Roadtrip Hell

Docs

Overview, epoch flow, team & items, and FAQ before the green flag.

Overview

The game at a glance: core loop, two win conditions, season lock-in, and the epoch model.

What is Roadtrip Hell: Crash Rush?

Roadtrip Hell: Crash Rush is a seasonal, epoch-based competitive race on Avalanche. Players lock in a junker team for the season, race toward a crash site, and compete on finish order and Salvage Score.

Each epoch can change distance, scrap, wear, and loot. Repair Kits and Rare Parts can both appear as rewards during play.

Primary chain (1.0): Avalanche C-Chain. The format is semi-async: check in around epoch boundaries, no need to be live 24/7.

Two win conditions

First to the crash site: primary win. The first player to arrive wins the race.

Highest Salvage Score: secondary win. Even if you do not finish first, you can still win by ending the season with the most scrap.

Every epoch matters for both distance and salvage.

Epoch model

Time is divided into epochs. The exact length is configurable.

Each epoch, players choose a drive mode. The resolution engine then applies distance, breakdowns, repairs, wear, scrap, and random events.

A breakdown gives no distance for that epoch unless the repair succeeds. If a broken vehicle is not repaired, that vehicle is out for the rest of the season.

Players can miss epochs. The game is designed for a few check-ins a day rather than real-time babysitting.

Epoch flow

What players do each epoch and how resolution works at a high level.

Player actions per epoch

Teams are locked in for the season.

Drive mode - Choose Push, Steady, or Safe. Push gives more distance but more breakdown risk. Safe lowers risk but gives less distance.

Repair - If your vehicle is broken down and you have a Repair Kit available, you can attempt a repair. Repairs can fail.

Market - Rare Parts can be listed or bought between epochs.

All actions are submitted before the epoch closes. Resolution runs after the epoch boundary.

Resolution (high level)

After the epoch closes, each locked team is resolved once.

Distance, breakdown chance, repair, wear, scrap, and random events are applied from current team state, stats, and drive mode.

A breakdown gives zero distance unless the repair succeeds. Successful repairs consume a kit and reduce wear.

Wear carries forward into future epochs and increases future breakdown risk.

Random events can grant bonus scrap, a Rare Part, or a Repair Kit. A kit found in that epoch can be used immediately for that repair attempt.

If a breakdown is not repaired, that vehicle drops out for the rest of the season.

After resolution, leaderboards and claimable rewards update.

Out of epoch

Leaderboards - Finish and Salvage update after resolution and should be visible in-app and linkable from marketing.

Rewards - Eligible epoch rewards can be claimed after results are committed.

Market - Rare Parts listings and trades can happen between epochs.

Assets

Drivers, Vehicles, Co-pilots, Repair Kits, and Rare Parts - and the stats and systems that make them matter.

Team NFTs (1.0)

Driver - Brings mechanics, luck, endurance, and navigation into every epoch.

Vehicle - Brings speed, reliability, age, and cargo space. Repair wear persists through the season.

Co-pilot - Adds 1 or 2 boosts to key stats such as speed, reliability, mechanics, luck, endurance, or navigation.

Teams are locked in for the season.

Stats are reveal-based and used directly by the epoch engine.

Items

Repair Kit - Consumable used to attempt a repair when a vehicle breaks down. A successful repair consumes one kit; a failed repair leaves the vehicle broken.

Rare Parts - Reward item that can be found during play and traded on the Rare Parts market. They help reduce reliance on Repair Kits across the season.

How they affect gameplay

Epoch resolution combines Driver, Vehicle, and Co-pilot stats with current drive mode and vehicle wear to determine distance, breakdown risk, repairs, and loot.

Luck affects chances of bonus scrap, Rare Parts, and Repair Kits.

If a vehicle breaks down and is not repaired, that vehicle is out for the rest of the season.