases of the below:
- Weapons aiming at own structure.
- Repair and transform not behaving as expected.
- Player getting stuck on a black screen after a respawn/teleport.
- Player structure incorrectly being left behind and not despawned if the player left the server with it spawned in.
- Issues with server stability once a structure got into this state which could lead to frequent crashes during gameplay and if a client attempted to join the server.
This fix will be arriving on console platforms within the next day or so!
We have just pushed a small hotfix that addresses a couple of issues we didn't quite manage to get into the update yesterday!
- Fixed Damage Overlay appearing when other structures take damage.
- Fixed sometimes respawning outside of seat after death in Deathmatch.
- Fixed sometimes when you die in Deathmatch the kill incorrectly gets attributed to another player.
- Fixed killing a member of your own team gives you points.
- Fixed an issue with your own weapons deciding to auto aim on your own structure and repair getting really weird after certain events.
- Fixed an issue where you should sometimes get stuck on a black screen after a respawn.
These fixes and the rest of the 2.1.1 Patch contents will be arriving on other platforms shortly!
- Nerfed bloom so certain light sources no longer feels like taking 8 flashbangs to the face while holding B-site on Mirage.
Have a blessed day Trailmakers.
In case you missed it, we have started leaking PvP Part 2.
Current Release
Not available
Additional Files
Online Fixes
1 file
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
5.2 GB
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