




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Thanks to our partnership with Untold Tales Rail Route is coming to Nintendo Switch! Designing, constructing, developing, and automating your railway network has never been more convenient! Whether you want to challenge yourself to become the master of logistics or prefer to chill out with a hot cup of your favourite beverage, soon you'll be able to do so with the convenience of a handheld console. You could even do that while on a train! [hr][/hr] More details coming soon. Follow us to stay right on schedule!
https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/bundle/37986/Rail_Route_Supporter_Bundle/ https://store.steampowered.com/app/2943430/Rail_Route__Happy_Passengers/FIX: Multi-stage system upgrades (station count, track speed) always deducted first-stage number of experience points
FIX: Unable to configure sensors in multiplayer due to false-negative check result
FIX: Lag when opening build menu
FIX: Orphaned CoachYardEntry caused errors after loading => now logged on load, ignored & bulldozable
FIX: Saving the game failed if config of a Routing Sensor was malformed - exception handled & logging extended
FIX: Timetable map duration & Time in Advance param of Reuse Train Shunting Command were not updated
FIX: Train timelines were wrongly scaled
NEW: Auto Save Enabled setting in Debug Panel not reset after start
FIX: All dynamic localized strings contained a memory leak
FIX: Attach Loco Command failed when loco was internally loaded before train it was detached from
FIX: Coach Yard did not display stabled trains in multiplayer
PERF: Controllers were stuck on memory causing memory leaks
FIX: Do not clear removed Signal from sensor configuration, may be just grabbed
FIX: Light2d caused memory leaks by not clearing its meshes
FIX: Prefer same contract trains when dispatching train from Coach Yard (applicable for Urban Transit trains)
FIX: Rebuilding of grabbed signal failed when mouse was not moved
FIX: References to grabbed & rebuilt nodes were lost in multiplayer
FIX: Text input boxes were not working on Steam Deck
FIX: Timeline elements started overlapping each other after timeline containing intermission was shown
FIX: Train cars were reset to default when train was reused (e.g. detached loco appeared from nothing)
FIX: Train did not detach loco occasionally due to wrong stopped state evaluation
FIX: Train reward icon were not destroyed properly, causing memory leaks
FIX: Trains from CY not dispatched reversed if reused manually
PERF: Memory leak in perpetual circuits
PERF: Memory leak in train reward icons
PERF: Possible memory leaks in waiting train icons
PERF: Score panel had memory leak in the animation
UPDATE: Shunting Sensor reacts to next leg origin of trains transiting in intermission (same as Departure, Arrival & Routing Sensor)
PERF: Floating train timeline parts pooled for faster display
PERF: Train movement allocations slightly improved. Not much, but there was a try
FIX: Delay & braking penalization messages displayed in Rush Hour if Timetable was played before
FIX: Inability to deserialize commands when multiple sent in short window
NEW: Map Pack maps source in the map list
UPDATE: Localizations (all: ui)
FIX: Inability to load large saves in multiplayer
FIX: When Detach Loco Command & Go To Signal was executed once Shunting Queue editor was closed, it was executed only on host, causing desync
UPDATE: Multiplayer can't be started in Story of Jozic
FIX: 2nd (unwanted) instance of Freight contract was scheduled when contract was accepted
FIX: Advanced Routing Sensor configuration did not redraw when train type was changed
FIX: Analytics consent was not reset internally if remote opt-out call failed
FIX: Copenhagen could not be completed with 3 stars due to low track speed
FIX: Grabbed object was not rebuilt when right-clicked in multiplayer
FIX: Leaderboard could be sent for multiplayer game after load/new
FIX: Multi-monitor support leftovers prevented playing on multiple monitors in windowed mode
FIX: Signal was not rotated on client after being built & rotated on server in fast sucession
FIX: Already destroyed Train Shunting Queue Editor was redrawn on close, causing leftovers
FIX: Locale-based node naming variations (./,) for half-cell sensors caused failed identification => desyncs in multiplayer when players from different cultures played together
FIX: Menu buttons overlapped bottom of left panels
FIX: Inability to accept offered Contract (no or obsolete Schedule) if accessed from Offered Contracts Panel
FIX: Rush Hour wave duration charts did not display durations over 1 hour correctly (1:05 instead of 61:05)
FIX: Impossible to upgrade Signal to Auto Signal in Departure Sensor Tutorial
FIX: NRE in ReuseShuntingCommand execution in single player
FIX: Routing Sensor Configuration was not refreshed after Signal was selected
FIX: Train composition was cleared by the first modification in single-player mode
FIX: Typo in "Last passe
Hello Dispatchers!
To celebrate the release of our Co-Op Update, were offering our biggest discount yet 50% off! Now is the perfect time to jump into Rail Route and experience the new multiplayer mode with your friends.
Whether you want to build, dispatch, and automate together or challenge each other in Timetable Mode, Rail Route is now more fun than ever with co-op play!
https://store.steampowered.com/app/1124180/Rail_Route
https://store.steampowered.com/app/3570380/Rail_Route__Curated_Map_Pack/
Dont miss this limited-time offer get Rail Route for half price and start your dispatching adventure today!
Happy dispatching!
Hello Dispatchers!
Were excited to announce that the Co-Op Update is now live!
This update comes as we celebrate the one-year anniversary of Rail Routes 1.0 release. To mark the occasion, were offering our biggest discount yet 50% off! Its the perfect time to invite a friend and play Rail Route together.
Hello Folks!
Its been a while since we shared any big news, but were excited to announce a small update to celebrate the one-year anniversary of our full release.
Weve mostly been focusing on bug fixes and minor improvements since the Happy Passengers DLC, but later this year, we decided to revisit some features we had in the works. We didnt want to throw away what wed already startedand that feature is multiplayer!
Our new version with multiplayer is now on the #unstable branch, which you can find access through our Discord. You need to be there to report issues and provide us the required logs, so we are sorry for forcing you there.
Wed love for you to check it out and share your feedback. Thanks for sticking with us!
