Store data
- UK price
- £6.59
- US price
- $7.19
- Positive reviews
- 96%
- Total reviews
- 1,003
- Release date
- 23 September 2026
SteamWatch’s first observed day and week; tracking can begin after release. Top Sellers is Steam’s revenue ranking, not a sales estimate.
1 player-data day recorded in this window.
7 player-data days recorded in this window.
24-hour and 7-day views use hourly peaks from ten-minute samples. Longer views use retained daily peaks. Up to 24 recent event markers are shown per layer.
| Month | Peak | Gain | % gain | Average | Avg % gain |
|---|---|---|---|---|---|
| Last 30 days | 207 | -301 | -59.3% | 94 | -59.5% |
| November 2026 | 62 | -145 | -70.0% | 55 | -42.4% |
| October 2026 | 207 | -301 | -59.3% | 95 | -59.5% |
| September 2026 | 508 | — | — | 234 | — |
| Region | Currency | Regular | Current | Discount | Historical low | Last change |
|---|---|---|---|---|---|---|
| United KingdomGBP · GB | GBP | £6.59 | £5.93 | 10% | £5.93 | No change recorded |
| United StatesUSD · US | USD | US$7.99 | $7.19 | 10% | $7.19 | No change recorded |
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| PeruPEN · PE | PEN | PEN 21.49 | S/.19.34 | 10% | S/.19.34 | No change recorded |
| PhilippinesPHP · PH | PHP | ₱249.00 | P224.10 | 10% | P224.10 | No change recorded |
| PolandPLN · PL | PLN | PLN 26.49 | 23,84 zł | 10% | 23,84 zł | No change recorded |
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Recent views use Steam's daily review activity. Longer views use weekly totals, retained by SteamWatch.
Slow Roads is a casual driving game designed to capture the zen of a long drive on a scenic road. Zone out as you coast along lifelike roads that wind endlessly through procedurally-generated landscapes, with configurable locations, road styles, seasons, weather, and vehicles. Generate a unique world, throw on some music, and just drive.
Simply chase the horizon through endless, ever-unique landscapes, with no objectives, challenges, or distractions. Disconnect from stress while you roll through valleys, fields, forests, and coastlines at your own pace. Minimalism is the focus; this a therapeutic escape, designed for a particular kind of person.
A novel procedural engine generates the landscapes and roads organically, meaning every stretch of road is unique and non-repeating. Choose your preferred style, from casual to winding corners, wide or narrow, and paved or off-road. World generation is seeded, allowing you to revisit any especially nice road you find.
Select a location and instantly switch between scene styles to suit your mood, with options for sun, cloud, snow, and time-of-day. Locations are based on real places - roll through the hills of the Peak District, coast along the California shore, or rove Off-World if you really need an escape.
"Driving zen" means different things to different people, whether that's cruising in the coupe , rallying in the hatch , or kissing each apex with the sports car . Maybe take the coach for a slow tour, or try hitting the perfect lean into every corner with the bike.
Optionally customise your vehicle's style and tuning, with controls over colours, wheels, plates, engines, handling, and more. Any vehicle's engine can be electric or combustion, with the latter having options for manual or automatic transmission.
Configure the gameplay to your own comforts with controls for steer assist, camera pose, traffic, and more. You can even let the car drive for you, with options for automatic steering, automatic speed control, or full autodrive. The cockpit view can be configured for sim-style driving, with support for controllers and wheels*
*Please note that force feedback is not currently supported by the engine, but is planned for a near-term content update. Check out the demo to verify your device's compatibility.
Slow Roads is designed for minimalist gameplay, with a lightweight engine that is hyper-optimised for endless, real-time environment generation - less so for crash physics or stunts. Take it slow, stay on the road, and let the simplicity of a mindless drive scratch an itch you didn't know you had. Having said that, nobody will stop you if you prefer to cruise at 300kph or rally on the mountain trails...
