Name | Rail Route - a train dispatcher simulator | ||
Developer | Bitrich.info | ||
Publisher | Bitrich.info | ||
Tags | |||
Release | 2021-06-23 | ||
GameBillet | 20.99 / € | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  n/a  | ||
Steam Rating | Very Positive | ||
Steam store | |||
Public Linux depots | Rail Route [linux] [280.41 M] |
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UPDATE: Localizations (ko: all) |
Hello Everyone, https://store.steampowered.com/app/2943430/Rail_Route__Happy_Passengers/ https://store.steampowered.com/bundle/37986/Rail_Route_Supporter_Bundle/ https://store.steampowered.com/app/1124180/Rail_Route |
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Hello everyone! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/bundle/37986/Rail_Route_Supporter_Bundle/ |
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https://store.steampowered.com/app/2788780/Rail_Route__Soundtrack_and_Music_Player/ https://store.steampowered.com/bundle/37986/Rail_Route_Supporter_Bundle/ What's Next? We're not stopping here! We've got a treasure trove of ideas, community suggestions, and "wishlist" features to explore. But first, we want to hear from you! How are you enjoying the 1.0 release? Let us know on our Discord server - we love chatting with you. Don't forget to give us a review! So, join us on this exciting journey. Buy Rail Route 1.0 today, and let's build some amazing railways together! With Love, Angel, Producer of Rail Route https://store.steampowered.com/bundle/37986/Rail_Route_Supporter_Bundle/ https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/2788780/Rail_Route__Soundtrack_and_Music_Player/ |
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https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/2788780/Rail_Route__Soundtrack_and_Music_Player/ |
Hello Rail Routers! https://store.steampowered.com/app/1124180/Rail_Route |
Hello Rail Enthusiasts! https://store.steampowered.com/app/1124180/Rail_Route |
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Hello Rail Routers!
[h3]Milestones & Achievements:[/h3] 100 000 copies sold - and counting! A significant milestone that fills us with gratitude and fuels our ambitions for post-release success. [h3]The challenge of compatibility:[/h3] An enormous task we undertook was maintaining compatibility with all Early Access saves, workshop maps, and previous choices. This required a delicate balance between innovation and respect for our players' existing experiences. It wasn't just about adding new features; it was about preserving the legacy and effort of our community. [h3]The result of our experience:[/h3] All these experiences, combined with our superior software development methodology, have led us to this remarkable pace of updates and enhancements. It's a testament to our team's dedication and your unwavering support that we've achieved such an incredible speed in our development cycle. [h2]Update highlights[/h2] Each update brought unique enhancements and features, continuously shaping 'Rail Route' into the game it is today. Here's a brief overview: Update 1: Introduced keybindings and urban trains. Update 2: Narrated tutorial with Jozic, new contract managers, and sound design by S. Ronchtetti. Update 3: Copy & paste, track colors, trial trains in editor, and an inventory system for timetable maps. Update 4: Launched the Rush Hour game mode. Update 5: Added Rush Hour Leaderboards and Contests. Update 6: Unveiled 'The Story of Jozic'. Update 7: Introduced track alerts, signals on corners, and achievements. Update 8: Enhanced sensors with stacking and advanced features. Update 9: Debuted a new menu, all-track crossings, and incoming train icons. Update 10: Improved seamless menu transition and save naming. Update 11: Updated construction mechanics for automatic track building. Update 12: Overhauled UI and contract planning. Update 13: Implemented UI/UX tweaks. Update 14: Added regional trains and the Dispatcher Office. Update 15: Improved schedule planning. Update 16: Introduced new system upgrades. Update 17: Featured the Shunting Sensor, Relay Sensor, and the Conductor Office. Update 18: Introduced the Relay and Shunting Sensors. Update 19: Introduced Perpetual Circuit and Endless Scoring. Update 20: Visual updates, Contract Planning over user tracks Update 21: 1.0 release ... 22 Feb 2024 ... [h2]Looking forward: Beyond 1.0[/h2] The journey doesn't end with the full release. Our commitment to you continues with ongoing updates and exciting DLCs, always balancing passion and bold ideas with reality. Update 22: ??? Update 23: ??? Update 24: ??? Multiplayer Mode Teaser: And guess what? We're tantalizingly close to unveiling the multiplayer mode! [h2] Spread the Word: Amplify the Excitement [/h2] We're counting on you to help make this launch a roaring success! Share the excitement with your friends but remember to keep the biggest buzz for February 22nd! Together, let's make Rail Route's full release a landmark event in the gaming world! Warm regards, Angel, your Executive Producer and Rail Routing enthusiast https://store.steampowered.com/app/1124180/Rail_Route |
Hello Rail Enthusiasts!
https://store.steampowered.com/app/1124180/Rail_Route |
Hey there, fellow Rail Dispatchers! Now, let's get right into the exciting updates: Perpetual Circuit Streamlined Rail Management Introducing the Perpetual Circuit! This circuit can be attached to an auto signal, offering continuous path allocation. It's perfect for managing long one-way block segments efficiently. We've also improved its accessibility, making it easier for both new and experienced players. In the endless mode, you'll find the Perpetual Circuit under a new System Upgrade, complete with a dedicated tutorial. No more hunting for this handy tool - it's now right at your fingertips. In Timetable and Rush Hour modes, every signal automatically has access to this circuit. A New Scoring System for Endless Mode! We've revamped the scoring in Endless mode. Instead of Operational Turnover, we now focus on the sum of experience points (Green + Red) earned in one cycle. This change offers a clearer measure of your rail network's efficiency. Plus, stay tuned for leaderboards coming soon! Improved Victory Screens - Celebrate Your Success! Celebrate your achievements with improved victory screens in Timetable and Rush Hour modes. Endless mode will follow suit, complete with shiny star awards. Enjoy a more satisfying endgame experience. Simplified Station Construction: Easier Rail Building Introducing Simplified Station Construction, a feature that streamlines station building. Build stations and platforms from the menu, connect platforms to stations, and configure platform sinks. Updated bottom bar for a sleek look. Enjoy a smoother railway-building experience in Rail Route! A Fresh Look for the Bottom Bar We've given the bottom bars a visual refresh for a more cohesive and appealing design. Message Log for Jozic Stay in sync with Jozic's adventures through the new message log. Now you can easily catch up on Jozic's narrative during your adventures on the Prague map. No more missing important details! Demo - Try Before You Buy Curious about Rail Route but not quite ready to commit? We've got you covered! Our demo is back, giving you a taste of the Rail Route experience. Get a taste of the game for free, but act fast it won't be around forever. Steam Capitalism & Economy Fest - Get on Board! Celebrate capitalism with Rail Route during the Steam Capitalism & Economy Fest from January 8 to January 15. Enjoy a 10% discount as we roll along with the festivities. That's all for now, folks! Join our Discord to try out Update 19 and be among the first to explore the Perpetual Circuit and other fantastic features. As always, your feedback is invaluable, so let us know how these changes enhance your Rail Route experience. Until next time, keep those switches switching and those locomotives rolling! - The Rail Route Team https://store.steampowered.com/app/1124180/Rail_Route |
Hello fellow Rail Route enthusiasts! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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While approaching the full release of Rail Route (check out this post if missed this!) we are now inviting you, our beloved community, to be part of Rail Route forever. This is your opportunity to create an immortal piece of Rail Route!
Map rules:
We are looking forward to see your creative contributions, until then - Happy Holidays, dispatch some trains and enjoy the Steam Winter Sale discount of 20%! - The Rail Route Team https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Hello fellow Rail Route enthusiasts! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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Hello Everyone, https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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Hey Rail Route Community,
This system allows you to handle Intercity trains more effectively during station stops. Increase the stop time, which doesn't impact your rewards, and use the attach/detach command to reposition the locomotive. This feature is perfect for the turnaround process of Intercity trains, offering more control and flexibility without affecting your station's efficiency. The New Editor: Enhanced Timetable Management We've updated the Editor, making it easier to manage your railway network. The new UI aligns with the improved contracts configuration flow. You can now:
Timetable View: Organized Train Lists The timetable mode is now structured as a set of one-off contracts, allowing you to see a list of trains similar to the Contracts panel in-game. This integration provides a more coherent and streamlined experience in managing your railway network. Updated Train Bar: Intuitive Train Control Weve integrated the train control buttons into the train bottom bar for a more cohesive and intuitive control experience. In Conclusion That's the scoop for this week! We're excited to see how these new features will enhance your gameplay in Rail Route. Remember, all these features are currently in our #staging version, our playground for the most active and passionate community members. Here, you get early access to new features and can help shape the game's future. Want to be part of the community and get a first-hand look at upcoming features? Join us on Discord and ask for #staging access. We're planning to roll these features into the Unstable version next Monday, so stay tuned! See you next week with more updates, and keep those trains running smoothly! - The Rail Route Team |
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You, our community has been the foundation of Rail Route's success, and we're thrilled to have you on board. Announcing that we are leaving Early Access and releasing 1.0 in February is a huge step for us. To mark this milestone, we're announcing "The Shanghai Rail Riddle" contest on the endless map of Shanghai. What better way to celebrate than by testing your rail dispatching skills in one of the world's busiest train hubs?
