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0.6.2 is live now with a new monthly challenge for April, and a fix for services that call at the same town multiple times in their route. For example in the screenshot shown below, passengers waiting at Trembley for Neptunia should not board until the train calls at Trembley the second time on the way back from Mercy. Previously the passengers would board immediately, and hog seats on the leg to Mercy, but now they wait politely for the train to return before board.
It is a smallish change, but the previous behaviour had made routes where the train called at the same station many times non-viable, and this fixes that!
We'll be working through a number of issues like this, and other UI issues, in the 0.6.x series of updates. Generally we'll push them to the beta branch as we make them, and group/test these into updates from time to time!
I've just pushed an update to the beta branch to improve passenger routing on services that call at the same town multiple times in their route. For example in the screenshot shown passengers at Trembley for Neptunia should not board until the train calls at Trembley the second time on the way back from Mercy. Previously the passengers would board immediately, hog seats on the way to Mercy, and sadly this skewed the game quite strongly towards 2 city routes.
This is fixed on the beta branch now - please let me know if you find any issues with it. We'll be working through a number of issues like this, and other UI issues, in the 0.6.x series of updates. Generally we'll push them to the beta branch as we make them, and group/test these into updates from time to time!
There was a crash if you added carriages to a train just after it had flipped direction. This is fixed now, thanks to those who let us know about it!
This is a tiny patch. There are no gameplay changes, it is just some updates to the March challenge!
Iron Roads is taking part in the Women's day 2025 Steam Sale. Due to release cooldown, we can't put Iron Roads on sale right away, but we'll do our best to do so by the end of the event!
We will be streaming during the event. We won't be able to monitor chat so that is disabled, but if you have any questions we monitor the forums regularly, or you can drop by our Discord.
Thanks to Wings for including us in this event!
We are starting the playtest of the sandbox mode for Iron Roads. If you are interested in trying it you can opt into the beta branch on Steam using the password ironroadstest. There are notes on how to access it on our website.
We are still working on the months major update - sandbox mode - but as that is at least a week away, we are pushing this small patch to solve the problems with keyboard shortcuts for users who boot Iron Roads with an Input Method Editor enabled, for example those using Chinese text input methods. Other minor changes in this patch:
The Mistra scenario has a secret area that opens up during the level. Unfortunately, due to a bug in the code it was preserving this secret a little too well. If you were affected, load your old save game with 0.5.7 and you will be able to complete the scenario!
It has been a busy ten days since release; lots of new players, lots of feedback and of course some bugs to fix!
While we work on the Sandbox mode for our first big roadmap update, this is a mini-update to prepare the February Challenge and fix some bugs.
This months challenge is a larger map that is more linear in nature. We cant wait to see the solutions you all come up with!
As for bugs/QoL fixes:
Iron Roads has been out in Early Access for a week, and the dust has settled, so we have started planning our first updates. Before that though it has been great to see so many new players, and thank you to all of you who have sent feedback! Challenge update and bugfixes The first small update later this week will attend to some bugs, and also the challenge mode. It turns out the January challenge had some loopholes, so well improve those for February! Sandbox The first significant update will add the sandbox mode sometime in February. This will be a map generator with parameters you can set to choose the experience you have with the game. The scenarios and challenges in Iron Roads right now are very directed and opinionated from our side, so this will be an opportunity for you to choose how you play! Beta branch Up until now, we have always playtested privately, but it wouldnt be fair to keep any features of Iron Roads gated now that it is released, so we will be starting a beta branch once we have the Sandbox ready for testing!
Today is the day Iron Roads enters Early Access! We wanted to thank each and every one of you who has play-tested and given us feedback. We cannot express how thankful we are for all the support. Don't miss out on the launch discount, and share it far and wide if you enjoy it! Marina and Duncan
This is a pre-recorded devs play stream. We aren't able to monitor chat, but we are active in the forums, so if you have any questions, drop by!
We anticipate that well be in Early Access for a couple of years, but are committed to providing regular, monthly updates based on feedback. These are the updates we have planned right now but note that despite the timeline view, they are not in any particular order.
This time next week we should be pressing Steams big green button to ship Iron Roads out to Early Access! To that end we have been pushing bug fixes quite rapidly these last few weeks, and weve been a little slow posting patch notes
(NB the quality of life fixes from this update will arrive in the demo version in the near future) 0.4.5 Adds a new scenario, the snow-capped Futura, to the playtest. It introduces the vac-train, very slow on the surface, and very fast through tunnels. Futura also adds a new cargo-hauling chain to Iron Roads. There are also a few gameplay changes
This is a pre-recorded developer plays stream. We can't monitor the chat all the time so it is disabled, but if you have any questions we are active in the forums, so please ask there!