The Rail Route Team
FIX: Mouse cursor was not visible when game started with controller
FIX: Pause button missing controller glyph hint
FIX: Advanced features were unlocked in Arrival and Routing Sensor tutorials
FIX: Dropdown was having focus wrongly when using the controller
FIX: Inability to compare wave durations in Rush Hour mode against previous personal record after wave 10 due to new personal record being incorrectly used as the benchmark
FIX: Mouse was visible in menu when using controller and sometimes, controller stopped working afterward
FIX: Percentile 100 was not displayed if a new global record was created - the player was counted twice
FIX: Unwanted possibility to build tracks after the end of a wave in rush hour
NEW: Timetable score screen displayed when score is clicked
FIX: First 4 trains were not awarded in SoJ
FIX: NRE when perpetual key was pressed just after a Perpetual Circuit was built
FIX: Rush Hour train numbers were changed & prefixed with type prefix on save&load and on localization change
UPDATE: Logging of long interlocking computation
UPDATE: Reset time speed to 1 when next wave starts in Rush Hour
FIX: NREs when passenger's itinerary used a train with Any platform setting
FIX: Save button in editor was reset from 'Saving' state before saving was actually completed
NEW: Custom contract number used as base for clone numbers
UPDATE: Car collider adjusted to prevent train crashes when switch is already deallocated but vehicle still obstructs it visually
UPDATE: Click on save name initiates its editing
UPDATE: Ignore signals without shunting circuit when testing alternative detach-towards signals at shunting group track
UPDATE: In Departure Sensor configuration, when a destination is reachable from both platform signals, both routes are highlighted
UPDATE: Newly created map in Editor is immediately saved to appear in Main Menu
UPDATE: Unity version to 2021.3.44f1 to fix Mac double-click problems
FIX: Bounding wall ignored loaded walls, cutting out pre-designed corridors
FIX: Construction task was not initialized in the correct moment during the tutorial so the Time Saver achievement was never unlocked
FIX: Departure Sensor was not acting when a train was heading towards sink
FIX: Dispatching from Coach Yard in reversed order flag was not applied to custom contract clones
FIX: Same delay entries were logged multiple times
FIX: Waypoint with player-increased duration was stored as preset, causing inability to shorten the stop for any subsequent contract havning the same pattern
UPDATE: Can decouple multiple locos coupled together
UPDATE: Chokepoints removed from Mnchen map
UPDATE: Hovering over partially overlapping shunting command now shows hovered command on top
FIX: Bulldozing a perpetual circuit in Rush Hour and Timetable modes was returning the circuit to the inventory even though it's given for free when you build the auto signal, That led to free perpetual circuits in the inventory
FIX: Contracts menu button didnt listen to keybind after closing construction mode with close menu keybind
FIX: Departure Sensor was acting even without signal
FIX: Error thrown when dispatcher office was placed in custom level and stations where just created
FIX: Error updating train timeline when rejecting a contract
FIX: Infinite loading when steam workshop level was added manually without proper file name
FIX: Locomotive detachment on shunting group was wrongly computed
FIX: Loop including a switch was wrongly connected
FIX: No building item hint shown for Stabling Sensor in Simplified Chinese
FIX: Path was not deallocated from bulldozed signal when it was not connected from the other side
FIX: Populating Shunting Sensor configuration to other platforms did not update attachment endpoint (platform signal)
FIX: Satisfaction bar fill value in the contract detail panel was being changed according to the zoom level
FIX: Services Contracts panel was being shown under the train
FIX: Shunting commands could be shown fully overlapping
FIX: Train label position rapidly changed when it was exiting autoblock
FIX: Typo in the name of the station `Berliner Tor` in Hamburg map
FIX: Waiting train icons with a first schedule that has no specific platform was causing a huge performance drop
FIX: 3rd and 4th transport demands were generated only if the 1st fulfilled demand was still fulfilled when the 2nd demand was fulfilled for the first time
FIX: Double apostrophes in Welcome screen
FIX: Non-touching trains were crashing when FPS was low
Once again we are launching a custom contest for Rail Route. This time around the focus is on passengers and satisfying their demands (check out the Happy Passenger DLC if you haven't already!). The Challenge: Efficient passenger satisfaction! Starting today and running until Wednedsay the 10th of July, we invite you to join the "Edinburgh Passenger Pursuit" contest. Your mission is to satisfy the most demands with the least amount of contracts possible. It's indeed a challenge for all of you that enjoy solving puzzles and optimizing for passenger demands. How to Join the Contest
NEW: Added button in map editor to open editor wiki page
UPDATE: Added logs for delayed passing visits
FIX: Dropdown list could overlap dropdown below it when it was selected before
FIX: It was not possible to attach Stabling Sensor rules to sinks
FIX: Links to dlcs on GOG build where incorrect
FIX: Moving camera while dragging info panel caused incorrect info panel positioning
FIX: Moving camera with WASD was sometimes disabled in focus views such as configuring a sensor
PERF: Clicking the empty space caused lags when there were many upcoming trains
PERF: Station Panel optimized to handle many panels with many trains
FIX: Game crashed when transport demand was fulfilled for the first time by accepting / modifying a contract (corner case)
FIX: Happy passenger score panel was not being shown on activating happy passenger on a saved map from the cheat window
FIX: Long-haul transport demand itineraries allowed disembarking from a non-stop train
FIX: Passenger icons where placed incorrectly when platform has multiple bends in it
FIX: Wait for fetch of workshop maps from steam before attempting to load latest save if it is workshop map save
Note: Version 2.1.19 contained a bug and was skipped.
NEW: DLC installation check for Linux @ GoG
UPDATE: Added tooltip to diamond reward on map items in main menu
UPDATE: Localizations (cs: research, tutorials, ui; ru: research, tutorials, ui; zh-Hans: research, tutorials, ui)
PERF: Itinerary recomputing took extreme time in special case
FIX: Accepted one time offered contracts were being rejected on bulldozing the dispatcher office
FIX: Favorite map button was only shown on prague map for first time player
FIX: Tooltips for cycle explenation and rewards where missing on system upgrades page tier progression bar
FIX: Transport Demand Detail displayed misleading text when first and second demand was not generated yet
Hello Everyone, Were thrilled to announce that the "Happy Passengers" DLC is now available, bringing fresh content specifically designed to enhance your Endless Mode experience.
UPDATE: Contract icons in station configuration view in editor are now grayed out to prevent confusion
FIX: Delayed train in Regional train tutorial
FIX: Misleading text in the timeline legend
FIX: Opening build menu from the relay sensor focus view was leaving the track paths uncleared
FIX: Time advance tooltip was only shown on reuse shunting command when entering the pointer from the top
FIX: Trains without locomotives were having alerts
FIX: Trial train info panel was not showing the satisfaction bar for urban trains
FIX: Trivial switches were left over bulldozing
PERF: Leaderboard loading caused a big lag if current gameplay score was low and leaderboard was big
PERF: Memory allocation removed from BendingLine.GetWorldPositionEnRoute
PERF: TrainRewardIconPlaceable.HasHighestPriority optimized
FIX: Clicking the current timeline train visit in the offered contract focus view was not showing the contract waypoints if something else was shown
FIX: Invalid configuration icon was not being shown on some of the offices
FIX: Perpetual circuit gets the wrong color once deselected in build mode
FIX: Shunting was not executed when train stopped at platform so short that it did not move towards the signal after departure
FIX: Sink was not being removed on grabbing it's platform
UPDATE: Localizations (ko: all)
UPDATE: Rio de Janeiro map facelift
PERF: Builders and bulldozers are not AbstractControllers to reduce their count
PERF: Checks if route can be created reorganized so the check that node is present in NodeRepository (perf-significant) only when all other checks pass
PERF: Leaderboard loading might cause a big lag if windows dimensions were not stabilized before the call
PERF: Memory allocation removed from PlaceableController.GetPlaceablesOfType by iterating by index
PERF: Placeable's sparse update calls spread over frames
PERF: Train filtering optimized
FIX: Insufficient funds text was not being removed even if you have enough money until the buy mode is closed and opened again
Hello Everyone, Big news! Our next big update, "Happy Passengers", is set to arrive on May 21st. Were really excited for you to see what weve been working on. Whats Coming? Passengers are joining the game! With this new feature, your stations will buzz with activity as you cater to each passenger's travel needs. Wishlist now: https://store.steampowered.com/app/2943430/Rail_Route__Happy_Passengers/
FIX: After converting a track to an autoblock, it doe not shows the correct speed color until you hover it again with the track item
FIX: Contract icons in the configuration view was drag-able
FIX: Double-click was sometimes needed in Mac instead of single click
FIX: Improved the game performance by 10 fps
FIX: Set departure time button was opening the upgrades panel even when it's does not have to
FIX: Train timeline sometimes is being shown empty with useless black background
Note: displayed version is 2.0.17.1 as the previous version suffered a build error.