If you've played the web version, you may wonder what's going to be different on Steam. In the full game you'll find dozens of exclusive upgrades and features, including:
Extra locations, starting with the new California coast
New road styles, including off-road trails
New vehicles, starting with the Hatch and Sports car
Vehicle customisation, both for style and physics tuning
Options for combustion engines and manual transmissions for all vehicles
Configurable traffic modes - set density, speed, and which lane(s) they drive in
A music interface for playing from local files or public radio stations
Improved scenery detail and high-definition assets
Improved controller support
Profiles for saving your progress and settings
Expanded settings for gameplay and graphics
Milestone achievements
Lastly, buying on Steam enables the web version to remain free and ad-free for everybody, while supporting ongoing development. Since initial release in 2022, the web version has never featured ads, microtransactions, or paywalls. It will remain this way and will continue to receive small updates into the future, though will represent a more minimal experience of the game.
This kind of minimal gameplay isn't for everyone - check out the demo or try the web version first to see if it hits the spot. The demo is also the best way to compare differences between the Steam and web versions, and to check device compatibility. Some features are locked or limited in the demo, but all are instantly available in the full game.
Slow Roads is a living project, with active development of extra locations, features, and vehicles continuing beyond initial release. The list is long, but the main goals for upcoming updates include:
Force feedback support for wheel controllers
Rain, dynamic weather effects, and a day/night cycle
New locations set elsewhere in the world (see WIP of an Alps location above)
Enhanced environmental details like structures and wildlife
A world editor allowing you to alter parameters and generate custom locations
These are intended to be free updates to the core game; there are currently no plans to gate future features behind DLCs, though as the core game grows the base price may rise in alignment.
No AI has been used to generate any code or content in or about the game, and never will be. Slow Roads has been a labour of love since it began as a hobby project in 2021, and has been built with a decade of experience in 3D graphics and creative software development. Textures are hand-drawn, sounds are recorded locally, and all systems are designed and engineered specifically for the unique context of the game. The graphics are simple, but deliberate; most effort is spent on the invisible elements of the custom engine. This is a solo-developed project that I take great care over; it's an art piece more than a commercial venture. In general I think that using AI to shortcut creativity is a great loss for everyone besides those selling the tools to do it.
Please note that procedural generation is not a form of generative AI; the procedures used to generate the world in the game are mathematical functions that have been derived and defined by hand, with direct creative intent.
Games with the most comparable recorded change in players, and where available Steam reviews and Twitch viewers. This is a data similarity, not a recommendation or an explanation of cause.
| # | ||
|---|---|---|
| 01 | Ach Dist Total 100 | 25.6% |
| 02 | Ach Dist Total 1000 | 3.5% |
| 03 | Ach Dist Hills 1000 | 2.4% |
| 04 | Ach Dist Coast 1000 | 1.9% |
| 05 | Ach Dist Offworld 1000 | 1.2% |
| 06 | Ach Dist Total 10000 | 0.6% |
| 07 | Ach Dist Total 100000 | 0.1% |
Fixed issue of local music being unplayable on Linux (Thanks ethanbelfish!) Music player will now try to load title from metadata instead of using filename Fixed issues with navigating music/radio listing UI on controller/keyboard Improved vehicle tracking to reduce chance of outrunning the world generation at high speed Altered wheel input handler to better recognise wheel controllers and support dpad navigation Altered headlight colours to be slightly warmer Slightly increased resolution on the coach mirrors Slightly increased the volume of the EV engine for the coach Fixed issue of default radio stations not being listed for some people Fixed issue of license plate editor characters not changing when using gamepad Fixed blip in the loops for the bike's tire roll audio (Thanks Eocene84!) Fixed issue of setting descriptions getting clipped on Steam Deck Fixed issue of IC engine audio...
Read full update on Steam ↗Hey all,It's been a busy few weeks - development is going well, and I wanted to share some of the progress along with an update on release targets. I'm on schedule to finish core development by the end of the month, though sadly can't confirm everything will be ready for release in August. With issues raised so far during testing, and also some unexpected real-life difficulties, it seems wise to take another week or two so as not to rush these final steps. I've updated the target release month to September for now, and will try to confirm a specific date after the results of testing next week. I'm sorry to disappoint anyone who's been waiting for release in August - I promise I'm going as quickly as I'm able. I can at least keep you updated on how things are going, so here's an overview of what I've been working on.Development Progress For the first time since 2022 I've been working o...