Connect and share "The Shanghai Rail Riddle" is a chance to connect with fellow Rail Routers. Share your strategies, tips, and experiences on Discord. Hop aboard the Shanghai adventure, tackle the Rail Riddle, and join us on Discord to share your experiences. We're excited to celebrate with you as we journey towards Rail Route 1.0! Link to map: https://steamcommunity.com/sharedfiles/filedetails/?id=3092248341 A special request - Vote for Rail Route! Before we sign off, we have a special request. As we celebrate our progress, we'd be honored if you could take a moment to vote for Rail Route in the Steam Awards category "Labor of Love." Your support means the world to us, and it's your love and dedication that keep us moving forward. Vote here. All aboard for the future As we approach the 1.0 release, we want to thank all of you who have supported Rail Route's development. Your feedback, enthusiasm, and dedication have shaped Rail Route to what it is today. Love to compete with other Rail Routers? Every Friday there is a new weekly rush hour contest where you can climb the in-game leaderboard to see if you can make it to the top! The contest announces in our Discord-channel #contest and the channel is also a place to show of your skills and strategies with fellow rail fans. Thank you for being part of our community. Together, we'll continue to shape the future of train dispatching, automation, and optimization in Rail Route! Stay on track and happy dispatching! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Hello Everyone, Patch Notes
https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
[h3] Click the box above to nominate Rail Route [/h3] https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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Come and celebrate the annual Czech & Slovak Games Week with us. To celebrate this, Rail Route will have a 20% discount for the coming week! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Hotfix 1.17.13 |
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Hello All Train Dispatchers,
[h2]Notable Updates[/h2]
[h2]Notable Fixes[/h2]
https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Greetings Rail Route and train enthusiasts! We may have been silent, but we've definitely been busy! Remember the last major update? Well, hold onto your conductor hats because here we go again, revamping our Unstable version with another mega update. Update 17 - Core of Shunting This update lays the foundation for new game mechanics aptly titled "shunting commands". Now, you can queue various commands for a train, which are executed as the situation allows. To access this new feature, simply enter the train's queue configuration view. Multi-leg (regional) trains automation We're putting the spotlight on regional trains. Initially, letting trains sit on platforms during their intermission is all well and good. But space is a luxury, and as it dwindles, shunting trains to stabling areas becomes imperative. Shunting Commands We're rolling out these shunting commands to keep your trains in tip-top shape:
Shunting Circuit For the commands to work, you'll need the all-new shunting circuit. Build it next to any auto signal, and when a train with shunting commands halts in front of that signal, the circuit will kick into action and execute the next command in line. Shunting Track Introducing the Shunting Track a place where trains can take a breather. Position it on any track and assign it to a group using a letter. Then, with the Go To Shunting Group command, guide multiple trains to the designated shunting tracks in the group. Stabling Sensor Thinking about how to automatically bestow shunting commands on a train? The Stabling Sensor is your answer. Installed on platforms, it equips any train ending its leg on that platform with pre-set commands. What's Next in Shunting? This isn't the end of our shunting journey. Future updates will see us expanding on this framework, introducing even more commands and scenarios. For example, detaching locomotives and shunting them to the opposite side using a turn-around sensor. We're confident this sets the stage for a series of exciting developments. Improved Contracts Planning Here's a biggie: a complete overhaul of contract planning. Rather than just showing Origin, Mandatory, and Destination stations, you'll see every stopover in between. This will bring clarity to station timelines and make routing sensor configurations even more intuitive. Adding/Removing Waypoints The system now calculates the shortest route for contracts, but you're not stuck with it. Need to change course? Simply add waypoints, and the train's route adjusts in real-time. UI & Sensor Configuration Enhancements In line with our commitment to UI improvements, sensor configurations have been relocated directly within your layout. This ensures a more seamless experience. We've also revamped the Routing Sensor configuration based on feedback, allowing for a more logical approach to station connections. Improved Build Menu Yes, we acknowledge our recent build menu didn't quite hit the mark. But as we've always maintained, iterative refinement is our mantra. Feast your eyes on the revamped visuals; we're sure you'll find them much more appealing! Offered Contracts List Your wish is our command! Want a consolidated view of all offered contracts? We've got you covered. The Offered Contracts List is now handily positioned next to active contracts, all a click away from the main navigation button. Thank you for journeying with Rail Route. We're excited to see how you leverage these new additions. If you appreciate our never-ending effort to improve and enhance the game, please consider leaving us a review. Your feedback not only helps us grow but also brings more rail enthusiasts into our community. Join the conversation on our community platforms for the latest updates and discussions. Until our tracks cross again next time, keep the trains running! -Angel https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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Theres something incredibly satisfying about watching a train smoothly run its course, much like a perfectly written piece of code executing its function. This Programmers Day event, were combining the thrill of coding with the excitement of railways in Rail Route! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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UPDATE: Added button to view required upgrade if another upgrade requires it to be installed first |
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Rail Route - Developer Blog Post: Update 16!
[h2]Notable adjustments[/h2]
[h2]Notable Fixes[/h2]
Upcoming Price Adjustment We found old Dispatcher Jozic scribbling some calculations on a dusty old notepad. When asked, he leaned back in his chair, pushed his glasses up his nose, and with a chuckle remarked, "Well, back in my day, a penny could get you a whole loaf of bread. Times change, values change." He paused, sipped his coffee and winked, "Seems like Rail Route's getting its own 'loaf of bread' moment." With Jozic's quirky wisdom in the air, here's our news: As we steam ahead towards the full release of Rail Route, we'll be setting the base price for the game at $24.99 USD from the current $19.99 USD, starting October 11th. Our journey wouldn't have been possible without the tremendous support from you all. If Jozic's words have sparked a notion, maybe it's time to board the Rail Route train before the ticket price adjusts. And if you're waiting for that full release whistle, know that every moment, twist, and turn will be worth it. Your support is our fuel, and for that, from both the Rail Route team and the legendary Dispatcher Jozic, a big thank you! Thank you for being a part of the Rail Route journey. We value your feedback and dedication. Do hop into our community discord for lively discussions and insights. Until next time, happy routing! -Angel https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Do you want something more fresh? Have a look at our unstable version! |
Update 16 On Unstable Get a first look at our new System Upgrades UI and structure, and find out how it all works. New System Upgrades Structure Say goodbye to the old, confusing tree. The new system is here. You'll earn green points from Commuter and InterCities, and red points from Regional, Urban, and One-off freights. These points give you more control and new ways to earn. Unlocking Tiers Introducing tiers! To move up, you must dispatch a certain number of trains successfully within a cycle. For example, to reach Tier 2 in green, you need to dispatch 15 green trains on time in a cycle. Remember, you need to handle traffic "on time" for points to be awarded. Reaching the Goal Our main aim is to make the game more accessible and structured. Now, you can also earn stars, just like in other modes such as Timetable and Rush Hour. Delay Allowance New feature alert! Each contract now has a delay allowance. Commuters allow a 2-min delay without losing a point, while InterCities stick to the old 1-min limit. Time Multipliers Changed Big news for time management! Previously, we had speed options of 1x, 5x, 15x, and 25x. Our math experts have found that 1x, 3x, 10x, and 25x are better choices. But don't worry, if you're a math whiz too, you can adjust these settings in the Options. Missing Upgrades (Future Roadmap) We're still working on several key features. Coming soon are automation for regional trains and new shunting capabilities which will bring set of new Upgrades in the red category. We're also introducing simplified sensor that sits between the current routing sensors and the manual world. I'll write more about that in the coming weeks. Ongoing UI Updates We get it, you have strong feelings about the recent UI changes. We're bummed to hear some of you aren't fans. Changing the UI is a massive job, and we don't want to stop everything else just to focus on that. So, we're making improvements bit by bit. We're in early access, after all! If you like where we're headed with new features, show us some love with a positive review, please. It keeps our spirits high and the updates coming. Feedback fuels us. Got thoughts? Leave them below or join our Discord for a chat. Till next week, keep those trains running! -Angel https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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Read more about some of the features in recent article. |
Hey Rail Route fans! We've got some updates we think you're going to like, now live on our Unstable version. If you're keen to try them out and chat about them, our Discord community is the place to be. But first, let's see what's new. https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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Hello, train enthusiasts and track tycoons! It's that time of the week when we swap our hard hats for conductor caps and share the latest and greatest from our bustling workshop. I'm excited to announce that Update 14 has safely pulled into the station! Now, let's not wait any longer - let's dive straight into what's new in Rail Route!
[h2]Updates[/h2]
[h2]Fixes[/h2]
We're incredibly excited for you to try out all these new features in Update 14! We always love hearing your thoughts, ideas, and feedback. So, feel free to chime in on our Discord or leave a comment below. Until next time, may your signals always be green, and your passengers always on time. Catch you at the next station! -Angel https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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Update 13: The Highlights
[h2]Updates[/h2]
[h2]Notable fixes[/h2]
That's all for this week. See you at the next one! Stay connected and be cool. - Angel https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Calling all Rail Route players! Participate in the exhilarating Rush Hour Contest happening now until Friday. Immerse yourself in the challenging map "Creato" created by the talented TyperiMILOS. Test your skills in managing complex station layouts and intense traffic scenarios. Show off your strategic prowess and compete for exciting prizes! Don't miss out on this opportunity. Join the contest today! |
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https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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Summer is here, and so are fantastic discounts! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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The Sprint to Update 13 Remember when we talked about our 'continuous delivery' model and faster summer development cycles in a previous Rail Log? Well, expect Update 13 to arrive faster than a high-speed express train a week or two, tops! We've been scribbling down your feedback since Update 11 and are implementing changes to the Construction User Experience accordingly. [h2]Revamping the Radial Menu[/h2] We've heard your calls about the radial menu and we agree, right-click was the wrong click! We're introducing an 'empty-handed' mode for all your modifying needs, from upgrading/downgrading tracks to rotating signals and moving items. Once you select a build item, you can either build it or right-click will put it back in your pocket, freeing you up to return to your modifications. No radial menu there. [h2]Bulldoze Fast and Primary Options[/h2] When your hands are empty, we offer more flexibility with your right mouse button. You can set it to close a construction mode, do a quick bulldoze, or show our good o' friend radial menu. Yes, you're right, this does sound like we're satisfying those who have been using right-click to bulldoze. But that's not all! Say hello to a primary bulldoze action, with options to remove the entire track or just a partial section. This means more customization and control, perfect for our system builders and puzzle solvers out there. [h2]Station Configuration Focus View[/h2] In the upcoming Update 13, we're introducing station configuration focus view. Press the configure key (middle click, V on keyboard or Y on controller), and you'll get a comprehensive station configuration view to modify all your stations at once but most importantly, close to your mouse, at your disposal. [h2]Improved Keybinds[/h2] For all you shortcut lovers, we're making our keybinds even better. We're adding a keybind for every action, giving you granular control over your interface. Missed out keybinds? Don't worry; they're on their way! That's all for this update, folks! Remember, we're here because of your valuable feedback. So don't be shy, keep those comments coming! Join our community Discord for more chat, updates, and all things Rail Route. Stay tuned for our next stop, the exciting journey continues. Until then, happy rail routing! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Greetings, Rail Route community!