Hello everyone! We've been quiet since our game hit the big 1.0 release in February. You might think we've been taking it easy, and you're right, sort of. After all that hard work, we needed a break. But don't worry, the team got right back to supporting the game with updates and fixes, even after a little rest. If you haven't, remember to check out our exciting release trailer: https://www.youtube.com/watch?v=aipDdgzpyNA
UPDATE: Ad-hoc trains (i.e. detached locomotives) no more require dispatching out of the timetable map to finish it
FIX: Contract failed to load after cloning it
FIX: Loco could not be attached to a train if was provided by a single-loco train + Contract failed (stations omitted) message suppressed in this situation
FIX: Rebinding some actions with compound bindings would get stuck at the second binding
FIX: Regional trains were considered among the trains that got dispatched from the Coach yard which gave the Coach yard achievements even though there is no coach yard
FIX: Shift warning tooltip of the station visit's minus button was not being show properly
FIX: Shunting Command execution was pending on the opposite Shunting Circuit after motionless reverse so the path was either created immediately or never
FIX: Toggle UI binding was moving camera down
FIX: Train reward icon shine effects were being played even when the icon's settings is set to be hidden
PERF: Increased performance when having a lot of Conductor and Dispatcher offices on the map
PERF: Updating of possible destinations & candidate path moved from FixedUpdate to Update not to hang the game if processing many possible paths
FIX: Changing the name of a custom level didnt immidiatly update the name on the current game menu page
FIX: Filter search by mandatory station visit in the contracts page was not working for the Regional contracts
FIX: Sensors on Autoblocks were not triggering from both sides when the 2nd signal was built after the sensor
FIX: Showing a contract in contracts page was clearing the filters even without new filters being applied
FIX: Stabling sensor tutorial might not highlight the clear command button and its train might be dispatched while task waiting for player
FIX: Train bottom bar status text was overlapping when train is at station with a long name
FIX: Trigger by remaining visits option in shunting sensor was being triggered for any station that matches the configured station regardless if it was remained or already visited
NEW: Set departure time button is added to the station info panel in the contract focus view, it will allows you to set a departure time to the visits that are only a passage
NEW: Warning icon with tooltip will be shown on the platform toggle in the station info panel of the contract focus view when selecting a platform that has no sink and it's the platform where the train should spawn at
UPDATE: Deallocate track before bulldozing it (prevents bulldozing if not possible)
UPDATE: Deallocate track signal is acting from before bulldozing the signal (prevents bulldozing if not possible)
UPDATE: Deallocate tunnel before bulldozing it (prevents bulldozing if not possible)
UPDATE: Routing Queue upgrade removed. Auto Signal queues once unlocked
UPDATE: Routing, Relay and Arrival Sensors will NOT trigger their automations if there is a direct path to the controlled signal (no branching) and the train is not heading towards it
UPDATE: Stabling Sensor tutorial text rephrased to highlight note about rule directionality
UPDATE: Waiting train icons will not always be sorted horizontally but instead, it will depend on the orientation of the platform's sink
FIX: Active contract configuration showed delayed times from trial train and not the latest train
FIX: Attach Loco and Go to Shunting Group commands were enqueued if the Signal had already some queue
FIX: Build conductor office task was not being fulfilled in the tutorial
FIX: Controller vibration option in settings menu could not be navigated to
FIX: Could not easily select delete contract confirmation buttons on controller in active contracts menu
FIX: DepartureSensor worked uni-directionally if platform did not posses both signals
FIX: Loco could be detached even when if train spread over multiple tracks, leading to a stuck train (Attach Loco can not attach to trains over multiple tracks)
FIX: Loco detached at other shunting group tracks did not continue executing the shunting queue (detach command was never marked finished)
FIX: Misleading arrival sensor priority tooltip
FIX: Missing spacer character before characters like ! and ? in french language
FIX: Multi leg train didnt go into shunting mode when station had sink on some platforms but not all
FIX: Navigation on level editor contract menu items moved in unexpected directions
FIX: Save list size was not updated when ui resolution was changed and save list shown at the same time
FIX: Selected save in save lists was not autoscrolled to when selecting with navigation
FIX: Sink Entry was kept allocated after Platform allocation was cleared without option to clear it as well
FIX: Stop Duration time buttons of the station info panels are not being hidden when the game mode is not rush hour and the station of that panel is not purchased
FIX: Train overview panel had blurry texts
FIX: UnlockNewStationTask was fulfilled immediately
FIX: Welcome screen didnt show icons on some languages
NEW: Warning message that a coach yard is missing when trying to accept a train that requires to get out of a coach yard
UPDATE: Added duplicate station name message when attempting to change a station name to an existing one
UPDATE: Auto-reverse suppressed on platforms with Departure Sensor to prevent interference
UPDATE: Disabled detaching and attaching of locomotives inside autoblocks to prevent train colliding with itself inside
PERF: Removed unnecessary refreshing of time speed button tooltip
FIX: A failing detach loco command could breaks the commands focus view
FIX: Active time speed button was not highlighted upon game start
FIX: Bulldoze section binding conflicted with contracts menu toggle on controller
FIX: Bulldozing a track that is used as one of the auto signal queued tracks was not being removed from the queue which led to a broken save
FIX: Find contract subtask in the tutorial was being fulfilled even when the contract focus view is closed
FIX: Map saving failed if Arrival Sensor referred deleted platform
FIX: Missing shunting circuit tooltip is being shown even when the circuit is not missing
FIX: Navigation highlighter was hidden upon opening the main menu and keybinds where hidden upon opening the system upgrades menu
FIX: Non-acting signals on queued routes where not shown as non-acting when route was allocated until cursor hovered over them
FIX: Platform-less stations (labels/captions) were selectable in sensors & could be added as waypoints, breaking the contract planning
FIX: Platforms from waypoint presets affected stations en route
FIX: Stabling Sensor worked only at station where next leg started despite UI allowing other stations
FIX: Station names not localized in majority of places
FIX: Station visit name is losing its localised name after a train crash
FIX: Train without locomotive didnt have correct status text on bottom bar
FIX: Traversing a switch sometimes failed after track upgrade, caused stuck train and/or perf problems
FIX: Unable to save old save after loading it
FIX: Upgrade / downgrade tracks controller keybinds interfered with build mode and contracts menu toggles
UPDATE: Added captions & subtitles toggle to first welcome modal
UPDATE: Button keybind hints now also show bindings with a modifier
UPDATE: Localizations (de: achievements; es: achievements; fr: achievements; ja-JP: achievements; ko: achievements; nl: achievements; pl: achievements; ru: achievements; zh-Hans: achievements)
UPDATE: Localizations (de: all; ko: achievements, ui; cs: research, tutorials, ui; es: research, tutorials, ui; nl: research, tutorials, ui; zh-Hans: research, tutorials, ui; fr: tutorials, ui; hu: ui; ja-JP: ui; pl: ui; ru: ui)
UPDATE: Subtitles enabled by default
UPDATE: Unbound gamepad (controller) binding for "Toggle bindings shown" by default to avoid conflict with precision key binding
FIX: Accept/decline contract sound was wrongly positioned
FIX: All sensors controlling the signal were triggered when train finished shunting at the sensor (now: execution order taken into account)
FIX: Also trains reused on tracks were counted to Coach yard achievement
FIX: Building and train bottom bar sizes incorrect after changing UI scaling
FIX: Building or bulldozing a sink of a platform in editor led to leave some trains not spawnable with a `Train not found` error message
FIX: Changing the ui scale setting with a controller would move the bar a big amount making it imprecise
FIX: Error on setting a train in editor to spawn from a platform that has no sink
FIX: Modifier binding was not shown when keyboard has single binding but gamepad doesnt and Xbox or Playstation specific bindings where shown
FIX: Rotate construction gamepad binding changed to resolve interference with open contract menu binding
FIX: Sink stayed allocated after contract was rejected & trial train disposed when about to leave station of origin towards the sink. Now trial train is never disposed en route.
FIX: Some keybinds could not be rebound due to input type mismatch
FIX: Some mini tutorial were failing without showing an appropriate dialog that says that, now there is a dialog to make it clear
FIX: Stabling sensor rule tooltips did not show
FIX: Welcome screen did not activate navigation when using controller input and language option was not selectable
Hey Rail Routers!
Buckle up, because we've reached a major station on our journey:
Rail Route's official 1.0 release! After two and a half years in Early Access
It's finally the game we always dreamed of building, and we're excited to share it with you in all its glory.
https://www.youtube.com/watch?v=aipDdgzpyNA
NEW: Snapshot Player.log toggle in Debug Panel for easier bug reports
UPDATE: Main menu button was not shown after rush hour wave was finished
FIX: Buttons on victory screens could perform their actions multiple times when clicked multiple times
FIX: Contract Configuration failed if there was a station without sign en route
FIX: Editor did not show trains.txt import errors & terminated the import after the first duplicate
FIX: Endless victory screen incorrectly showed max reached score value
FIX: Escape did not toggle the main menu on endless and timetable victory screens
FIX: Path decoration effect when you make a route or highlight a signal sometimes started from the opposite direction
FIX: Reward icon tooltip rephrased to match the countdown
FIX: Secondary action did not close victory screens
FIX: Star reward progression bar had transparent backgrounds on threshold values
FIX: System upgrades menu remained visible and active when victory screens where shown
FIX: Tracks in Contract Configuration were not redrawn correctly in some situations
[url=https://store.steampowered.com/app/2788780/Rail_Route__Soundtrack_and_Music_Player/]
Hello Rail Routers!
Last week we announced our 1.0 release date! But besides launching our 1.0 version and the stream with a secret guest (don't forget to set a reminder!) we can now also announce the Rail Route - Soundtrack and Music Player DLC - arriving on February 22nd alongside the 1.0 release!
