
Shortly before the release of Saber Interactive’s new game, Docked – where you manage a port and operate cranes – we spoke with the game’s director, Sergei Hlistov, and producer, Vasiliy Bogucharskiy. They shared details about the game, including how it runs on consoles, how the port develops over time, and what future updates are planned.
Why did you choose to make Docked a single-player game focused on story, especially since SnowRunner and RoadCraft are so popular as multiplayer experiences?
Docked stands out from other simulation games made by Saber. We focused on a very particular environment – a bustling port. Since most players aren’t familiar with this world, we aimed to show them what life is like working at a port and draw them in with its interesting details.

Most gamers aren’t familiar with the world of game porting, so we wanted to give them a glimpse into this side of the industry and show them what makes it special.
The new trailer showed that the game will start with 8 different playable vehicles. Will more vehicles be added to the game after it releases?
These eight vehicles are based on the equipment commonly found at real docks. Each one is carefully modeled with lots of detail, individual features, and comprehensive controls. Because each vehicle handles differently and looks unique, missions can’t be approached with a single, simple solution – it takes skill to learn how to use them effectively. We’re also planning to add more vehicles in a future downloadable content pack and are actively developing them now.
Given that Docked is mostly set in one place, will players ever need to go to different locations as part of the game?
The game features three different terminals to work in. The main one is the container terminal, where you’ll spend most of your time. There’s also the bulk terminal, where you use a crane and hopper to move loose materials, and a general cargo terminal for handling oversized items.
Previous games touched on managing finances, but how important will it be in Docked?
The game advances as you build and manage your port, handling finances, constructing facilities, and expanding its capabilities. While not the main focus of gameplay, this management system provides the foundation for everything else and teaches you how ports function.

As a player, I really get into how the game lets me build up my port city. It’s all about managing the money, deciding what to build, and just generally expanding and improving everything. That’s how you move forward!
Will Port Wake get any visible and gameplay-affecting changes over the course of the game?
The game begins after a major typhoon has wrecked Port Wake, leaving containers scattered and buildings damaged. As you play, you’ll rebuild and improve the port, starting with clearing the damage and then constructing new facilities like storage yards, parking areas, and offices. You’ll visually see the port transform as you complete jobs with various equipment. This reconstruction also brings economic benefits. Eventually, you’ll gain access to work at a nearby terminal that handles different types of cargo, letting you expand your operations and use new equipment.
Given that this game doesn’t focus on off-road driving, what new and different gameplay challenges can players expect?
Docked presents a unique challenge focused on carefully controlling vehicles. Maneuvering large machines is tricky on its own, but coordinating that with managing cargo adds a complex and satisfying layer. Players need to think strategically and solve puzzles to deliver items without causing damage.
Will players get any say in the overall layout of Port Wake?
Right now, the buildings and other structures in the game are fixed in place – players can’t move them around. This actually helped us during development, as it’s different from letting players build freely. Because we know exactly where everything is located, we were able to add a lot of realistic details and make the port feel more authentic.
How did the experiences and insights gained from developing RoadCraft influence the design and creation of Docked?
While Docked wasn’t a direct sequel to RoadCraft – they were made by different developers with different technology – we still used some of what we learned from RoadCraft, and from Saber’s technical expertise, when creating Docked. This was especially true when it came to how vehicles handle and how materials like dirt and debris behave.

While creating Docked, we used technical knowledge gained from our work on Saber, and drew inspiration from the concepts in RoadCraft.
As a game developer, what are your impressions of the PS5 Pro? Specifically, how does the upgraded graphics processing unit (GPU) in the Pro model improve the game development process compared to working with the original PS5?
The PS5 Pro’s more powerful graphics processor lets games look sharper and more detailed. It can display more objects on screen and maintain those details at farther distances, resulting in a noticeably better visual experience.
What are your thoughts on PSSR? What kind of opportunities will this open for the game?
It’s now possible to create extra frames without extra cost, and to improve the sharpness and detail of rendered images. In the past, developers creating games or applications had to guess what hardware people would have when the product launched. Now, technologies like PSSR help overcome this challenge, letting developers deliver smoother performance with higher frame rates.
What resolutions and frame rates can players expect in the game on PlayStation 5, Xbox Series S, Xbox Series X, and the upcoming PlayStation 5 Pro?
- Xbox Series X 2880×1620 30fps
- Xbox Series S 1920×1080 30fps
- PS5/PS5 Pro 2880×1620 30fps
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2026-03-11 22:17