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over the hill game vehicles: Protector, Burro, Trail Burner

over the hill game vehicles are the Protector, Burro and Trail Burner from the demo, not the Roamer and Sentinel that press guessed. Three launch, twenty later.

over the hill game vehicles number three at launch, expanding to around twenty through post-launch updates. They are unlicensed, toy-like takes on 1960s to 1980s off-road classics. The demo let you upgrade and customise three of them, and their names were visible in the demo UI: Protector, Burro and Trail Burner.

Those are the names to use. The names Roamer and Sentinel, which appear in a lot of written coverage, are not in-game names at all — they are press guesses made from bodywork, and conflating the two sets of names is the most common error on this topic.

Confirmed names and what press guessed

StatusNameBasis
In-game nameProtectorVisible in the demo UI
In-game nameBurroVisible in the demo UI
In-game nameTrail BurnerVisible in the demo UI
Media speculationRoamerPress appearance comparison only
Media speculationSentinelPress appearance comparison only

Polygon, for example, reported Protector, Roamer and Sentinel as what it saw in the demo. Only Protector overlaps with the game's actual naming. Roamer was described as a Toyota Land Cruiser stand-in and Sentinel as a Mercedes G-Wagon, but those are visual analogies, not labels the developers used.

Protector does have a real-world analogue attached to it — it resembles a Land Rover Defender. That resemblance is still an appearance judgement by an observer, so treat it as a comparison rather than as an official model designation.

How vehicles unlock

Unlocking runs through driving rather than through a shop. Completing challenging trails is what opens new vehicles, and the demo's three cars included non-initial vehicles that had to be earned that way.

The community evidence on exactly how many trails are involved points to three trail challenges, two of which unlock non-initial vehicles. That count comes from community reports rather than an official specification, so treat the figures as indicative of the structure rather than as a guaranteed checklist.

One further community report credits the Rocky Ascent trail with unlocking the Burro. That is a single unverified report that has not been reproduced, so it is worth knowing but not worth planning around.

Why community rosters look larger than three

There are community vehicle lists that run to eighteen entries, and the reason is not eighteen driveable vehicles. The demo garage contained placeholder entries that cannot be driven out of the bay — visible in community screenshots — presumably reserved for vehicles added later.

That distinction matters when reading any roster. A garage screenshot showing a long column of names is not evidence that those vehicles are playable, and it is not a contradiction of the official figure of three at launch. Check whether the entry has an in-game name and whether it can be moved before counting it.

Pebbles, liveries and cosmetics are different systems

Pebbles is the unlock currency used inside the demo to buy vehicle upgrades. It is earned in the world, not purchased, which follows from the game having no microtransactions at all. Upgrades and the currency that buys them form one system.

Liveries and cosmetics are a separate collection layer rather than part of vehicle performance. Add the optional Supporter Pack and cosmetics become a purchasable item as well, but it does not change what any vehicle does. Keeping the two systems apart is the clearest way to understand how progression works without a shop screen in sight.

Design language rather than replicas

The visual references are explicitly Ford Bronco, Land Rover and Toyota Land Cruiser era design language, covering roughly the 1960s through the 1980s. Every vehicle is an unlicensed design, so similarity to a real classic without any badge, grille or trim replication is the intended result.

That stylisation is deliberate and consistent with Funselektor's previous titles, which used the same approach. The vehicles read as archetypes of a type rather than as reproductions of specific products, which is also why press comparisons to real classics are worth reading as descriptions of appearance only.

"This is a driving game, not a racing game." That official line applies to the roster as much as to the driving model — vehicles are chosen for the terrain they have to cross, not for lap times, and there is no competitive meta driving the choice.

Trail equipment that is not a vehicle

The toolbox matters as much as what you drive. Confirmed equipment includes wooden planks for crossing gaps, a winch for self-recovery, and portable winch anchors for treacherous ground, with a grappling hook listed as a supplementary option where standard kit does not reach.

EquipmentWhat it is for
Wooden planksBridging gaps and crossing breaks in the trail
WinchSelf-recovery when the vehicle cannot drive out
Portable winch anchorsHarder ground where standard recovery fails
Grappling hookSupplementary option beyond the standard kit

Mishaps are part of the loop rather than failure states. Hands-on coverage recorded vehicles flooding, sinking into peat, sliding down wet slopes, beaching on rock and rolling onto their side, and cabins double as fast-travel points, which is what makes recovery a routine step instead of an interruption.

Camping belongs to the same loop rather than to the vehicles. After a long day in the elements you can pitch a tent, sit around a campfire and compare notes over hot cocoa, which is the calm the game's own marketing keeps returning to.

Three at launch, twenty over time

The official figure is three vehicles at launch, with expansion to around twenty vehicles through later updates. Regions also gate what you reach, and the launch build covers Canada and Algeria, so a wider roster follows the wider map rather than preceding it.

StageVehiclesDetail
Demo3Upgradable and customisable, with Pebbles-funded upgrades
Launch3Confirmed figure for October 14, 2026
After launchAround 20Reached through later updates
Garage placeholders待确认Undrivable entries seen in demo garage screenshots

Expanding from three toward twenty is tied to objectives and progression rather than to purchase, given there is nothing to buy vehicles with. It also means the reason roster variety matters is not raw count but route choice — a trail that suits one vehicle may not suit another, which is the argument for revisiting the same ground in a different car.

What remains 待确认

The developers have not published a single performance number. Horsepower, torque, weight, wheelbase, ground clearance, turning radius, differential and transmission configuration, stock tyre and suspension figures, and what each upgrade actually changes are all unpublished. No terrain performance ranking for any vehicle is available either.

Whether a specific vehicle is tied to a specific region is likewise 待确认. Objectives and points of interest reward vehicles, and regions gate what you can reach, but no mapping between vehicle and biome has been published. The unlock path for post-launch vehicles is also unannounced. Anyone ranking the roster by capability today would be inventing the ranking, which is exactly the gap the missing spec sheet leaves open.