The DLC will be available in the upcoming Rail Route Supporter Bundle adding a sweet discount on top of the price, for all our dedicated train dispatchers this is a great way to continue supporting Rail Route and it's development!
This soundtrack is the beating heart of Rail Route, a game that requires strategy and focus for its detailed, technical gameplay. The score was written and arranged to bring out the most expression from its stripped-back instrumentation, seeking to capture the experience of sitting in the front row of a recital hall to hear a transporting, emotional performance.
A collection of intimate, neo-classical pieces that encapsulate a sense of focus, calm and balance. Each piece takes you on a journey, flowing and evolving as you travel through icy climates and flower fields, past grand mountains and back home again. The music evocatively and expressively courses forth with sparkling harmony and bold melodies for piano and solo strings.
Track list:
[olist]
Recollection
Ripple and Roam
From Wanderlust to Dawn
Brittle Omens
Some Tender Echo
Promise Burns Anew
Lower Locus
A Blossom Beyond
By Passage
A Heart Carried Homeward
[/olist]
Additional platforms & services for the soundtrack: https://orcd.co/railroute
Happy dispatching,
The Rail Route team
https://store.steampowered.com/app/1124180/Rail_Route
https://store.steampowered.com/app/2788780/Rail_Route__Soundtrack_and_Music_Player/Hello Rail Routers!
Mark Your Calendars: February 22nd - A Red-Letter Day in Rail Route History!
Last week we announced our 1.0 release date - VERY EXCITING! We will celebrate the release of 1.0 with a live stream where Angel and a secret guest will play Rail Route 1.0! There will be a chance to ask questions directly to the devs and the guest.
This is something you don't want to miss! You can just hit the "Set a Reminder" button to be notified when we're live!
So, set a reminder and tune in for a good time with us right here or on YouTube, at 21.00 CET / 12am PST / 20.00 UTC on Thursday, February 22nd!
Before we end today's announcement, there will soon be some hints on upcoming content that you can check out on the Rail Route Discord...
Happy dispatching,
The Rail Route team
Hello Rail Enthusiasts! We're thrilled to announce the new Update 20. Today, we're pulling into the station with some exciting news that's bound to make your railroad management experience even more thrilling. As always, don't forget to hop on board our Discord community to stay in the loop and connect with fellow rail enthusiasts and our dedicated dev team!
NEW: Added 3 new music tracks
NEW: Added 3rd star reward for endless maps based on total amount of trains per cycle
NEW: Added star progression indicator to endless cycle report
NEW: Added tooltip to inventory amount editor on building buttons in map editor
NEW: Contract Schedule computation determines passed stations according to existing layout
NEW: Contract Schedule computation determines travel times according to tracks speed
NEW: Contract Schedule computation falls back to original search if some stations not connected (visualized by dashed line)
NEW: Contract Schedule computation finds fastest instead of shortest path
NEW: Contract Schedule computation in Editor determines passed stations & travel times according to existing layout when schedule recalculated
NEW: Different sounds for different train types
NEW: Fullscreen victory screen with star rewards can be shown on endless
NEW: Game Over sound
NEW: More visual effects for the board items
NEW: Punch animation on clicking a an item on the board
NEW: Route decoration particles on highlighting a manual signal
NEW: Station search in Debug Panel
UPDATE: Highlighting an auto signal that has a queued route will not only highlight the destination track but also the whole path on the way
UPDATE: Increased color of inactive perpetual circuit icon to be better visable
UPDATE: Localizations (cs: achievements; de: achievements, research; en: achievements; es: achievements; fr: achievements, research, ui; hu: achievements, research; it: achievements; ja-JP: achievements, research; ko: achievements, research; nl: all; no: achievements, ui; pl: achievements, research; pt-BR: achievements; pt: achievements; ru: achievements, research; sv: achievements; zh-HK: achievements; zh-Hans: all; zh-Hant: achievements; exports_pl: achievements)
UPDATE: Reduced thresholds for when endless stars are awarded for red and green traffic
UPDATE: The cross button in task panel now have a text which indicates that you can end the tutorial by clicking on it
UPDATE: Trains in shunting mode now have different sprite on locomotive
PERF: Contract Configuration view initialization spread to multiple frames to prevent single big lag
FIX: Bottom bar for train with rejected contract was still shown after rejecting the contract
FIX: Entering WASD values in shunting track configuration field would move the camera
FIX: Input fields required two clicks to lose focus after typing in them instead of just one
FIX: Map completion indicator in menu did not update after receiving stars
FIX: Perpetual circuit was not being refunded when its signal gets bulldozed
FIX: Shunting / Stabling Sensor train composition condition was ignored when no destination was selected ('other destinations' rule)
FIX: Signals that were hidden under the lock sign were clickable in the tutorial
FIX: Some station signs where having a black text instead of white in buy mode which made it hard to read
FIX: Switches was not being allocated in buy mode
FIX: Task tooltip shake effect was too much aggressive in the tutorial
FIX: Train in shunting mode was not disposed by Coach Yard
FIX: Trains arriving within a minute aftter their scheduled arrival were marked as delayed on the train bottom bar schedule
FIX: Unlocking auto accept trains upgrade does not enable auto accept trains toggle until the station configuration view is closed and opened again
FIX: Endless mode map completion screen could be shown on timetable and rush hour maps by clicking the score
Stay Connected with Rail Route:
https://store.steampowered.com/app/1124180/Rail_RouteNEW: Open system upgrade page task to prevent confusion when unlocking an upgrade in the tutorial while the wrong page is opened
UPDATE: Localizations (nl: all; it: research, ui; zh-Hans: research, tutorials)
FIX: Timetable endscreen did not show upon completing timetable map
FIX: Average speed displayed on schedule sections was erroneous sometimes when a it was possible to bypass a station.
FIX: End of Rush Hour demo screen was not shown in demo
FIX: The tooltip of unlock upgrade task in the tutorial was not clear
FIX: Trains arriving within a minute after their scheduled arrival were marked as delayed on the train bottom bar schedule
Hello Rail Routers! Hey everyone, Angel here - your fellow rail enthusiast. I'm over the moon to announce that Rail Route is gearing up for its full release on February 22nd! This isn't just a milestone; it's a celebration of our journey together.
Hello Rail Enthusiasts!
We're excited to bring you the latest update for Rail Route Update 19! This update introduces new features and improvements to enhance your railway management experience. Don't forget to join our Discord community for engaging discussions, insights, and connections with fellow rail fans and our dev team!
Now, let's explore the new features!
Hey there, fellow Rail Dispatchers! Get ready for Rail Route Update 19! We've got some great new features to share that are now live on our Unstable version. But before we dive into the details, don't forget to join our Discord community. It's the perfect place to connect with fellow Rail Route enthusiasts, chat with our devs, get a sneak peek at what's coming down the track and also where you can get access to Unstable! We want YOU to try it with us! How to join? [olist]
Hello fellow Rail Route enthusiasts!