Notable Updates:
We're incredibly excited for you to experience these new features and improvements in Update 12. Your feedback has been instrumental in shaping this update, and we can't wait to hear what you think. Please note that we're planning to address some additional changes throughout the coming week. We're committed to bringing even more fluent controls and will be making adjustments based on your feedback. The changes in this update are astronomically big, but don't worry, we'll be iterating over them. In the coming weeks, we'll also be releasing some changes to the building UX, especially how the right mouse button is used. We've identified some UX flaws there and are working hard to improve them. So, are you ready to explore the new horizons of Rail Route? Update 12 is waiting for you at the station. All aboard for a thrilling journey! [h2]Full Changelog[/h2] [h3]News[/h3]
[h3]Updates[/h3]
[h3]Fixes[/h3]
Full steam ahead, folks! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Greetings, Rail Route enthusiasts! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Hello, dispatchers! Angel here, back on the tracks with another weekly Rail Log. We're chugging along at full speed on the development express, and we've got some exciting updates to share. So, grab your favorite cup of station coffee, and let's dive into the world of Rail Route! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Hello, dispatchers! Angel here, back on the tracks with another weekly Rail Log. This week, we're serving up a bite-sized update, packed with all the juicy details you need. So, buckle up, and let's get this express train rolling!
[h3]The Great Upgrade Purge [/h3]
[h3]The Stop & Reverse Conundrum [/h3]
[h3]The Road Ahead: Continuous Development [/h3]
As we pull into the station for this week's Rail Log, we want to hear from you! Got thoughts on the new upgrades? Feedback on the golden Stop Button? Or just want to share your experience with the staging version? We're all ears! Hop aboard the discussion train on our community Discord. Your input is invaluable to us, and we're excited to hear what you have to say. Until next week, keep those signals green, and happy dispatching! Angel signing off. https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
All aboard, dispatchers! Angel here, riding the high-speed development train back to you with another weekly Rail Log. We've been shoveling coal into the Rail Route engine non-stop, and boy, do we have a freight load of updates to share! So, grab your conductor's hat and let's take a sneak peek at the bustling activity around our upcoming Update 12. https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Greetings Railroaders! Angel on the line, thrilled to come back with another weekly Rail Log. As we approach the end of the early access phase (this year?), we've been working tirelessly to polish Rail Route, and today we have some exciting updates on the UI changes. Buckle up and let's embark on this UI journey! Keep railroading, and see you in the next week or two! -Angel https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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Hey there, fellow railroaders! Angel here, back with another edition of our Rail Log. Today, I have some exciting news to share with you about the upcoming changes to contracts generation in Rail Route. We're also introducing three new buildings that will revolutionize the way you manage your rail network. So, grab your conductor's hat and let's dive right in! Thank you for joining us on this exciting journey, and happy railroading! Angel https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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Hello fellow rail enthusiasts! Angel here, and I'm thrilled to share with you another edition of our Rail Log, where we explore the latest happenings and developments in the world of Rail Route. Since Update 11 rolled out, our dev team has been diligently addressing issues and gathering invaluable feedback from our fantastic community. In this week's Rail Log, we'll talk about post-Update 11 changes, hotfixes, and offer a sneak peek into what's coming in the next update. So, buckle up and let's get this train rolling!
The Stabling Sensor will be able to route finished trains based on their "next stage" destination and will effectively replace the "finished to" functionality of the current Routing Sensor. You can define multiple destinations per station, allowing you to assign a set of tracks to be used for stabling the finished trains. On the other hand, Dispatcher Sensors will be used to signal stabled trains and switch them to their new schedule, which would need to be done manually without it. The train can then be routed via the standard Arrival Sensor logic to the corresponding platform. This combination of sensors streamlines the process of managing Regional Trains and helps maintain the seamless automation of your rail network. Note, that these sensors won't be included right at the beginning of Update 12, but we'll try to bring them as soon as we stabilize the Update 12! Closing Notes That's all for this week's Rail Log, folks! I'm already looking forward to sharing more exciting news and updates with you in our next edition. Apologies for not delivering this Rail Log on Monday as usual - we had a national holiday this week, and we'll be having another one next week. Rest assured, we'll be back on track soon! As always, we'd love to hear your thoughts on these updates and any suggestions you might have. Please feel free to leave your comments below this article or reach out to us through our social media channels and Discord. Your feedback is incredibly valuable to us, and we appreciate your continued support in making Rail Route the best it can be. Stay connected with us on: Thank you for joining us on this journey, and happy railroading! - Angel https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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We hope you've enjoyed Update 11, and we appreciate your valuable feedback. One common concern was the visibility of track speeds colors in construction mode, particularly when zoomed out. Rest assured, we've been working on a hotfix to address this issue. |
The highly anticipated Update 11 for Rail Route has finally arrived, packed with exciting new features and improvements that will take your rail network-building experience to the next level. The development team has been hard at work, listening to player feedback and making significant changes to the game's construction user interface, among other things. So, let's take a closer look at what's new in Update 11.
[h2]Updates[/h2]
[h2]Fixes[/h2]
I hope you'll enjoy the Update, and I look forward to sharing insights into what's coming next in the following Rail Log the following week. Until then, Happy Dispatching! Angel Don't hesitate to reach out to us on Discord, Twitter, Facebook, or our Homepage. If you have any questions, or comments, I'm always eager to hear from you under the article! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Hello Dispatchers, |
Hello Dispatchers! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Hello fellow Dispatchers! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Another week, another post packed complete with what happened in the Rail Route development team last week. So let's board the train, get your tickets ready (and buy the game, of course). We still got a few copies left! :) https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
For today's hotfix we have opened up translation and localization of the station names. This started with feedback from the Chinese community that it's tricky to play the game even with the language set to Chinese, because of confusion about the station names. We definitively understand that Rail Route becomes a lot trickier when you have to check twice where you're supposed to be sending your trains! |
Hello Dispatchers! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Hello Dispatchers! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Hey, here we are with our next Rail Log, and we'll have a look at our keybinds this time. While a dev team is iterating over a new UI/UX, this is also vital to have thought through beforehand. https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Hello Dispatchers, https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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Were filled with love and in a celebratory mood as were headed into the weekend. The game is still available at a discount so tell all your loved ones to join the warm embrace of the dispatcher community. |
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This week we want to celebrate all you dispatchers out there by sharing some Valentines love. To start with were releasing another update with tender loving bug fixes, and Rail Route is also on sale at a discount for all the aspiring dispatchers out there that havent jumped on the train yet. |
Hello Dispatchers! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Hello Dispatcher! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Hello, fellow Dispatchers!
and so on. At first, you need to switch the train number manually at Dispatcher Office, but that process can be automated later in the game using the proper System Upgrades. [h2]The Freight Traffic - Blue points[/h2] A new type of freight traffic contracts to the game. Unlike current freight contracts which are one-off, these are recurrent. The stations will ask you to deliver a specific composition of freight cars, but the incoming trains will deliver them all together. Completing the contract will therefore require you to do some shunting work. If you don't already have a shunting yard, you will have to find a suitable space to build one. Shunting the cars can be tricky so having shunting signals, shunting sensors, and command queues will be essential. This new traffic category is still in the game design phase, so I can't share too many details. However, hopefully this gives you an idea of what's to come. The Development Update Most things have stayed the same as the previous week as we need another to finish the tasks in a polished state. And this Rail Log is already insanely big, so let's keep it short this time :).
That's all, folks! Thanks for reading and give me your thumbs up or comment. I am happy to answer all your questions. Until the next week, Happy Dispatching. -Angel Follow us: https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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Hello Dispatchers!
