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Ease of Rail Building 🚧

Forget about the hassle of creating a complex railroad. Move your cursor like a painter moves a brush, and the game will figure out where to place T-junctions, bridges, or curved rails.

Trains behave like in real life 🚂

Build a depot to create new trains and return them to the depot whenever you need to add/remove carriages. Trains do not magically turn around after delivering goods — you'll need to build a turnaround loop. Trains also react to other trains — if something blocks the way, they will stop.

Automation 🚦

Trains do not navigate from station to station on their own. You must control their speed and manage rail junctions. You can do this manually, but automation will eventually become necessary. Various rail signals will assist you. Here are a few specific examples:
  • Signpost directing trains carrying wheat to turn left
  • Stop sign that stops any train if another train occupies a specific spot
  • Traffic light connected to the station that allows only yellow trains to deliver goods
Feel free to experiment and come up with your solutions — the game encourages creativity and does not penalize you for rebuilding railroads or infrastructure.

Game economy 📉

You start on a sparsely populated island. Build stations to create industrial zones and villages. Initially, villages have basic needs (any food + wood). Fulfill these needs, and the villages will grow into small towns with more demands, prompting you to expand your industrial zones and rail network.
Trains consume fuel, so you must build fuel stations. Fuel costs money, requiring you to plan efficient train routes. However, if you prefer not to worry about optimization, you can turn off the fuel cost.
The game world and resource distribution are randomly generated, providing a fresh experience with each new run. A supply-and-demand system regulates prices on the island as you progress, ensuring a balanced and challenging gameplay experience.

Community 🙆‍♂️

Here are some reasons to join our Discord server:
  • Exclusive work-in-progress content
  • Announcements for closed playtesting
  • Community localization to support more languages
  • Direct communication with the developer for your ideas, questions, or feedback
Super Loco World
Andriy BychkovskyiDeveloper
Andriy BychkovskyiPublisher
1970-01-01Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Mostly Positive (237 reviews)
Super Loco World is Out Now!

Hello friends,

I\'m thrilled to announce that today my game Super Loco World is officially launching as part of the Steam Automation Fest!

This is a very important and exciting moment for me you never know how the audience will react to your game. Maybe everything will go well and I\'ll continue making indie games, or maybe Ill have to get a real job (haha). But regardless, Im proud of what we achieved with our tiny team (core team of 2). And while it might sound clich, this is truly my dream game. I had this idea for a long time, and its exactly the kind of trains game I was always missing.

Changes since the Demo

I admit that Super Loco World Demo wasnt perfect. But we gathered and carefully analyzed all your feedback to fix problematic parts of the game. So let me share what was changed in the full game compared to the demo.

The main issue almost everyone pointed out was the tutorial. So we completely overhauled it now it includes video guidance and is split into separate step-by-step lessons to help you better understand basic gameplay concepts. We also added contextual hints about how to automate railway signals.

Another big change was reworking one of the demos core mechanics island creation. It sounded good on paper, but in practice it added unnecessary complexity and made late-game logistics clunky once you had multiple islands. So in the full game, youll play on one large island. And instead of creating new islands, a new and more elegant mechanic has been introduced: you choose where to found a town and where to place production regions. Of course, there are some restrictions for example, lumber mills can only be placed near forests, and the fishing industry must be created near the ocean.

On top of that, we made numerous small UI improvements, fixed most of the bugs and annoyances we could find, and even improved the graphics a bit. Im sure youll notice and appreciate all these changes in the full release.

Post launch plans

Were planning at least one major update after launch that will include everything we wanted to add on release but didnt have time for. More specifically:

  • Accessibility improvements, including key rebinding and updated save system

    [/*]
  • Difficulty settings, allowing both easy mode (e.g. transparent trains or infinite money) and harder game mode where youll have to count every coin

    [/*]
  • Smaller improvements, like being able to take a loan when funds are low, and a display showing your current economy status

    [/*]

I also see great potential in extending the game with additional objectives, gameplay scenarios, or even entirely new game modes. But I dont want to promise anything just yet first, I want to make sure you have interest in continuing to play Super Loco World after the main campaign is completed.

Finally

Thank you for all your support and feedback! Id also like to invite you to our cozy [u]Discord server [/u], where you can share your thoughts about the game and show off what youve built (I seriously cant wait to see it!).

So, if youre into logistics games, automation, or just appreciate unique and unusual games go get Super Loco World!

- Andriy

\n

[ 2025-07-14 16:05:52 CET ] [Original Post]

Minimum Setup

  • OS: Steam OS 3 or alternative
  • Processor: Intel Core i3 9xxx or AMD Ryzen 3Memory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Nvidia GeForce 10 series or alternative
  • Storage: 1 GB available space
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