UPDATE: Localizations (es: achievements, research; hu: achievements; it: achievements, ui; de: research; nl: research, tutorials, ui; ru: ui; zh-Hans: ui)
FIX: Attach loco shunting command in invalid queue prevented opening of shunting queue editing
FIX: Conductor Office returned to Berlin & Wroclaw maps after upgrade
FIX: Contracts with a leg without mandatory stop caused error when Regional Contract Manager was configured (and were rejected by the manager without consideration)
FIX: Double click on Play the Map button in Editor caused double saving & map corruption
FIX: If train overshot a platform (e.g. after reusing while moving over it), it never moved again
FIX: Impossibility to attach a loco to a train at the very end of the track (e. g. loco detached after pushing the train to the signal, then running around)
FIX: It was possible to configure Regional Contract Manager even when its upgrade was not installed
FIX: Recalculate schedule and topology buttons where shown on the bottom bar in play mode when editing a contract
FIX: Set arrival to current time button was shown outside of the editor when editing a contract
FIX: Stop time longer than 2 hours was wrongly formated
FIX: Timetable mode train bottom bar was too tall because research point awards were still shown
FIX: Typo in en text
FIX: Upkeep was not accounted to Operational Turnover and Total of Cycle Report
UPDATE: Attach loco command can be enqueued to train shunting queue even if Detach loco command is enqueued to be executed elsewhere than the train currently is
UPDATE: Importing contracts from text file in the editor will get rid of all the current contracts and adds the imported ones
UPDATE: Localizations (nl: all; zh-Hans: research, tutorials, ui; no: ui; ru: ui)
UPDATE: Single allocated connections can be cleared by Secondary Action
FIX: Accepting contract from Offered Contracts panel ended in broken state as contract to highlight was not present in Active Contracts just after accepted (wait needed)
FIX: Contract breaking penalty is not being written correctly to the text file (it was doing the opposite)
FIX: Contract detail view shows the default max speed value instead of the value that has been set from the editor when the contract has been made
FIX: Contract schedule detail in contract menus showed above contract listing even when there was space below it
FIX: Contract schedule not being shown correctly in contract bottom bar in the editor
FIX: Delete button was cutoff in contracts menu for offered contracts and contracts in editor when horizontal scrolling was active
FIX: Fixing wrong tunnel connector in some maps (caused by an old error)
FIX: Left info panels stayed scrolled up after dragging the scrollbar with the mouse in a contract focus view and then exiting the view
FIX: Loading or starting a new game after finishing a timetable map did not reset the game speed
FIX: Restored missing localization for editor station reachability inaccurate warning and fixed typo
FIX: Revert in Contract Configuration did not redraw average speed indicators
FIX: Shunting and stabling sensor using the wrong rule when more than one rule is configured to the same station but with different commands for each composition state
FIX: There was no way to set the stop duration of the train in rush hour editor as the station visits view where completely hidden
FIX: Track allocation state is not being changed from shunting to occupied when the attach loco commands finishes executing
FIX: Trains were duplicated in Editor after export to trains.txt, import, save & load
NEW: Delayed stops are now marked as delayed in the train bottom bar schedule
NEW: Go to platform command can send the train to correct platform even before Reuse command switches the leg
UPDATE: Berlin Hbf in Berlin map split to tief and hoch station to prevent confused routing
UPDATE: IC contracts generation tuned. More IC contracts (40 % now, was 10 %) select their mandatory stop only from stations en route from origin to destination; IC contracts selecting their mandatory stop from all stations (60 % now, was 90 %) select the station proportionally by weight (was: the highest was selected)
UPDATE: Localizations (pl: achievements, ui; nl: research, tutorials, ui; zh-Hans: research, tutorials, ui; no: ui)
UPDATE: Shunting Commands tutorial now reiterates that train in shunting mode disregards stations & sensors after adding the first command
UPDATE: Shunting Sensor destinations configuration hint clarified
UPDATE: Train reward icon on board shows orange and has FX disabled when reward is lost
FIX: Clicked bottom most contracts in contracts menus with vertical scrollbar enabled had schedule outside of scroll section
FIX: Clicked contract in editor contracts menu with long schedule had invisible schedule
FIX: Complete text value is not being set correctly the first time you open the offered contracts menu
FIX: Contract period was not displayed in Editor
FIX: Go to platform command enqueued for a train (platform known) wrongly highlighted all platforms of that station (implemented for sensor rule display)
FIX: Missing UI volume label in audio options page
FIX: Northern passage in Wroclaw map was closed accidentally during previous map update
FIX: Save and load buttons were visible in the current game page of a mini tutorial, while they are not save able
FIX: Shunting Circuit description referred to the first command execution but it executes multiple commands in some situations
FIX: System upgrade menu bottom bar remained after toggling system upgrade menu with buy mode active
FIX: Timetable is not updated when a station or a platform is removed in editor
FIX: Timetable map loading failed when some connection was not in distance matrix
FIX: Tunnel upgrade cost half the price of same lenght track upgrade
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! Starting today, and running until the 14th of January we are calling you, our players, to join our Community Map Contest. This is your opportunity to take map creation to a new level. The most interesting and exciting maps, adding variation (location, play style and layout) to the current selection of maps, will be picked up and included in the official selection for Rail Route 1.0! How to participate:
Hello fellow Rail Route enthusiasts! We're excited to bring you additional improvements of Rail Route Update 18, with changes to enhance your railway management experience.
NEW: Added tutorial section to main menu maps page
NEW: Functionality in shunting sensor rules that will allow you to decide if the train next station visit will trigger the sensor or any of the remaining station visits will
NEW: Selected Train label scales with zoom
NEW: Stabling sensor rule can now specify the train composition that will trigger the sensor
UPDATE: Increased bottom bar heights and improved train bottom bar button section
UPDATE: Localizations (fr: tutorials, ui; nl: ui)
UPDATE: Localizations (nl: research, tutorials, ui; fr: ui)
UPDATE: Moved buttons and reward sections around on train bottom bar
UPDATE: Regional contracts made the first item in Red category
UPDATE: in-game menu buttons no longer shown at edges of the screen when using wide aspect ratios
FIX: Arrival and departure time in station visit view were showing negative numbers if the minus button clicked while the shown time is 00:00
FIX: Clicking empty space while editing contract in editor would desync bottom bar from info panels
FIX: Performance drop in auto accept train chapter in SOJ
FIX: Relay Sensor connector is visible at the left down corner of the map before building it
FIX: Sensors & Routing Queue upgrades did not have Automatic Routing as prerequisite
FIX: Side configuration panels did not account for changing bottom bar heights and had incorrect shadow sprites
FIX: Term 'Advance Time' was used instead of correct 'Time in Advance' in Shunting Commands tutorial
FIX: Train was auto-reversed after reversed manually at dead-end platform
We hope you're as excited as we are about these updates. We've been listening to your feedback and working diligently to make Rail Route an even more enjoyable experience. As always, we welcome your thoughts and suggestions in our Discord community. Your feedback helps shape the future of Rail Route!
- The Rail Route Team
https://store.steampowered.com/app/1124180/Rail_Route
https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/NEW: Contract Configuration shows reward difference against state before modifications & Revert action to revert contract schedule to that state
NEW: Hotkey to edit contract from the active contracts menu ('X' on keyboard, 'D-pad/Down' on gamepad)
NEW: Tooltips to edit contract and accept contract buttons in the trial train info panel
UPDATE: Disabling Game Hints is not bound to a map but it's game wise
UPDATE: Localizations (fr: research, ui; de: tutorials; no: ui)
UPDATE: Make Coach Yard interactable when Precision key is pressed
FIX: Incoming trains passing border station each minute were marked conflicting
FIX: Maps with more than 30 stations had Available Stations section in System Upgrades distorted
FIX: Timelines shown on hover in station info panels where shown partly off-screen
Note: the build appears as 1.18.9.1 in game as the original build was flawed.
Hello Everyone,
The Rail Route team is thrilled to announce that Update 18 has arrived, bringing a host of exciting features and improvements to your railway management experience. Whether you're a seasoned dispatcher or just starting your rail adventure, these new additions are bound to enhance your gameplay. So, hop aboard, and let's dive into the details - BUT WAIT! Before we dive into the new features, take a moment to join our Discord community. It's the perfect place to chat with fellow members and the devs, share your insights, and maybe pick up a few pro tips along the way!
