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.