0.4.3 fixes a few bugs. Most notably the bug that caused trains to sometimes stop too early at a platform, and erroneously throwing a warning about the platform being too short. Weve had this bug so long now Ill almost miss it. However it is now confined to the archives of Iron Roads history, as are:
Weve been a little out of sync between playtest and demo builds recently, but with this update the playtest will be back in line with the demo, getting all the upgrades we made in 0.4. 0.4.2 also has some additional bugfixes
This is a tiny patch that
We'll be streaming a prerecorded developer plays stream for the Planes, Trains and Automobiles fest. As we can't monitor chat at all times, we'll disable it, but we are always active in the forums, so please post there if you have any questions, or feedback on the demo!
This update feels like we have taken the game apart and put it all back together again. One big change is that towns now have badges that show how happy the passengers are with their train service. We hope this acts as another motivator (alongside contracts) for players to design increasingly efficient networks. As always wed love to hear your thoughts on how this has gone! The Forgotten Valley scenario in the demo has also been greatly expanded. The map is 4x the size of the original, unlocking in 3 stages as you complete contracts. There are also now some cargo chains in that scenario. For example certain trains now require power, for which youll need to haul fuel to the power station on the new eastern landmass. From this version on, you can play in Chinese, both Traditional and Simplified. Thanks to our Chinese publisher, Hawthorn games, for making that happen! On top of that there are many smaller changes Certain features are now researchable, and you need to unlock them as you play New town, train and route windows with far more data available on them The tutorial has been merged with Forgotten Valley so you play on once the tutorial is over Clearer, and hopefully less annoying, messages when trains are stuck or platforms are too short Many bugfixes, including
We'll be streaming a prerecorded developer plays stream for the Planes, Trains and Automobiles fest. As we can't monitor chat at all times, we'll disable it, but we are always active in the forums, so please post there if you have any questions
A prerecorded developer plays stream. We won't be monitoring chat, but please post in our forums if you have any questions
A prerecorded developer plays stream. We won't be monitoring chat, but please post in our forums if you have any questions
A large number of bugfixes and small changes to get ready for expanding the playtest. We spent some time finessing the scenario contracts, making sure they still make sense in light of various updates and balancing changes we have made in recent weeks. We created various new contracts, minor changes to the map layouts, and rethought the Desert Dew scenario to includes passenger contracts alongside cargo. The new Desert Dew scenario isnt in the demo, but we are going to start a smaller, more focussed playtest of the non-demo content, so please get in touch if you are interested in trying that! Other changes include:
The first big change in this update is that trains now slow down around tight corners. The second change is that weve stripped Appleberry Farm and its fields out of the Forgotten Valley scenario, in favour of a town called Hazelmere. Hazelmere has a similar, but improved (we hope!) version of the Appleberry Farm mechanic. The third big change is that potential passengers only spawn when there is track laid that would allow completion of their desired route. On the music front, there are now melodies to play over the generated beeps on completion of contracts, as well as an update to the title track. There was a lot of work on the core engine to make these changes, so this update is more likely than most to introduce new bugs. If you see anything, please let us know! This update also marks the beginning of our path to Early Access. To that end well likely hold off on new mechanics until after Early Access, and look to focus more on bugs and playability issues. Also, well be starting a playtest of the Endless mode and other content that will not be part of the Steam Demo. This will be a Steam playtest with a smaller group of players who have given feedback in the past, so let us know if you are interested! Some other smaller fixes:
Another minor version increase, another batch of bug fixes. Our focus is still on the new Endless mode, but weve ticked off a few bugs along the way, so were pushing 0.2.9 with those We have:
Oops, 0.2.7 went out with a crash in the new tutorial section. This is a tiny patch to fix that!
The changes are fairly minor this week. Most notably weve swapped to a new map generator for the Challenge mode. The shapes are larger and more continuous, which looks better, and gives more variety for gameplay. Also, rather than evenly distributing fields across the whole map, they are grouped in certain areas. Other than that, some more minor changes:
Despite the innocuous version number increase, in this update weve changed the way towns grow. It is a big change to how the game is balanced, and wed love to hear thoughts on it. The new system sets a clear target for on-time arrivals, and when the target is met, the town grows. We hope this gives clarity on what needs to be done for a town to grow, and adds an incentive to not keep passengers waiting too long. While doing this we also reworked the town information screens to make them easier to read with large numbers of towns. There is more detail about on this on our blog. Other than the growth system work we have:
We're focusing on the new Endless mode right now, but weve made a bunch of fixes in the meantime:
We're largely working on the Endless Mode now. While that is not quite ready for playtesting, we have made fixes and tweaks that apply throughout all the modes of play. This is a bundle of those changes. We've developed Neptunia's characteristic mechanics this week. You can now make more money by setting up routes to Neptunia, and doing so will encourage Neptunia itself to expand. However it will now do so at the cost of any nearby fields, which in turn limits your ability to make money out of fares to and from Appleberry Farm. We want there to be choices with who you serve and how, with payoffs either way. Another significant change is that passengers no longer give up on journeys. It was difficult to communicate when and why this was happening, and it can be especially annoying when passengers gave up on their journey at a transfer station. Other minor changes
Another small update to get some fixes we made during the week out there. We have: - Fixed a bug that allowed you to extend stations into town tiles, and sometimes crash when doing so - Fixed some broken art tiles in Tipsy Tavern - Fixed a crash that would happen if you deleted a station when a train was loading or unloading at that station Savegames are broken by this update, so if you need a Steam branch to finish an old game, please let us know!