System Upgrades Restructure I've covered this previously, but let's go into more detail. We don't see the current structure of the Upgrades as best for several reasons. One of the issues is the need for more natural progression, but Upgrades can be seen as overwhelming and need to be more structured for new players as well. We, who have played the game for more than three years already, must not forget that, in the shade of our curse of knowledge. The most notable change in the structure is we want the Endless mode to have a goal like the other two modes. To give players a sense of progression and satisfaction. And once it is all about automation and traffic optimization, we build up the structure around that, dividing the Upgrades according to the traffic category. If you reach certain thresholds in your trains per cycle counter, you unlock more until you get the star - an ultimate reward for each category of unlocks. The upgrades in the corresponding categories are here to help you achieve that, allowing you to automate everything. You'll also unlock a new category of Upgrades pretty soon, so it's up to you to start including red traffic or just continue filling the green bar. We are dropping nearly all the Interface upgrades as they feel superfluous. We just make most of them unlocked by default. We could have introduced the interface upgrades, little different ones to these. If we do, they will be global, and once unlocked, you'll have them available on all your games. Next to it, we would like to introduce more granular unlocks in terms of sensors below the arrival or routing "sensors tiers." I'll write about them once they are assigned to the development week sprint in another dev log. Accept Sensor You probably know the "Auto-accept" upgrade. It unlocks a toggle for every station to accept the incoming trains automatically. We don't like toggles and UI, so we redo this toggle into a buildable cheap sensor. After unlocking it, you would place it either on a platform or next to a station - we have yet to decide - maybe you can share your thoughts in the comments. But this sensor will allow us to do a more detailed configuration of auto-accepting (whether to accept ANY trains and where) and will be much better aligned with the rest of the game. We'd like to take this approach once iterating over other Upgrades content. Main Menu Integration It's nearly done, but it still requires a day or two to polish it up. But a seamless transition between the menu and the game is there. We'll need to improve the Current Game tab even more to show some statistics about your current game, for example, but we'll leave it on the roadmap and get back to it later. This week, we'd also like to integrate the Editor similarly. No more loading between editing the map and trying its timetable! Hell yeah! Hopefully. That's all for now. Don't forget to join our community Discord and/or share your love in the comments :). Until the next week, Happy Dispatching! -Angel Follow us: https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Hello @Devlogs Dispatchers, As you can see, connecting two points will be as easy as clicking on the origin and the end. The game will calculate the track in between these points for you. You can still click in smaller segments if you want more granular control over the outcome. This will be the UX improvement of the month. It will not matter if other tracks need to be crossed! We could apply some hard limits on the maximal length of the track to make that happen. [h2]New System Upgrades design[/h2] We've finished the System Upgrades design for 1.0 and are now prototyping the UI before implementing it. I can say now that Upgrades won't be categories (Contracts, Automation, Control, Interface) but according to the type of traffic (and color). We will have three types of traffic (or contracts)
Every category will have its Upgrades to unlock, divided into Tiers, and an ultimate goal of the Endless map will be operating all of them in some amounts. Automation will be a great help to accomplish that. The primary metric will be the "trains dispatched per cycle," which also gives you the progression in the Tiers dimension. I will talk details later, but you can expect a whole reworked freight traffic contracts and automation of your freight yard just in your Endless maps by 1.0 :-)! All screenshots are works in progress and do not represent a final state. That's that. Be sure to drop me some comments below or on our community Discord. Until the next week, Happy Dispatching! -Angel Follow us: https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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Hello Dispatchers!
Follow us: https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Dispatchers!
Follow us: https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Hello Fellow Dispatchers! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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Hello Dispatchers! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
Hello Dispatchers! https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ |
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In celebrating the 2^8 (256th) day of the year, we are releasing the next free content update for Rail Route just now! And by a big coincidence, it's also the Day of the Programmer. So, happy dispatching and celebration!
Follow us: https://store.steampowered.com/app/1124180/Rail_Route |
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Hello Dispatchers! |
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Interest piqued? Heart fluttering? Good! It's time to get down to business - come with me for the full rundown of Update 7. [h2]New Unlock - Train Alerts[/h2] Ever get sidetracked? I do all the time. Well, if you're like me, that won't prove much of a problem anymore. We've added a new Train Alert upgrade - yep, that's an upgrade that lets you know directly on the map if there's a train in need of attention. [h2]New Unlocks - Manual Signal Visualisation (And Manual Signal Safety!)[/h2] This is one of our favourites. We've added the ability for players to unlock an upgrade that'll visualise the route that a manual signal will create when activated. (Making it significantly easier to predict the routes your trains will be taking!) But that's not all - we've also added an incredible Manual Signal Safety upgrade - one that prevents the allocation of a route when it detects danger. That means no more easily avoidable crashes! [h2]Signals on Track Corners[/h2] You can now build signals on track corners! This opens up a huge range of possibilities for dispatchers, and we hope that you love it! [h2]Vastly Improved Load Speed[/h2] This is one that has been requested over and over again. We've changed our game saving to hugely increase save and load speeds. Though, beware, if you save games in the latest version of the game and attempt to load them in an older version, you will not be able to. (No GIF for this one - you'll just have to test it yourself!) [h2]Achievements![/h2] We've added a whole bunch of achievements for dispatchers to work towards! Whether you love our story mode or are obsessed with endless, there are achievements in there for every type of player. We hope that you enjoy! Well, that marks the end of our rundown. There's still more changes and updates, though - they're in the Changelog below! Take a read, and - as always - happy dispatching! Changelog
NEW: Arrival sensors can be built inside autoblocks
Follow us: https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic |
And last month's weekly contest seeds + maps were: JUNE 2022 May 30th-June 6th - Karabo - axonaa 6th-13th - Den Haag - amstdm 13th-20th - - freght 20th-27th - Gare du Nord - ttolai June 27th-July 4th - Steel Bridge - lgtral That's all for this month. Enjoy the antiques! - SteR Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ |
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[h3]Updates[/h3]
[h3]Bugfixes[/h3]
[h2]What's next?[/h2] We already started to work on the next free update which should bring in the Shunting in Endless and Timetable maps! But maybe, we'll to more smaller updates before this big one will be live. Stay tuned for future updates and as always, happy dispatching! https://store.steampowered.com/app/1124180/Rail_Route/ Follow us: |
[h3]Updates[/h3]
[h3]Bugfixes[/h3]
[h2]What's next?[/h2] We already started to work on the next free update which should bring in the Shunting in Endless and Timetable maps! But maybe we'll release smaller updates during the summer along the way before this big one will be ready. Stay tuned for future news and as always, Happy dispatching! https://store.steampowered.com/app/1124180/Rail_Route/ Follow us: |
So make sure you don't miss out! We're going to be talking about what we achieved last year, and what we're looking to achieve going forward - as well as answering your questions and any thoughts that you have. We're also looking to add Shunting to the game in Update 7 - so we'll discuss that, too! Looking forward to seeing you there! Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ https://bitrich.itch.io/rail-route-the-story-of-jozic |
Rail Route's sixth major content update - The Story of Jozic - will be on June 23rd. And - in case you've missed the previous announcements - here's a brief rundown of everything it'll feature:
But, you cry, how can I play it now!? Well, a demo of The Story of Jozic is currently playable via the Steam: Next festival. Just click the link below, and you can play a limited version of the update! https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ That's all for now! As always, Happy dispatching. |
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Even though only two of these contests were public - and really only one MAY 2022 2nd-4th - Prague Rush - myseed 4th-10th - London Underground Aldgate area - stgng 10th-15th - London DLR - unstbl 16th-23rd - London DLR - launch 23rd-30th - Tokyo Central - tokyoc The big one to note this month is the London DLR seed 'unstbl', which is really good if you're looking to play competitively! Someone was able to record a whopping 4:39 time on that seed. Yeesh... Anyways, that's it for this month. Enjoy the maps and good luck with the contests! - SteR Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ |
Hey everybody! https://store.steampowered.com/app/1124180/Rail_Route/ |
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[h2]Updates[/h2]
[h2]Bugfixes[/h2]
Thats all for now, folks - Enjoy! We can't wait to see your highscores. Please, don't forget to put Jozic into the wishlist ;). https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/ As always, happy dispatching. - The Rail Route Team Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ |
On the right, it'll show you how much better (or worse!) you're doing in comparison to the record you're comparing against. This way, you can gauge how well you're doing in this current run. When you complete a wave, you can see some information about your performance compared to whatever benchmark you've been keeping track of. You can toggle between a graph that shows you your progress wave-by-wave or a leaderboard that shows your standing for that wave in comparison to multiple people. Once you've finished the last wave, your score will automatically be submitted to the leaderboards. How well did you do? Only one way to find out... In the main menu, you can see your leaderboard placement right next to your score. Oh, yeah, scores have gotten WAY larger, too. See that 35k? A bit of an outlier, but still, quintiple-digit scores are pretty easy to get now, when previously they were unheard of. This'll help separate old scores from the new! Speaking of the main menu... [h2]MAIN MENU OPTIONS[/h2] Right now, it's... honestly, kind of a pain to load older saves, start new playthroughs, or edit/delete maps from the main menu. The three dots in the upper-right corner of a map's preview are pretty tiny and easy to miss... No need for any of that hassle anymore, though. Now, just hovering over the preview will bring up all the icons you'll need! No more struggle with accidentally loading the last save instead of starting a new game. For Rush Hour, we've also added a brand-new feature to go with this - Seeded runs! If you'd like to play the map over and over again while keeping the same set of trains, just type in whatever you'd like - up to 6 characters long - and the game will always give you the same results! [h2]NEW MAPS[/h2] When Rush Hour first released back in Update 4, there weren't many official maps for the mode; Just two, one of which was a repurposed endless map. While Rush Hour certainly has its replay value, with each new run being a chance to beat your highest score or find a new technique to play better, two maps is still prettttty low. Well, with the next update, we're fixing that! Plenty of new maps - most based on real locations! - will be showing up in the next update. [h3]London's Dockland Light Railway[/h3] Mess around in a simpler experience on London's Dockland Light Railway around West India Quay! [h3]Central Tokyo[/h3] Give Central Tokyo's network a hand, with fairly high train throughput in the later waves! Just remember you can right-click to reverse trains in busy platforms if you ever need to... [h3]Chicago Ogilvie Center[/h3] Try managing one of the many major stations in the heart of Chicago, Ogilvie Transit Center! Don't let the extreme amount of trains intimidate you... That's not all, though! A few more maps are being worked on, but we aren't quite ready to show you those... Keep an eye out for more to come! [h2]EDITOR TOOLS[/h2] As some of you may know - and many may not, as we only mentioned this in our Community Discord - Rush Hour waves can actually be split into multiple parts if you know what you're doing. Well, now you don't need to know what you're doing! At least, it's going to be much, much easier to set up. Want trains of a certain type to only start spawning midway through the wave? Want a massive push of trains before the wave stops spawning things? Maybe just want to give the player a breather before the difficulty picks up again? This finer level of control should allow you to build the best Rush Hour map you can ever imagine, and also make it MUCH easier to understand what you're doing as you build your map. [h2]Update 5: May 16th![/h2] ...Oh, and did we mention how soon the update's going to release? Mark your Calendars for May 16th! As always, happy dispatching! - The Rail Route Team Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ |
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That's all for this month. Hope you enjoy this month's picks! - SteR Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ |
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Hello Dispatchers!
