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Post Apocalypse Courier Service - Delivery SimulatorEventsPACS Post Masters Update #3 - Splines and Shaders
In-game event

PACS Post Masters Update #3 - Splines and Shaders

Post Apocalypse Courier Service - Delivery Simulator · published 23 Jul 2025, 14:00 UTC

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In last month’s Post Masters Update, we discussed our plans for what the world will look like. This month, we’re showcasing some of the tools and techniques we’re using to make that happen!

Road generation spline tools

As we’re building the world of PACS, we are always considering where the challenge will lie in the routes that players will take getting from A to B. Whether it's a loose gravel road, a rundown strip of tarmac or a road fully crumbling away into the cliffs below.

To create these experiences, we needed a solution that allowed us to quickly place down roads that were capable of shaping the landscape around them and forming connections with each other. Tools like Errant Paths are allowing us to do this, creating roads for the civilised world that came before the apocalypse which we can then turn post-apocalyptic. 

This also gives us more utility in the creation of the PACS world, allowing us to quickly change, adapt and edit roads, regenerating them with custom presets we’ve created, such as guardrails, signposts, or tarmac highways that are bursting at the seams with nature reclaiming its ground.

With these tools, we’re able to create a pre-apocalypse road network for the world of PACS and then edit these pathways and iterate over them, considering what would have happened after years of apocalypse and neglect. Where does the road crumble away? Where does the vegetation take over? What is left behind? How does this create a rich environment for players to enjoy?

Procedural Splines 

Whilst the world of PACS is hand crafted with intent and careful design consideration. Procedural generation is a wildly useful tool that allows us to develop the world faster, add variation, and make the world as convincing as possible.

We’ve developed procedural splines that we can use to quickly and efficiently layer elements into the world without the need to hand place individual assets. Meaning our designers get to spend more time working on the flow and user experience of a location, rather than worrying about placing in foliage or rocks.

These tools give us the freedom and utility of procedural generation, while still keeping control of a hand crafted world!

Shaders for wheels

Quite simply, muddy wheels! 

When you drive through mud, you want to know about it! Which is why, when you drive through mud in PACS, your wheels will get clogged up with mud!

We’re also implementing tyre deformation shaders that react and deform to the landscape beneath them as you traverse!

Shaders to Immerse

You feel safe inside the cockpit of your trusty delivery vehicle, as dark clouds form overhead and the pitter patter of light rain slowly evolves into large pebbles ricocheting off the carapace that covers the pile of boxes huddled in the back. 

You switch on your windscreen wipers…

The use of some clever artistic shaders will help  give feedback on your actions and the changing world around you. When it rains you’ll see droplets bouncing off the windscreen and water running as your wiper blades move and clear a path to look through. 

Or as your vehicle is used and becomes more worn, overtime, rust appears on exposed metal parts, dirt builds in the cracks and corners, mud gathers on the undercarriage. Shaders will allow us to do all these and more, helping to ground the player in the world of PACS.

Next Update

The next Post Masters Update will be taking a look at some vehicle physics and how we are crafting them into a challenging but engaging driving experience. Plus, winches! 

FAQ

If you have any questions you’d like answered, join our community Discord!

Here’s some answers to questions we’ve heard so far:

  • Is the game coming to Consoles?
    At the moment, we are focusing on the Steam release, but we would absolutely love to bring the game onto consoles!

  • Will the game be in first or third person perspective?
    Whilst out of your vehicle, the game is in first person perspective, whilst driving, you have the option between first and third person.

  • How much vehicle customization will there be? As much as we can squeeze in! We’re giving vehicle customization as much freedom as possible whilst still serving the games core loop. You’ll be able to change wheels, engines, batteries, paint colours and more. We touch a little on this in a previous Post Masters Update!

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