We are streaming as part of the Capitalism and Economy fest. It is pre-recorded so we can't answer questions live, but drop by our forums if there is anything you want to know!
This patch largely consists of bugfixes ahead of the Capitalism and Economy fest on Monday, but we also added a screenshot button to the highscore screen shown at the end of challenges
This update adds music into Iron Roads just before 2023 ends. We're taking a slightly unconventional approach to music and other than the menu screen music, nothing is authored. It is generated by the game, based on a ruleset that responds to your actions and those of your train network. As always, we intend to iterate this concept, and we'd love to hear your thoughts! This update also reduces the challenge time from 7 in-game days to 5, and fixes a crash that could occasionally happen when booting. We'll be pushing a few more bugfixes early in the new year in preparation for an event, so do let us know if you notice anything that doesn't seem quite right. We wanted to use this space to thank you all for your support, and we hope you all have a great 2024!
This is a larger update than normal, with a number of substantial changes:
The title says it all. Sorry this fell off our todo list a few times, but we got recently reminded of this and it is done now. Other than that 0.1.3 is a collection of bugfixes:
This update removes emails from the game and replaces them with the (similar, but different) concept of contracts. For this update we are experimenting with making a short video of us playing through and discussing the changes for those who are interested [previewyoutube=AyUBIn83E50;full][/previewyoutube] We've spelt out the reasons for this in detail in a blogpost, but the core problem was that the email system had led the scenarios in a more linear direction than we had hoped for. We want the game to present you with a range of possible, and optional, goals you can opt in and out of. Giving a player this choice frees us from keeping the difficulty down in all tasks. Even the humble Forgotten Valley scenario now has some challenging contracts. We've also nipped and tucked the desert scenario to incorporate your feedback, added a warning when trains are locked up, and stopped trains from loading and unloading carriages that are not on a platform. We've also fixed some issues:
This update is a small collection of bugfixes:
This is our biggest update yet, and the first to introduce a new map and scenario! Rather than carrying passengers to and from work, this time you will haul cargo across the Santa Maria desert. We changed a lot about Iron Roads when adding cargo, so we'd love to hear how you get on as we will be iterating on this scenario with feedback! Screenshots of late game layouts would be particularly useful as we have changed the size of this map a few times during development, and we want to see how it is working out Graphs and statistics were a common request in #feature-voting, and in this update you'll see the new graphs mode at the bottom of the screen. Our favourite tasks with Iron Roads tend to be optimisation type tasks, and graphs help visualise progress with those. Again we'll be iterating on these, so let us know your thoughts Other than that, there are the many enhancements and bugfixes
This minor update is a collection of bugfixes, quality of life upgrades, art updates and balance changes. Most importantly you can now buy tiles back from towns, or reserve countryside tiles, with the new buy land tool. This has been by far the most common feedback request, and most-voted item on our Discord. We might need to adjust the pricing of this, so we are interested to hear opinions on how this is working out for everyone! Quality of Life changes:
Now that Steam NextFest is winding down, we'd like to share our plans for the next couple of months:
No serious changes in this patch. We have fixed a bug where building and selling a station would leave you with more money than you started with. We also expanded the tutorial slightly after some feedback from the Next Fest, and we've slightly increased the starting funds to compensate for the maintenance cost introduced in 0.0.8. Now that the Next Fest is underway, we'll likely have another small patch or two to fix bugs, optimise the game and allow for buying town tiles. However, our real effort will go towards 0.1.0, an update in which we hope to introduce cargo to the game in a new map, much larger than the Horseshoe scenario.
Join us as we play Iron Roads as part of the Steam Nest Fest: June 2023 edition
Join us as we play Iron Roads as part of the Steam Nest Fest: June 2023 edition
Join us as we play Iron Roads as part of the Steam Nest Fest: June 2023 edition
Join us as we play through the demo for Iron Roads during the Steam Next Fest: June 2023 edition!
Join us as we play through the demo for Iron Roads during the Steam Next Fest: June 2023 edition!
This update affects both the Demo and the main build for any testers with access to that Many testers have rightly pointed out that money comes too easily, so we've added maintenance costs. Running a train will now cost money, so you have to carry enough passengers to break even on that service. This shouldn't be hard to achieve, but you will need to run the right number of trains rather than just spamming more now. Let us know how this goes! Passengers left standing on a platform long enough will now leave in disgust. This is a minor penalty for long waiting times, and it avoids a huge backlog building up early game. You can find out how many passengers have left using the upgraded town info window. Also check out the new train info window. You can see the passage of time via a clock on the top right. We made the demo public last week on Steam. A heartening number of people played, but we realised we needed a tutorial for players unfamiliar with the conventions of train games. We've expanded the tooltips, and as before these can be turned off in the settings. The tutorial can be ignored. A few minor tweaks
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