Sounds pretty good, huh? Wed love if you could wishlist The Story of Jozic on Steam! https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic Because this update is a little different from the others, were once again asking for your help. Our community was incredibly supportive with our Rush Hour livestream in the last update, and we hope to gain another incredible reception to this one. Wed like to ask you to wishlist The Story of Jozic on Steam. Not only will it help us to gain visibility (and show more people the joys of Rail Route!), youll get notified when it releases! Its a win-win. [h2]Update 5 soon[/h2] And while we are serving good news to you here's another one! There will be another free update for Rail Route before The Story of Jozic will go live soon. Update 5 will bring Steam leaderboards to Rush Hour maps and much more! So stay tuned for another announcement. As always, thank you very much and happy dispatching! - Angel Follow us: https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic https://store.steampowered.com/app/1124180/Rail_Route/ |
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That's all for this month. Hope you all enjoy the three non-standard maps we've picked for this month! - SteR Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ |
Hello Dispatchers! https://store.steampowered.com/app/1124180/Rail_Route/ |
Hello Dispatchers! https://store.steampowered.com/app/1124180/Rail_Route/ |
Hello Dispatchers!
[h3]Updates[/h3]
[h3]Fixes[/h3]
Thats all for now folks - enjoy, and we cant wait to see your high scores. And, as always, happy dispatching. - The Rail Route Team Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ |
Hello Dispatchers! |
It's our goal to release a DevBlog every month, but sometimes we happen to miss them. Often this is because we're so focused on a massive update that requires our constant attention, and we just don't have the time to provide you all with some insight into what's coming next because of how much we need to develop it first. It could also be procrastination, vacation time, sick days... Only we know, really. https://store.steampowered.com/app/1124180/Rail_Route/ |
That's all for now. Hope you enjoy this month's picks! - SteR Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ |
Let us announce that Rail Route is now fully translated to German language. Many thanks to our community! |
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Submitting your level is simple: Just reply to this post with a link to your level! That's all it takes. We'll handle the rest from there. [h3] Playing and Voting[/h3] If you would like to vote, just check the comments on this announcement and play the levels linked there! You can also check in on the contest submission collection, which will be regularly updated when new maps are submitted. Once you've completed each level (or when you give up in frustration), just give the map a steamthumbsup or steamthumbsdown either through the game's interface or by voting on the workshop page for the level. You don't need to vote by March 12th - Instead, make sure you vote by March 19th. We'll handle the rest of the process from there! Some Inventory Tips While we could just throw you out into the world without any guidance, the Inventory is a difficult system to use well when building a level. There are some tricky details you might need to work with/worry about, and some are things you should really know about before you get started building. While we won't stop you from submitting any level you want to make, the rest of the community might, and we aren't stopping them from voting however they want. With that in mind, here's some ideas: [h3]Don't get overwhelming[/h3] For example, do you know which of these two levels a player would find more fun, just by looking at the non-inventory tracks already built for them? If you think that the first picture looks more fun, you're probably right. One thing we've noticed time and time again is levels that players need to spend time setting up rather than playing aren't as fun as ones that let them dive into routing trains immediately. There's no response from the game if they're doing things right or wrong until the trains start moving, which makes the setup part of the map tedious. We've already seen this in the past with sensor-heavy levels - The player spends a lot of time at the start setting up all the sensors, getting no immediate reward for their actions, and if they mess anything up, the response to that screwup arrive minutes - or even hours - later, making it harder to identify what the problem even was to begin with. The delay between required player action and point-based rewards or penalties can be really frustrating, especially when the player has no exact idea of what tracks they should be building in the first place. Some junctions the player needs to entirely build themselves are okay, but when your map ONLY has stations and relies entirely on the inventory, it can quickly get tiring. it MIGHT work for tiny maps, but for any map with more than ten station platforms... we would recommend giving your players some sort of base to build off of. Instead, give the player some base tracks to work with, and some freedom to add onto your original system with their own unique ideas. Why not give them a single-track border station for a few freight trains that they need to connect to the main route? Or why not give them a bunch of tracks they need to add crossovers to, with an additional route to connect off to the side? [h3]Wall 'em in[/h3] You should definitely keep track to keep track of is the walls between stations and autoblocks. Without them, your map can be easily broken... So make sure you close things off so nothing unintended happens! Station signs, Platforms, and Autoblocks also restrict players from building certain routes. Platforms and Autoblocks don't completely stop players obviously, since they can just build up to the edge of the platform or autoblock to connect to it, but they do restrict throughput. Speaking of player restrictions, here's a little detail you might want to keep in mind: While this isn't exactly "walling players in", it is an odd restriction you might need to worry about. Players cannot connect dead-end tracks to inventory tracks. There is a slight workaround - If there's a signal on that piece of track (whether the player built it or you put it there), the player will be able to build straight no problem. It's just a little thing that might mess up your level if you're not careful, you know? As long as the connection is legal, players can build tracks, place signals, and place sensors. Keep that in mind! Also, it's worth noting - Players can upgrade manual signals to auto signals (and vice-versa) and get the signal of the other type added to the inventory. If you don't want people changing the signal layout, be careful with what you give them... [h3]Leave room for slack[/h3] When the player has to figure out what tracks to build on their own, it can be quite tricky to get trains to their destinations on time. It's not the best idea to hold them to the tightest standard of timeliness possible - Give them an extra minute or two of travel time between stations, and don't pack the stations to the brim with trains. This goes for scheduling, but you also probably should avoid Signal Stopping Penalties - If players need trains to slow down or stop so they can build tracks and think, then they shouldn't be penalized for that. Signal Stopping Penalties don't really work well unless the direct route the train wants to take is pre-built, so the player doesn't need to panic. [h3]Testing your Map[/h3] It's hard to test a map without tracks... So why start off without them? When testing your map, instead of building from the inventory while playing, you should make a copy and build the tracks in the way you would use them so you don't need to build them each time you boot up the map. The only problem with this technique is you have to remember to make the edits on both versions of the map so you can publish the version without the tracks! If your memory is good enough, you can achieve this by just using the copy and deleting the tracks you're supposed to, but that might not be the easiest task for most players... [h3]Need more guidance?[/h3] While that's all we have for Inventory tips, that's not all we have for level design in general. If you'd like to read some tips for timetable mode in general, too, You can check them out Here. It's not much, but it's better than nothing, right? That's all for now, though! We hope this little guide helps you get an idea of what to build, and I can't wait to see what you all have to show for this contest! Good luck, and Have Fun competing! - SteR Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ |
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That's all for now. Hope you enjoy this month's picks! - SteR Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ |
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It's been a while, huh? It's been over two months since we released Update 2. While time may fly when you're having fun, we've been hard at work here getting ready our next big update for you all. In fact, we've already released it - Update 3 is ready to roll! How about we dive into some of the new features you're bound to see as you explore this latest update?
What's been Updated
What's been fixed
That's all for now. We hope you enjoy the update! Happy dispatching to you all! - The Rail Route Team Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ |
That's all for today. We'll be back in a month with more maps to share! Check them out and tell us what do you think of them. See you then! -Ster Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ |
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Its hard to believe another month has passed, but here we are again, with more insights from the dev team for whats happening with the game.