NEW: Relay Sensor Tutorial
NEW: Shunting Sensor
NEW: Shunting Sensor Tutorial
NEW: Conductor Office Building
NEW: Conductor Office building built when old map is started / old save is loaded & offered green contracts are moved to it
NEW: New UI design for contract editing in editor
NEW: Build conductor office task
NEW: Green Offerred contracts moved from Station to Conductor Office
NEW: All sensor sprites
NEW: Updated Train Bottom Bar
NEW: Attach loco shunting command
NEW: Detach loco shunting command
NEW: Clickable reference to the train of a detached locomotive on the train bottom bar
NEW: New UI design for contract editing in editor
NEW: Trigger standard automation once shunting finished and train is stopped at signal linked to a sensor
NEW: Ability to adjust schedule with 10 minute increments by holding the action modifier key
NEW: Contract bottom bar for editor and support for showing contracts on general bottom bar in editor
NEW: Dispatch Reversed toggle for stabled trains in Coach Yard Configuration button (affecting next leg)
NEW: Dispatch reversed toggle in schedule section of train bottom bar
NEW: Map requirement for Endless: at least 1 conductor office built
UPDATE: 'Go to platform' shunting command now routes trains to last visit if train departure fromt there is not recorded
UPDATE: Advance Time was misinterpreted as Delay Time. Reworded to 'Time in Advance'
UPDATE: Allow Urban trains of rejected contracts exit the map via Sink
UPDATE: Departure & routing sensor symbols unified because they do the same. Sensors reordered as they come in game
UPDATE: Don't show keybinds on train bottom bar all the time
UPDATE: Endless maps start with initial contracts in 'trial' state instead of 'accepted' for more customizable game start
UPDATE: Full station visits of the contract's schedule will now be shown when an active contract item is clicked in the contracts panel
UPDATE: Improved invalid configuration sprite
UPDATE: Localizations (nl: achievements; no: research, ui; zh-Hans: research, tutorials, ui)
UPDATE: Localizations (nl: research, tutorials, ui; no: ui)
UPDATE: Localizations (nl: tutorials, ui; zh-Hans: tutorials)
UPDATE: Localizations (no: research, ui; cs: ui)
UPDATE: Moved interface configuration and automated contracts manager toggles to general bottom bar
UPDATE: Non-stopping trains enter border stations only 10 seconds ahead of their passing time (was: 1 minute)
UPDATE: Passing station visit logged once train enters the platform (was: once whole train was there)
UPDATE: Penalties on new contracts on timetable maps created in editor are disabled by default
UPDATE: Player is now notified that station reachability calculations might be inaccurate in editor when level layout has been edited
UPDATE: Red tier 2 threshold requirement lowered to 10 from 15
UPDATE: Removed limitation of non adjustable stops on one-off contracts
UPDATE: Returning to contracts menu from editing a contract now scrolls list to that contract
UPDATE: Reuse button removed from train bottom bar
UPDATE: Schedule computed from max speed rather than expected speed for Freight contracts to have realistic schedule
UPDATE: Shifting of all first station passing times one minute earlier when pre-Update-18 timetable map is started to counteract shortening of train's prepare time
UPDATE: Shunting Track building moved into Connections
UPDATE: Sprites for all sensors updated
UPDATE: System upgrade context menu is no longer hidden when clicking near the tier progression bar
UPDATE: Train does not move even in shunting mode until departed from station
UPDATE: Transfer time between stations in contract schedule can be set to zero (was: min 1 minute)
UPDATE: Updated play map modal to new UI style and added gamepad support to it
FIX: Bottom left binding hint was shown over menus
FIX: Bottom left context actions where overlapping the bottom bars
FIX: Bottom left menu buttons where interactable when new map in editor was not created yet
FIX: Construction actions were doubled when Exit Construction action was initiated with Stations panel opened and then Platform button was clicked on it
FIX: Creating contracts for timetable map in editor did not have braking penalties enabled by default
FIX: Difficulty of a custom map is not updated until the game is closed and opened
FIX: Experience point for trial train was not awarded if contract schedule was shifted earlier during contract acceptance
FIX: Go to platform command did not have support for multiple stations reachable
FIX: One-time trains showed contract repeat time in contracts menu
FIX: Rejected Urban Transit contract train was removed from Coach Yard but reappeared after save&load
FIX: Reward displayed in Contract Configuration for offered contract was initially not calculated according to schedule based on to pre-set waypoints - True reward was displayed only after any change in the schedule.
FIX: Stabling sensor did not automate trains coming from a different platform of the same station
FIX: Subtasks where not localized upon loading a save
FIX: System upgrade context panel did not update localization or tutorial completed status upon opening the the upgrades menu
FIX: Train heading to Sink failed to display the shunting queue
FIX: Train label was visible trough offered contract panels on board
FIX: Tutorial task icons where shown under menu buttons
FIX: Unlock new station task limits the time to speed x1 if you did not have the money for the platform
FIX: Waiting train icons and train labels overlapping info panels on board
https://store.steampowered.com/app/1124180/Rail_Route
https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/
UPDATE: Viafier Retica initial traffic streamlined to prevent conflicts
FIX: Map was not loadable if it contained an arrival sensor referring a deleted platform
FIX: Regional train in shunting mode leaving the map caused broken save
FIX: Train on platform did not move with 'Go to platform' shunting command to other platform currently executed
FIX: Tunnel length value was not accepted in Editor
Hey Rail Route Community, We're back with another update on what's new in Rail Route. Let's dive into the details of our latest features.
UPDATE: All platforms and all shunting tracks in a group light up when hovering over a got to platform or shunting group command
UPDATE: Localizations (nl: tutorials)
FIX: Contract with locked stations could still be accepted
FIX: Errors thrown upon rejecting a train causing trains to stop moving and train bottom bar would still show contract info
FIX: Experience points cycle report broken after unlocking all tiers with cheats
FIX: On-board train's color was not immediately updated when rejecting a contract
FIX: Rush Hour might have variable traffic with the same seed across game version
FIX: Video for Shunting Commands upgrade was not displayed
FIX: Wave finish modal didnt display unlocked items correctly
FIX: using the modifier key to open track details failed to open configuration focus view and prevented showing configuration panels
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? The Challenge: Keep 'em on time! Starting today and running until Thursday the 30th of November, we invite you to join "The Shanghai Rail Riddle" contest. Your mission is to keep as many trains running "on time" in cycle 10. It's a challenge for those who enjoy solving puzzles and optimizing rail systems. How to Join the Contest
Hello Everyone,
You might think the title of this post sounds like the start of a quirky joke or an intriguing story "A Shunting Sensor, a Relay Sensor, and a Conductor Office walk into a bar..." But no, it's actually the exciting lineup of features we're rolling out in Update 18 for Rail Route - a Train Dispatcher Simulator!
And we're thrilled to pull back the curtain on Update 18, which is currently chugging along in our #staging version. Lets unpack the goodies we've been tinkering with!
NEW: Relay Sensor
[NEW: Relay Sensor Tutorial
NEW: Shunting Sensor
NEW: Shunting Sensor Tutorial
NEW: Conductor Office Building
NEW: Green Offerred contracts moved from Station to Conductor Office
NEW: Relay Sensor
NEW: Relay Sensor Tutorial
NEW: Shunting Sensor
NEW: Shunting Sensor Tutorial
NEW: Conductor Office Building
NEW: Green Offerred contracts moved from Station to Conductor Office
NEW: All sensor sprites
NEW: Updated Train Bottom Bar
UPDATE: Sensors reordered on Build Bar
UPDATE: Don't show keybinds on Train Bottom Bar all the time
UPDATE: Improved invalid configuration sprite
UPDATE: Red tier 2 threshold requirement lowered to 10 from 15
UPDATE: Reuse button removed from train bottom bar
UPDATE: Shunting Track building moved into Connections
UPDATE: 'Go to platform' shunting command now routes trains to last visit if train departure frot there is not recorded
UPDATE: Train does not move even in shunting mode until departed from station
https://store.steampowered.com/app/1124180/Rail_Route
https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/UPDATE: Localizations (es: achievements, ui; nl: tutorials, ui; zh-Hans: tutorials, ui; no: ui; ru: ui)
UPDATE: Station visit info panels can no longer be dragged around in contract focus view
FIX: Error thrown when train was selected and new contract was accepted in focus view
FIX: Hovering a subtask icon leads to bad icon flickering
FIX: Main menu tab selection buttons where still acting on keybinds when menu was closed
FIX: Playing the story of Jozic with all researched pre unlocked leads to the story to get stuck
FIX: Positions of windows were wrongly saved for stabling rules
FIX: Reuse shunting command did not show up when editing stabling sensors
FIX: Saving a go to signal shunting command with a deleted signal leads to a NPR and breaks the load
FIX: Stabling sensor would still add shunting commands to train with rejected contract
FIX: Start / stop train button was still listening to binding after train bottom bar was hidden
FIX: Text in timetable completion modal had graphical artifacts
FIX: Train dispatched from Coach Yard in advance (as ECS) caused errors when schedule editing was attempted
FIX: Train shunting queue was not cleared when trains contract was rejected
FIX: Trains outside of endless mode did not show timeline on hover
FIX: Zoom to contract views were wrongly computed in some cases
Note: Build 1.17.15 contained critical bug and was skipped.