Read full update on Steam ↗Hey all,Since the last update I've been deep in development of the Steam-exclusive features -- in particular traffic, IC engines, and vehicle customisation, all of which I'm planning to include in the upcoming demo. Today I finished the major components for the vehicle customisation feature, which also involved an overhaul of the vehicle art, so this feels like a good time to share a little progress update.First, a few angles of the upgraded Coupe, which has been given a few more polygons and some shader adjustments. After some experimentation I managed to set up a simple environment reflection system, and I'm pretty happy with how it turned out. I've also finally added (working) wing mirrors and indicator lights, by popular request.Vehicle customiserThere are two parts to the customiser: a style config, which lets you play with how the car looks, and a tuning config, which gives you...
Read full update on Steam ↗Hey all,To cap off a busy month I've finally revisited the vehicle interiors task that I started way back in 2022. For the last 3 years the interiors have had rough placeholder geometry, waiting for a time when the various refactors and major life events had cleared the priority list. Even though they're still quite simple, I think it helps everything to feel more cohesive and complete, and it's good groundwork for further detail coming to the Steam version. You can check it out on slowroads.io and let me know what you think. And if you don't like it, good news - I'm likely to add configurable colours and styles in the Steam version.With this update wrapping up the last of the loose ends in the core codebase, I'm now transitioning to focus fully on developing the rest of the Steam-exclusive features. My goal is to finish the major pieces, like traffic and combustion engines, in March,...
Read full update on Steam ↗Hey all,My goal of weekly updates in February is still going strong (though I'm cutting it a little close today), this time with more visual upgrades to close out the Hills revamp and bring Off-World up to scratch. The Hills roads now have variable road markings, matching the lines you'd expect on UK roads, and the shaders for the Off-World scene have been reworked to bring some much-needed detail. This update also adds a handful of engine optimisations which will be crucial for adding more details in future.Next up I'll be looking at audio and interiors for vehicles, which will be a big step toward supporting new vehicles for the Steam version. As part of this I'll be figuring out the systems needed to support combustion engine sounds, manual transmissions, and vehicle customisation. Those features won't be added to the web version, but this coming week will mark the start of a pivot...
Read full update on Steam ↗Hey all,January has been a little quiet but I've been back at it this week, reworking the ground shader for the Hills location to bring more colour variation and detail. As part of this I've also tweaked the colours for all seasons/weathers, and altered a number of textures to improve the feel. Let me know what you think - I'm planning to upgrade the Off-World shaders in a similar way as part of 2.3.Here's the brief changelog:Upgraded aesthetic detail in the Hills locationImproved smoothness of the road generationAdded "center" driving option for AutodriveVarious bug fixes and performance optimisationsYou can try this now at slowroads.io! This weekend I'm going to start figuring out the Steam demo, at least to get my head around the build process and understand the complications in that. I'm unsure how long it might take, but I'd really like to have it ready by the end of February. Ot...
Read full update on Steam ↗Hey all,I've spent the past few months rewriting the vehicle architecture from scratch, both to massively improve the physics (especially for the bike) but also in preparation for the Steam-exclusive features like customisation and manual transmissions. While there aren't any new vehicles yet, and the interiors are still lacking detail, this rewrite has been a huge and important hurdle to clear. It should be the last big refactor needed before release.This update is now live on the web version at slowroads.io - give it a try and let me know how it feels.Version 2.1 also adds a handful of quality-of-life upgrades, including improvements to controller support, autosteer/autospeed modes, one-pedal driving, and a mouse-draggable camera. Next up, I'll finally be getting back to work on some of the highly-requested visual features - in particular:Improved weather effects and rainImproved ti...
Read full update on Steam ↗4 positive · 0 negative.
4 positive · 1 negative.
3 positive · 0 negative.
5 positive · 0 negative.
4 positive · 1 negative.
£5.93 → £6.59.
Steam publishes a Top Sellers revenue position. A lower number is higher on the chart; Steam does not publish copies sold or revenue.