Dont worry if youre not on this list! We plan to do some more contests in the future, and for each one. Hopefully, we can even integrate contests into the game, and/or add steam leaderboards! [h2]Update 3[/h2] [previewyoutube=PAbkpt3bvfk;full][/previewyoutube] Weve decided to simplify the version numbering system by removing the extra 1. at its beginning. For example, Version 1.3 - the next significant update we have planned - will simply be Update 3. Its not a big change, but was the 1. really doing anything? Eh, we dont think so, so its getting removed for simplicitys sake. Speaking of Update 3, we have some big ideas in the works. Do you want to hear about some? [h3]The Inventory[/h3] We are introducing a brand new mechanic in timetable mode - the inventory - a selection of items you can place during your playthrough. The map creator determines the inventory while in the editor, which means this wont interfere/mess up older maps that werent designed with this in mind. The map author can decide which sweets you will have at your hand to help you maintain your sanity while handling all the traffic. Be it either additional signals, automation sensors, or even the tracks; youll be able to make fun little changes to enhance your experience. Place them wisely! It seems simple, but we made our job a little more complicated. We have refactored a reasonably large part of the game to make this work. You wont benefit from it in this update, but trust me - in the future, this will allow us to define new gameplay elements much faster. And its also the first step in our long journey to enable modders to easily introduce their elements to the game. We have bigger plans with this feature in the following updates. For example, you might be awarded new inventory items later in your playthrough when you meet specific criteria, not just at the start. But thats the song of the future; for now, we hope this new feature will give map creators more room for innovation and provide us with some great challenges! [h3]Editor Trial train[/h3] The previous (timetable) contest winner, Eduran, was given the ability to choose any Quality-Of-Life feature to get added to the editor as a reward. What they wanted most was an in-editor trial train. Previously, mapmakers would need to add many trial trains to the map, load it, and keep track of all their speeds in a spreadsheet or text file to remember how long it takes for each train to get from point A to B. Now, its possible to run a trial train for any preexisting timetable. It runs the map with just the one selected train, and when its schedule is completed, you can compare the actual times it took to move between stations versus the original timetable you inputted. And with just one click, you can update the original timetable to the trials timetable. [h3]Editor timetable shifting[/h3] While Eduran only won one feature request, he made three but we still managed to get them all in! When editing the timetable in the map editor, you often have to change the time on multiple stops just to move one around, since adjusting the one stop messes with all future stops (or occasionally, all previous stops).Now, you can hold CTRL to also adjust the stops after the one youre modifying, and hold SHIFT to change the stops above it. You can also combine the two modifier keys to change all the stops at once if you feel like it! It sounds more complicated on paper than in practice. Just give it a go when its released! [h3]Stations Timeline Improvement[/h3] We occasionally hear that people dont always seem to understand the difference between certain trains in a timetable. Currently, theyre all just the same color of blue - how is anyone supposed to tell whats going on in a complex timetable? You cant just tell whats going on in the station timetable at a glance. So, were adding colors to help tell the difference. At first, we thought of just making each train type - Commuter, Freight, InterCity, Urban Transit - display in a different color. But after some discussion within the dev team, we decided to change it so that the colors represent what the train is doing at the station. If the train stops, it will have a different color than if the train passes through the station. If the event has already passed, itll display in grey. There will also be an icon to indicate if the train needs to enter the station. Together, these changes make it instantly clear from a glance at the timetable what happens with what train at any given station! [h3]Accessibility improvements[/h3] The more colors we add to the game, the harder it is for certain colorblind people to play it because of their difficulty distinguishing between colors. While weve been trying to keep the base game as friendly to these players as possible up until now, weve decided to implement new options that allow you to modify certain colors on your own so you can perfect contrast between the colors to help you see better. While it will make it harder for some newer colorblind players to start playing, itll hopefully help them find the perfect color combination! [h3]Tutorial[/h3] We are still improving the tutorial to help our newest dispatchers to get a good grasp of the game. We introduced three new chapters; In them, Jozic will check whether you understand the routing mechanics, teach you about the System Upgrades, and show you timetable mode. If you havent tried Rail Route, or even if you are a seasoned veteran, be sure to check that out to see where we are going. Until then, I wish you all happy holidays ;). See you in the New year and we'll do some dispatching! -Angel Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ |
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Hello Dispatchers! https://store.steampowered.com/app/1124180/Rail_Route/ |
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Don't worry about posting a screenshot early and getting a better score later! Just update your comment to include the latest screenshot. All winners will be announced a few days later and receive the community appreciation. Now get out there and show us how well you've mastered your endless gameplay skills! Good luck, everyone! And don't forget - Happy Dispatching! -Ster Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ |
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[h2]Update Changelog[/h2] [h3]Narrated Story Tutorial[/h3] We hope the new narrative tutorial will help the newcomers enjoy the game to its fullest potential. It's just a start, and we plan to update the tutorial even more in future updates. Just play Prague map from the beginning! Watch the recording of the tutorial or jump to the game and try it. [previewyoutube=XR9Tt-bh_CE;full][/previewyoutube] The tutorial was brought to you by these changes:
[h3]Contracts[/h3] We listened to our beloved community's call to ease the handling of the contracts in endless mode. We are sure it will make the game more fun and less attritive in the long term. This gave the name to the whole update, although the tutorial consumed much more work. List of changes:
[h3]Endless Score and the Cycle Report[/h3] Endless mode is satisfying itself, but we added a scoring model for the players to see their progress more visually. Cycle Report compares your performance between the hours of the game clock and provides more details to the score. We could compare the score also among the players, could not we? Long story short:
[h3]Sounds & Music[/h3] The game now contains brand new sounds from Sergio Ronchetti. We will write more about this topic soon. Rupert Cole created a new track called Recollections to please your ears and it's awesome! For the sake of completeness:
[h3]Maps[/h3] Included with 1.2 are two new maps! Based on real locations, there's one timetable level and one endless map - something new for everyone to try! WES is based on the Westside Express Service (WES for short) on the outskirts of Portland, Oregon, United States. The commuter service itself is small and simple, being only one route with just five stations served... But it shares tracks with a freight railroad! It's your job to juggle the two commuter trains in an ocean of freights on an odd track layout. Make sure to pay attention! Some trains may need special maneuvers... Oh, and did I mention it's our longest timetable map yet? Clocking in at one hour and thirty minutes, you'll need to stay on top of everything more so than usual! There may be far less trains than usual with only 17 for the entire duration of the level, but that doesn't mean you can slack off! Meanwhile, our new Endless map sits on the other side of the Pacific ocean: Osaka! Japan's rail network is unmatched when compared to the rest of the world, with trains running like clockwork; Even a delay of only a few seconds can be considered a late arrival or departure! While we won't hold you to that same standard of excellence, how close can you get to it when automating Osaka? Many thanks to the Japanese community who gave feedback on this map while it was being made! We got tons of support and insight on how to represent Osaka while also making a fun gameplay experience, and the map wouldn't look anywhere near as good as it does now if it weren't for the community's insight! Related changes:
[h3]Quality of Life[/h3] We constantly strive to provide the best possible user experience for our players. Here is a list of what we did for 1.2:
[h3]Things That Belong Nowhere[/h3] We work on Rail Route first and then compile a blog post that summarizes them in some more- or less-organized way. The byproduct of this approach is that we did changes that do not belong to any of the boxes. We learned how to live with this kind of chaos:
[h3]The Oldest Bug Fixed[/h3] A curiosity for the geeks: the upcoming version contains a fix:
We traced the bug to its origin and found: NEW: TrainController spawning, moving deleting trains Miso Oprendek 20. 10. 2017 15:17 Do not mistake the year it is four years old! Rail Route starts to be a persistent topic in our lives... while still being and surprising adventure every day! The bug caused the trains to be slower (arriving seconds later) when running the game at 25. They were correctly and equivalently fast on both speeds, but the game time accumulated slower at 1 because time step fractions were truncated. On top of that, we solved a lot of issues:
Thank our great community for helping us pinpoint things like this. If you would like to join us, we are on Discord! Happy Dispatching! Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ |
Hello Dispatchers! Be sure to check out the winning "Inside the Coachyard" map and give it a try. I am sure you'll enjoy it as I did! Or just check Mr. Hellish playing it. And btw. I am a host in his show there: [previewyoutube=_VoWexD4xRs;full][/previewyoutube] [h2]1.2 - the Contracts Update[/h2] Initially, we wanted to focus on one category and make the new content update around that category. But later on, we've included much more things into the update, so we somehow left that idea behind. On top of that, the new version features the updated tutorial mentioned in the previous post. And we plan to expand it with future updates even more. I'll tell you about that plan in one of the forthcoming blog posts. [h3]Contracts Managers[/h3] The most significant and most notable feature is the Contract Managers. These new upgrades in the endless mode help you automate the workflow of the contracts management. We find choosing the proper contracts (and declining the others) a core part of the gameplay. But later in the game, you may find yourself in need of a specific contract. And we know that waiting is a little troublesome. Fortunately, with the help of new upgrades, you have the option to configure your expectation. You set up the conditions which contract you'd like to see. And the contracts managers will do the hard job of declining the contracts you don't want for you! On top of that, we also increase the number of offered contracts you can have at once. In the beginning, there's a limit of three offered contracts. But you can increase that number to up to ten offered contracts at once with proper upgrades. There's also an upgrade for boosting the speed of how often the new contracts are generated. [h3]Endless Cycles[/h3] Next to the contracts managers, we are introducing the cycles in the endless maps. As you may know, the recurrent contracts repeat every hour. And we now call this one hour a cycle. And when the cycle ends, we calculate and show you a score. Are you better or worse than the previous cycle? There is no better use of score at the moment, but we still find it interesting! And with it, we bring you a nice and shiny overview of your finance in the last few cycles. The score is as simple as turnover from contracts for the last hour. We prototyped a few formulas, and we've chosen the simplest one. [h3]Faster Switches[/h3] A new upgrade allows trains to go much faster on switches when not in a straight direction. We hope this will enable you to optimize the traffic even more to your liking. Speaking of this category of upgrades, I am still unsure whether to include a new "what's straight direction" configuration on every switch. That would bring even more possibilities with traffic optimization. Let me know your points on this topic in the discussion. [h3]Screenshot sizes[/h3] Finally, we have decreased the sizes of screenshots drastically, so your saves won't take so much space. The screenshotting process is more streamlined, so there's no UI flickering anymore. I am sorry we haven't done this earlier :). [h2]The Development Team[/h2] The great news in the end! Our development team has grown bigger. Initially, it was only Michal and me, but Roel and Zaher joined us at the beginning of September and are already fully helping us with the game! Those on Discord perhaps met them there; they are an incredible help to the game development. And thanks to them, we are bringing this update just around a month after the previous one! This frequency would be crazy, but we'll try something like an update once in two months. But we don't promise! [h2]Up Next?[/h2] There will be a follow-up article about the new sound design, we are putting into the Rail Route, starting with the 1.2 update! Happy Dispatching! Follow us: https://store.steampowered.com/app/1124180/Rail_Route/ |
Updates localization and fixes various minor bugs that occurred recently |
https://store.steampowered.com/app/1124180/Rail_Route/ |
Fix for Mac users is here! Steam integration was not working on 1.1 correctly for them. Should be OK now.