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! Every year on the 17th of November, Czechia and Slovakia celebrate national holiday in honor of the events of 1939 and 1989. The Day of the Struggle for Freedom and Democracy is primarily linked to the year '89 and the so-called Velvet Revolution, which marked the peaceful transfer of power and the advent of democracy. It represents the beginning of free entrepreneurship in our countries, including the gaming scene, which gradually developed during the 1990s to its present form. Situated in the heart of Europe, Czechia and Slovakia may be small countries, but the local gaming scene punches well above its weight! Join us in celebration of Czech and Slovak game developers, and the plethora of games theyve brought to this world! As a studio in the Czech Republic, we are proud to be part of the annual Czech & Slovak Games Week with so many other fantastic studios and great games. Rail Route received Update 17 last week, finally adding the long-awaited feature shunting. This week we recommend you to try it out on our Prague map, to celebrate this very special week. Go dispatch some trains! And as always, share your feedback:
https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/Hotfix 1.17.13
NEW: Train schedule is shown when hovering visit in station info panel timeline
UPDATE: Bigger tunnel connector sprite
UPDATE: Stock endless maps updated (more space for yards)
FIX: Closing contracts menu would leave black artifacts behind from station signs for a short time
FIX: Contracts menu did not switch to correct tab when showing specific contract
FIX: Edit contract keybind closed active contract focus view when different train was clicked
FIX: Incorrect duplicate tooltips on editor checklist items
FIX: Player was forced to wait for Jozic to stop talking until he can close the station panel in the auto accept trains chapter
FIX: Wrong sound position when station sign clicked on UI
Hotfix 1.17.14
UPDATE: Dock station info panel subtask in the tutorial has been removed
FIX: Incorrect string format for chinese localization of reuse shunting command time
FIX: Localized text on upcoming trains and train bottom bar was not updated directly after changing game language
FIX: Non bulldozable items could be bulldozed when clicking just after deselecting an item on the board in bulldoze mode
FIX: Subtask hint icons being displayed under the system upgrades panel
FIX: Subtasks hint keybinds in the system upgrade panel were confusing for the gamepad
FIX: Train names where not localized when loading a save with a different localization active or changing the localization in game
NEW: Collect upkeep each cycle for Shunting Track and Stabling Sensor
UPDATE: Increased minimum default ui scale for smaller resolutions
UPDATE: Localizations (zh-Hans: research, tutorials, ui; no: ui)
UPDATE: Reg train Intermission now measured from arrival to departure (was: from departure to arrival), making leg's last stop and next first stop be included in intermission - their lenght now does not matter. Brings better stabling platform allocation visualization and earlier leg switch possibility.
UPDATE: Upkeep rebalanced for Shunting Circuit (1000), Shunting Track (2000), Stabling Sensor (4000) and Coach Yard (10000)
FIX: CycleBalance.Upkeep was not saved
FIX: Lists with filters were not cleared when filter was modified to unmatching string (no result expected) while the list was still being loaded
Hello All Train Dispatchers,
Great news for all rail network enthusiasts Update 17 has officially pulled into the station! It's crammed with enhancements that will redefine how you manage your railways. But before we dive into the buffet of new features, take a moment to join our Discord community. It's the perfect place to chat with fellow members and the devs, share your insights, and maybe pick up a few pro tips along the way!
Now, lets get to the good stuff.
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. And, guess what? We want YOU to try it with us! How to join? [olist]
UPDATE: Localizations (zh-Hans: research, tutorials, ui; nl: tutorials; no: tutorials)
UPDATE: Repeat narration time of gain green points in the UnlockMoreOfferedContractsTask is now 240 sec instead of 30 sec
FIX: Regional Trains Stabling upgrade did not mention that it unlocks Coach Yard building
FIX: Smart Format did not work for some localized texts in some languages because Smart Format Tag was not set. Migrated to shared metadata.
UPDATE: Default UI scale updated to accomodate Active Contracts without horizontal scrollbar
UPDATE: Localizations (nl: tutorials, ui; no: tutorials, ui)
UPDATE: More upgrades are now allowed to be unlocked in the demo of the story of Jozic
UPDATE: System upgrade description now only auto scrolls when a pointer device is not in use
FIX: Departure & Routing sensor did now work when its platform / autoblock did not have signal at both ends
FIX: Elements with auto-hiding scrollbars where invisible or cut-off in some scenarios
FIX: Info panel section scrollbar overlapped info panels content
FIX: Locked state of info panels was not saved
FIX: More offered contracts upgrade requires 20 green points while the task in the tutorial asks you to get only 2 points
FIX: Reg contracts never stopped at first leg origin
FIX: Reusing the train inside an auto block led to its crashing with itself
FIX: Scrolling was disabled when it should not be
FIX: System upgrade descriptions where cutoff when switching between upgrades with different description lengths
Note: Version 1.16.14 contained a critical bug and was skipped.
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! Choo-Choo-Choose Your Challenge! To commemorate our recent rollout of Update 16, we're thrilled to introduce an all-new contest that not only challenges your railway management skills but also your optimization talents. It's set in the gorgeous backdrop of Marseille, France. The scene is alive with the vibrant energy of the bustling Mediterranean port, chugging engines, and lively stations, waiting for your command. Two Stars, One Objective! Here's the deal: The contest revolves around achieving two stars one in green and the other in red traffic (30/30). But the twist? You've got to do it in the least amount of cycles possible. Whether you're someone who finds joy in crafting intricate railway systems, an aficionado of the locomotive world, or simply someone who thrives on intense challenges, this contest has a little something for everyone. Why Join the Fun? Well, besides the sheer joy of mastering your rail network, this contest offers a unique opportunity for every Rail Route enthusiast: Showcase Your Skills: Let your strategy shine among the community. Learn & Adapt: See how others tackle the same challenges and refine your approach. Special Recognition: Winners will be spotlighted and getting a key that you can give to a friend that should experience all the fun with Rail Route! How to participate? Share your entry in the #contest channel on the Rail Route Discord. Mark Your Calendars! The contest chugs off today and runs until Tuesday next week (October 3rd to October 10th). So, dust off your dispatcher's cap, rev up your optimization engines, and get ready to embark on the ultimate railway journey. And remember, in the world of Rail Route, its not just about getting from point A to B, it's about doing it with finesse, strategy, and a dash of railway magic! Ready to take on the challenge? All aboard The Marseille Express, and may the best dispatcher win! Link to map: https://steamcommunity.com/sharedfiles/filedetails/?id=3044719682 And remember to stay connected:
https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/UPDATE: Improved the fluency of the tutorial, chapters do not pile up anymore and the timing of the chapters activation has become more effective
UPDATE: Localizations (nl: tutorials, ui; no: tutorials, ui; zh-Hans: ui)
UPDATE: Tier progression bar current value indicator now shows left of current value instead of right
UPDATE: Unlocking all tiers either by debug menu or by hint menu will make sure that you have at least 3 red points to be able to progress in the red category
FIX: Automation was not triggered when sensor was built at the track end (e. g. after speed was upgraded in segment ending just where the sensor is)
FIX: Autosaves after cycle end were corrupted because saving happened in mid-state
FIX: Autosaves created when cycle starts were not cleared
FIX: Backward compatibility for saved WaitForDepartureSubTask when it's saved in a broken state
FIX: Description of dispatcher office was misleading
FIX: Rush hour get stuck when a train times out
FIX: Table sorting header interaction area did not match text size
FIX: Trains were spawning from 00:00 when Endless map contract prototypes had times < 8:00
UPDATE: Added button to view required upgrade if another upgrade requires it to be installed first UPDATE: Coach yard imbalance calculation will now ignore regional trains FIX: CheckTimetableSubtask was not being done when the first upcoming train arrives FIX: Create route subtask from Bubny to Docks in tutorial was also fulfillable by creating an opposite route which is wrong FIX: NPR in tutorial when a subtask is loaded and tries to get research that depends on the system upgrade menu being created FIX: No sound played and system upgrade button was not toggled when opening system upgrades from a button that is locked by an upgrade FIX: Red upgrades where not accessible with ignore tiers option enabled FIX: Sensors tutorials get stuck if one of the trains left the map FIX: Shine effect in the SystemUpgradeContextPanelView when unlocking a new upgrade is not being hidden properly FIX: Station names where overlapping buttons on sensor configuration panels FIX: Station sign backgrounds where visible over active contracts panel sorting bar FIX: Story illustration english text missing 'a' FIX: System upgrade context panel could overlap menu buttons because it was too tall FIX: WaitForDepartureSubTask was not being fulfilled in the Accept new contract chapter in tutorial
NEW: Added horizontal scrolling on active contracts panel for smaller resolutions or UI scales
UPDATE: Added sorting by contract experience point rewards to active contracts panel
UPDATE: Dispatch Office not ignoring border stations when being built. Regional contracts generation updated to force owning station as the first or last station if being a border station.