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Hello,
Happy Dispatching! Angel |
Do you know you can easily subscribe to any map in the Workshop and it will automatically appear in the game? I can't believe there are over 450 maps in the Rail Route's Steam Workshop! It's wonderful to see all your creativity there. I personally hope we will be able to give you even more tools to be even more creative in the map design. I see it as an important part of the game. So, to promote the Workshop and with the recent 1.1 update, we would like to arrange a map contest! And you can either create a map and apply or you can vote for the maps! Or both! [h3] For the map Creators[/h3] [h3] For the Players[/h3]
[h3] Rules[/h3]
[h3]Winners[/h3] Winners will be featured on the steam workshop for two weeks or more.
Thank you and enjoy! Angel https://store.steampowered.com/app/1124180/Rail_Route/ |
Some old saves/maps cannot be loaded in 1.1. This should help. |
Small hotfix for not so small issues. |
Hello Dispatchers!
[h2]Notable new features[/h2]
[h2]Full Changelog[/h2] [h3]New features[/h3]
[h3]Updates[/h3]
[h3]Fixes[/h3]
We have already started to work on the next update and it will be awesome! Stay tunned for future updates. https://store.steampowered.com/app/1124180/Rail_Route/ Follow the development: |
But thats maybe for the future article. Id suggest you peek into unstable branch at the moment if you are brave enough. We will release this update into the stable branch once all major issues will be solved. By the way, we are still working hard on a new tutorial! We would like to bring it in the next update. But it's taking us more time as we really want to do it right this time! Leave your thoughts under the article. Happy Dispatching Mio & Angel https://store.steampowered.com/app/1124180/Rail_Route/ |
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A small update - just a couple of fixes for minor issues in the game. |
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When you build a map, you can select how difficult it is. We discussed whether the game should calculate the difficulty itself, but we figured it was better just to let the creator manually determine how hard it is. After all, a five-hour level could be easier than a five-minute one, for all we know. The only problem with this is that some people may think their level is easier or harder than it really is, but the net gain is worth it. So many creators will be better able to advertise their levels on the workshop with this new system for a pretty simple reason - It gives the level a difficulty tag. This will make it a lot easier for players to search for the exact kind of map they want. And yes, all of the main game maps will be given difficulty rankings. Many people have gotten lost and started with harder maps by accident, even though the first map (Wakefield) is at the very end of the list when sorted alphabetically. This feature will help not only map creators but itll also help streamline a new players initial experience by letting them choose the exact difficulty they want. [h2]In-game Map Difficulties[/h2] By the way, here's the difficulty of the current in-game maps. This section may be helpful for newer players.
[h2]Menu Icons[/h2] We also added a few new icons and statistics to the main menu to help players identify the type of level theyre playing. These show the timetable length, how many trains you need to dispatch (for timetable maps), how many stations are there for endless maps, and the levels difficulty. Maybe being able to filter an in-game search these statistics would be helpful, right? [h2]Map Rating[/h2] The last thing we wanted to add to the main menu statistics was the maps community rating on the steam workshop. Theres just one problem - people arent rating the maps. We need more people to vote. Going through the workshop can be pretty tedious just to give each level a thumbs up or down; So what if we just add it directly to the game? When you complete a timetable level, the game will give you the option to give the level a thumbs up or a thumbs down. This will provide creators with a better idea of how much people enjoy their maps rather than just seeing how much theyve been downloaded. [h2]Workshop Curation[/h2] Now, being able to search for levels easily and vote on them is nice, but how do you know if theyre good? Theres no tag for that. With so much community content, theres gonna be people who dont know what theyre doing and make overly ambitious/large levels that arent fun to play. Its not fun to download something only to realize its not the greatest level. Well, the solution - at least, the current fix were trying - is a curated list of community levels. A small council of community members will play these levels and looking for the best qualities in them - fair timetabling, fun gameplay, and engaging timetabling. If a map can meet all three qualities, its added to the list, so youll be getting the best of the best! You might notice this list is very, very short. Its not easy to go through nearly 250 maps in a reasonable amount of time. So if your level isnt on here and you think it should be, you can request it by contacting SteR#4742 on Discord. Do expect the council to be very critical of your level, though. On top of that, theres a new featured section on the Workshop homepage where we will feature maps, something like What to play this month? Well, why not try one of these?
[h2]Tutorial[/h2] As we mentioned in the previous blog post, its a work in progress, but were pouring some time into redoing the tutorial. [previewyoutube=k8c05pNq1YE;full][/previewyoutube] You can see it's smaller and more task-oriented, but its in an authentic setting. The previous tutorial was too disconnected; there was no consistency for the player to follow along with; it was very choppy as if the tutorial was cut into pieces. With this new tutorial, were trying to streamline the experience. Instead of hopping between a bunch of smaller, disconnected tutorials, theres just one big one that gives you all you should need to know at the start of the game. And theres no need to have any clunky transition between the tutorials and the game itself - some of you may have already noticed, but it takes place in the Prague endless map. Once you Graduate/pass the tutorial, it just drops you off right into the experience. The world is your oyster! We will build on top of this platform later when we broaden the tutorials scope in future updates. Itll help players catch on and know what to do in their first experience with the game :). But so far, it's looking great! You'll have the chance to test it yourself on the unstable version somewhere soon. Please, give us feedback on how the tutorial feels from the video now! [h2]Broken Sensors Configuration[/h2] I must admit this one should have been in the Early Access release, but we didnt manage to do it in time. Well, here it is :). [previewyoutube=_UZ1cqwydxU;full][/previewyoutube] When the sensor is configured to an unreachable or non-existent connection, it's marked with a new warning icon. This small change will make a big difference when configuring a broken sensor. But what we plan next is to change the sensor placement; allow them to be placed anywhere and connected with the exact point on the track. This would allow much more possibilities in automation. You maybe say we will decrease the tension and give away too many resources (in terms of space), but when we plan to add more sensors and somehow allow them to be connected together in more complex logical gates, we would need that anyway! It will fit nicely. Not in this update but in the future. [h2]Arrival sensor - any platform[/h2] The image explanation is straightforward, right? The trains coming into that station that cannot be routed to the desired platform are routed based on this new configuration. [h2]Other things[/h2] There's more to come and more we are working on. For example, regarding the internals we did some refactoring on how we work with the dependencies in the code, improving the lifecycle of the game. We are also preparing a better interface on how to define new building elements! Hopefully, I'll make it into a separate blog post in the future. It should be regarding the modding of Rail Route. By the way, the game is translated into 13 languages, thanks only to the community! Big thank you to all who contributed either with the suggestions or took care of the language as the ambassador! And the good thing - a new language is being added - Japan. I mean, four new ambassadors are taking care of it! And I need to make one more update to the stable version; I want to link this blog post in the game, and yeah, I was too lazy to do some News system for it. Hard work, hard done! But Ill do the language sync and put Japan into Options with it soon :). [h2]Road Map[/h2] We also changed how to approach the road map. We set up a new site where you can put your game suggestion (and vote on them!) while moved all content from the old Trello board there. We don't want to have a steadily defined roadmap and we'd like to be more dynamic in terms of "what's actually needed" or requested by the community. We have some bigger milestones to achieve but we will keep them internal for now. We did that during the alpha stage of the game and it worked very well. Our community is helping us drive the right direction a lot! Thank you. And what a coincidence that the two most wanted suggestions are already on the way into the next version! Leave us a comment or two! Happy Dispatching! - Angel https://store.steampowered.com/app/1124180/Rail_Route/ |
Just a small hotfix. |
Here's the riddle: |
It's been a busy week. We released Rail Route into Early Access! And we finally showed a game we feel has a well-defined core. A solid foundation we can build onto throughout Early Access, after the Alpha stage. We hope you enjoy the feel of what it's like playing a game inspired by train dispatching mixed with the tycoon. Actually that you still are enjoying.
[h2]Feedback[/h2] Hopefully, we already solved all significant issues from the first week (if you don't feel so, gimme a ping on Discord), and we're onto to jump and prepare the next content update. We thank you all for the fantastic reviews! The first thing we need to improve is the tutorial. Most of the negative feedback we've received mentions it, and yeah, it's true. So we need to improve! [h2]Tutorial[/h2] How? We've already started :)! We'll make the tutorial more streamlined, not so cut in the parts, out of the reality. We'll put it right into the endless map, and we'll do everything there. We'll be able to show the controls more fluently handling the actual traffic. That was completely missing in the tutorial. Then, we'll be able to offer another set of advice about track building and contracts - these need to be covered as well! But right now, we will focus on rewrite at least the scope of current tutorials. [h2]???[/h2] Because you know? We also want to focus on new thingies & sweets, right? Something shiny must be in every "bigger" update from time to time. Hopefully, we have our ideas right! I'll keep you informed! Or jump on our community Discord. Angel https://store.steampowered.com/app/1124180/Rail_Route/ |
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FIX: Tutorial was not working because of missing East End |
Second-day hotfix is here! The main issue was wrong rewards when modifying the contracts. |
The first batch of fixes in Early Access. Enjoy! |
Rail Route officially launched on Steam. Thank you all for the awesome alpha period. We hope the Early Access will be even more awesome! Enjoy the game. |
Rail Route will officially launch on June 23rd, 11 AM UTC! (04 AM PST | 6 AM CST | 1 PM CET | 2 PM MSK). |
A few changes to the demo during the Next Fest :). We are preparing on the release, bunch of new maps included! |
Hey! Rail Route will be featuring on Steam Next Fest. |
Hey! Rail Route will be featuring on Steam Next Fest. |
Hey! Rail Route will be featuring on Steam Next Fest. |
The Early Access release day is approaching, and we are trying to have everything under control. You probably know that situation: you think you have everything under control, but in reality, you don't. That's Michal and me nowadays.
We somehow felt it could be challenging for new players to understand. We were focused on that topic a lot, with a lot of minor adjustments as well. [h2]Unlock description[/h2] Another significant change was to reformat the Upgrade descriptions. Again, the goal was to clarify as much as possible. The first paragraph of the upgrade is trying to tell what you would get by unlocking these. The second paragraph is a description, and the last should be a tip. And there's a new screen after you unlock something where the Unlock description is being repeated. But there's more: an image or a video showcasing the upgrade, and sometimes even a tutorial button. Yeah, we have moved some tutorials into the endless game. When you feel ready, you can click the Play Tutorial Button inside the unlock description. Your map is saved, tutorial loaded, and you are automatically put back into your game after you finish it. If you exit the game during the tutorial, there's a "beforetutorial" save for you :). [h2]Tutorials[/h2] For example, the arrival and routing sensors have new tutorials of this kind! We have also removed the automatic routing tutorial from the list of starting tutorials, and it's available in the Automatic Routing upgrade. [h2]Sounds[/h2] Speaking of the new screen shown after you have unlocked the upgrade, there's a new SFX sound with it which is used in a few other places as well. Can you hear the resemblance of the station announcement? It was inspired by the Prague Main Station theme, which can be heard here: https://archive.org/details/aporee_31731_36450. We have fine-tuned other SFXs as well. The mouseover effect is much more enjoyable, as well as the click sound. [h2]Ambients[/h2] Oh, the trains have ambient sounds! Very simple right now, but we will improve them later! I want to add braking and accelerating sounds and make them differently based on a train type. And if you listen carefully, you will notice a very subtle control room audience as well. [h2]EA Launch Trailer[/h2] You know the game is going out to Early Access on June 23rd, right? I wanted to make a recording of the new arrival sensor tutorial. But look, I ended up with a full launch Trailer on accident :). [previewyoutube=CSFHtKsqglw;full][/previewyoutube] [h2]Other Things[/h2] We drafted initial support for mods. We are loading custom-made mods (in the form of .dll) from a particular folder, and we plan to focus on that topic later after the Early Access release. The translations have been finished in all 13 languages by our community! Even after our significant change to nearly every unlock description. They did an amazing job. I want to thank everybody who helped us with them. Thank you so much for your efforts! If you want to improve the texts in-game, feel free to suggest a text change. [h2]Next Fest[/h2] Lastly, don't forget to jump onto our Next Fest stream on June 16th, at 8 pm UTC! I've got a magical recording for all of you! Happy Dispatching! See ya. Angel Rail Route Dev |
Rail Route demo has been updated to 0.15 version. |
Hey! Rail Route will be featuring on Steam Next Fest and I will run a series of streams! |
Rail Route demo has been updated to 0.14.7. |
https://store.steampowered.com/app/1124180/Rail_Route/ |
Hey! Rail Route will be featuring on Steam Next Fest and I will run a series of streams! |
Hello everybody :). The release date of the Early Access is approaching and we are happy to share the exact date with you: 23 June 2021 -Please ensure you have a valid Wishlist ticket to travel. The price will be $14.99 with 10% launch discount. We dont plan to discount or participate in any sale for the whole period of the Early Access. This ensures you are getting the best possible price right with the release. There is also a high chance we will increase the price during the Early Access period when we will feel the game is ready and there will be more content delivered through updates. Thank you for all your support during the Early Access. Don't forget to join awesome Discord community and submit your score from timetable maps for a giveaway. Happy Dispatching! |
There is a new Demo update available. See the list of change below. |
Hey all! We're hosting a community giveaway on our Discord alongside this new Demo release, and we have some plans for more in the future. If you want to have a chance of winning a full game, give it a go! |
The Rail Route Demo is now available. You can try the game until the end of the next Steam Festival in June. |
One of the currencies in the endless mode are the experience points. They are shown as green and red train points at the top of the screen.
[h2]Contracts Upgrades[/h2] As the name implies these are tightly connected to the contract system. They can adjust how and what types of the contracts are being generated or allow you to make adjustments or even generate your own contracts. [h3]New Type of contracts[/h3] You can unlock new types of contracts thus more variety to the traffic you are operating. For example the Freight trains or the One-off Inter-City contracts. These contracts are really important as they are awarding the red experience points. So dont forget to unlock one of these early! The red point is also awarded for the Coach Yard contracts that originate from the station in your controlling area. [h3]Contract adjustments[/h3] Another group of contract upgrades are for the adjustments of the contracts. The ability to change the trains timetable can be very handy in a lot of situations. Especially the change of designated platform is something that you may need in the early game. One of the upgrades allows you to optimize the contract (run the trial train again) and get a much better reward if you can handle it faster. [h3]Future unlocks[/h3] As we will release regular updates during the Early Access we already have the plans of what kind of new unlocks could be in this category. You can expect the Upgrades that will allow you to have more offered contracts (current limit is 5 contracts) or be able to sort the offered contracts into corresponding categories (contract type, train type) and choose between them. Or even Auto-Decline feature that will reject contracts for you. Because we know that later in the game, there is usually a need for specific types of contracts. It will free your hands and go well with the design of the unlocks - be more efficient and do less work! What will follow? Next time, Ill tell you more about the next category of the upgrades! Follow us and join our community Discord. The development is heavily inspired by the community suggestions. We are also preparing to run the Steam demo, so stay tuned for the future updates! Join Discord |
Fellow Dispatchers! |
Contracts in Rail Route are an important part of the Endless Mode gameplay. Except for a few in the beginning (in Prague map), the player chooses the most profitable contract that fills gaps in their schedule. They are also the main source of money and experience points. |
Fellow Dispatchers! |
There are several types of train in the Rail Route with different modes of operation. Most common are the commuter trains (starting with 'Com' prefix) that stop at every station. Currently, there are two variants:
[h2]Troublesome Conversions[/h2] We have received numerous complaints about this feature. It is hard to explain, hard to understand, too rigid and very fragile the conversion tends to amplify minor delays to major jams. We have introduced a rule that those contracts are generated only after unlocking Contract Management to address these issues (the player knows what he does and has tools to fix the problems) but we felt a major change is needed here further. [h2]The Coach Yard[/h2] To break the rigid link between the converts from and converts to train, we are introducing the Coach Yard building. Once Coach Yard is unlocked, the player can build one close to each station. It accepts and stables Com and IC trains and keeps counter for each of them. If a train is present there, it can be dispatched manually according to the station's timetable (receives standard reporting number) or as an empty coaching stock (ECS) train intended for moving the carriages between coach yards. Once Coach Yard Automation is unlocked, the player can set up the automated dispatching and fine tune the 'In Advance' time needed for the trains to reach their platforms. [h2]Contracts[/h2] Indeed, these changes have some impact on Com and IC contracts:
[h2]Long Story Short[/h2] So, once the player unlocks Coach Yard a DejviceBubny contract is generated. The player can not accept it until he builds a coach yard for Bubny. After doing so, he accepts and dispatches the trial train to Bubny. After finishing its stop in Bubny, the train starts moving again and the player routes it to Bubny's coach yard where it is stabled. Then, a BubnyPodbaba contract is generated. The player accepts it and the trial train appears in the waiting list in the coach yard. The player dispatches it from the coach yard, via Bubny to Podbaba where the train exits the map. This repeats every hour until both contracts are active. [h2]Balancing the Unbalanced[/h2] Clearly, if the player does not accept the BubnyPodbaba or any other contract from Bubny, inbound and outbound train count becomes unbalanced and each hour another train is stabled in Bubny's coach yard (recurrent contracts repeat each hour). This is indicated by the UI. What worse, if the imbalance is in favor of the outbound traffic, the coach yard is gradually emptied and in one moment it is not possible to dispatch another train according to its schedule, leading to delays. We hope that keeping an eye on balancing the stations brings more fun and chill to the game compared to the rigid conversion link. The player has much more possibilities how to resolve the unbalanced state and much more time to do so. To prevent the deficiency of trains even in case of delays he can keep some trains in reserve in the coach yards or dispatch an ECS to move a train from one coach yard to another where it is needed. WithCommuter Creation unlocked, he can even create a "balancing" contract that moves a surplus train between the coach yards each hour. [h2]Experience Points[/h2] Because handling this kind of traffic is quite more complex than the simple there-and-back trains, the player is awarded one Advanced Experience Point for each train that finished its schedule on time if it originated in a coach yard. You can use these experience points to unlock the useful upgrades. So, currently:
[h2]The Shunting[/h2] Another major change of coach yard operations is envisioned with future shunting overhaul. We had the shunting functionality in the game (now hidden). It includes shunting signals that only affect trains in shunting mode, detaching the locomotive and joining the train segments. We plan to rework it so that a train can be switched to shunting mode manually and then either convert to another train, moved to different platform or sent to coach yard for stabling. We also plan to task the player with splitting freight train to cars and composing new trains according to cars' destinations. This will be the next major thing we would like to see in the game, hopefully after the Early Access release. [h2]"I Can't Wait for It!"[/h2] Despite our previous claims we are thinking of publishing a demo before going to Early Access on Steam. We also contemplate showing the game on The Steam Game Festival in June 2021! Wishlist the game on the Rail Route Steam page not to miss this event! You are also invited to join our fantastic Discord community and share your feedback there. We also plan to do the broadcasting events to showcase the current state of the game in the following days so stay tuned and expect a broadcast announcement. |
While we are working on the next content update for Rail Route we also managed to finish the Early Access trailer! Check it out: |