UPDATE: Localizations (nl: ui; no: ui; zh-Hans: ui)
UPDATE: Offered contract details now show total experience point rewards for contract instead of reward per leg
UPDATE: Subtitles background color for better reading in the tutorial
UPDATE: Time speed tooltip now contains hint how to customize time speed
UPDATE: Warning design of the minus buttons in station visit view has been updated
FIX: Active contracts panel total contract count was misaligned
FIX: Auto accept and auto reverse toggles in station configuration view were not interactable after toggling them off
FIX: Bubny hint narration of the trial train in the tutorial was being played each time the train visit Bubny station
FIX: Game saving failed when experience point was granted during serialization
FIX: Incorrect train icon shown on system upgrades page tier progression bar
FIX: NPR in accept contracts chapter if contract was accepted without specifying the platforms
FIX: Sorting live trains on active contracts panel did not work correctly
FIX: Train experience point reward indicators animated number change when first shown or briefly showed -1
FIX: Trial train hint was not being played when game set to other language than English
Do you want something more fresh? Have a look at our unstable version!
1.15.11 brings:UPDATE: Localizations (de: research, tutorials, ui; no: ui)
UPDATE: Non-acting auto signal can be cleared with secondary action
FIX: Accept train task description has no localization
FIX: Autoblock & Platform sensors considered also signals acting from opposite direction valid
FIX: FPS drop in the unlock automatic routing chapter in the tutorial
FIX: Penalization for entering occupied segment was charged when reusing a train that would enter occupied segment if it were reversed
FIX: Rush Hour Challenge initiated from Story of Jozic did not conclude if reloaded from save
FIX: Sensors on Autoblocks & Platforms did not recognise signals built later
FIX: Signal built in Autoblock endpoint in Play mode (i.e. outside Editor) was locked (not removable) once built
Hey, Rail Route fans!
Angel here. Exciting newsUpdate 16 is now live on the Unstable branch. For a sneak peek: [olist]
UPDATE: CheckTimetableSubtask description has been adjusted for a better understanding
UPDATE: Default keybind for the alternative configure is V, instead of E
UPDATE: Gain green point narration in the more offered contracts chapter will no longer mention converting red points
UPDATE: Localizations (ru: research, tutorials, ui; nl: tutorials, ui; zh-Hans: tutorials, ui)
UPDATE: Task info panel moved to the right edge of the screen when contract focus view is shown
FIX: Actual train visits of trial train were displayed with seconds truncated instead of rounded up to the next minute causing inconsistency as 2-minutes stops were displayed for prototype train but only 1-minute stops for contract schedule
FIX: OfferedContract upgrade was locked in the free version of Rail Route Story of Jozic even though Jozic asks you to unlock it
FIX: Penalties for delays in intermediary stops (that are not deducted) were accounted to Cycle Balance
FIX: Penalties for delays were not accounted to Penalties in Cycle Balance but lowered the Rewards
FIX: Some path-related interactions did not work on Coach Yard (candidate path highlight & allocated path deallocation)
FIX: Station info panel would quickly appear and disappear when hovering mouse above station sign
FIX: System upgrade menu and build mode button obstructed info panels in contract focus view
FIX: Trial train schedule was shifted by 2 minutes instead of one when modifying contract schedule after contract was accepted but before trial train's waiting icon was displayed
NEW: 'Precision tool' context action hint displayed when a Point (Signal, Switch, ...) is hovered
NEW: Active Contracts indicate if schedule should be optimized - either for higher rewards or to prevent delays
NEW: Added a keybind for System Upgrades for the controller
NEW: Dispatcher office warning displayed if station never provides regional train (due to weights)
NEW: When accepting a new contract, pre-select platforms from the previous contract with the same type & stations
UPDATE: Better tooltip to stop the train button
UPDATE: Configure action muted in Building & Buying mode to resolve conflict with Q / E moving the toolbar; config panels did not work well anyway
UPDATE: Default keybind for the alternative configure is E, instead of V
UPDATE: Do not deallocate path from the signal after incorrectly set switch
UPDATE: Localizations (fr: achievements, tutorials; no: research, ui; zh-Hans: research, tutorials, ui)
UPDATE: Manual signals do not update the allocation when part of the path is changed
UPDATE: Max speed of Freight and Urban Transit trains reverted to original values (80 and 100 km/h respectively)
UPDATE: Right click on any node in allocated path clears whole path when no train on it
UPDATE: Start the regional train when switching legs, if stopped by user
UPDATE: Train is highlighted also when other leg of the same multi-leg contract is highlighted to improve orientation in stabled trains
PERF: Upcoming trains reappearing took long when there were many upcoming trains (e. g. many trains waiting to enter)
FIX: Bottom bar highlighted first leg even if second leg train was selected to edit schedule. Q button was disabled and E was enabled.
FIX: Different icon was used for [PrimaryPointIcon] and [SecondaryPointIcon] tags that are used in texts
FIX: Last run travel time was not displayed when editing schedule of pre-built contract
FIX: Map mode string was not updated to selected language
FIX: Open station detail subtask was not being fulfilled after load even though the station info panel was opened
FIX: Some tasks were not skip-able in the tutorial
FIX: Train context actions were shown for train with reward icon not only when train on board was hovered, but also when it was hovered in Station Timeline or Overview panels
FIX: Train was broken (unable to move) when heading to track end while signal built there
FIX: Trial train time was displayed for next leg first stop in Reg train timeline (above train)
NEW: Context actions keybinds hint are being shown above bottom bar instead on it
NEW: Other trains can be selected in focus view
UPDATE: Localizations (en: ui; nl: ui; ru: ui)
UPDATE: Middle-click & mouse wheel now have different binding icons
UPDATE: Mouse middle click icon was update to be more clear
UPDATE: Mouse scroll icon was updated
UPDATE: The design of the settings section of the station info panel has been updated
FIX: Connector for contract leg was not found if platform indicator was placed on grid cell edge
FIX: Connector for track & contract leg was not found along a prebuilt track crossing a wall
FIX: Loaded game stopped when first train departed from its last destination if 'Run trial' action was executed from Editor before
FIX: Recurrent IC contracts were generated even if only one-off IC contracts unlocked in map (via Editor)
FIX: Reward icon color was not getting changed when the reward is lost
FIX: Saving default time offset of station info panel affected other currently opened panels of the same station
FIX: Second leg prototype was auto-dispatched from Coach Yard even before first leg prototype finished
FIX: Signal built on originally empty platform end could not be deleted after save&load
FIX: The 'Stopped at signal' did not disappear once first leg was reused for the next leg and this train was actually stopped at station
FIX: Timetable map gave 10 more points per correct stop each replay
FIX: Timetable was not re-sorted when train schedule was changed (but only after some other train was added). Could cause late dispatching.
FIX: Toggles in Station configuration view had wrong tooltips
FIX: Tutorial instructions (subtasks) hints close to right border were not displayed completely
UPDATE: Localizations (it: all; zh-Hans: all; cs: research; ru: research, ui; nl: research, tutorials, ui)
UPDATE: Now you can reuse the regional train instance by clicking the waiting train itself if the reuse icon is shown on it
UPDATE: Select upgrade subtask in tutorial will give you a hint for in which page is the upgrade can be found
UPDATE: Unlock new station task in the tutorial will have a contract generated right away to decrease the wait time
FIX: Autoblock had insufficient identification in save&load process leading to clashes and errors
FIX: Building inside one occupied track was possible, resulting in train unable to move
FIX: It was possible to build a track over an existing unconnected coach yard, but the result was buggy. Building prevented, coach yard can be only at beginning or end of an connector.
FIX: OccupiedSegmentEntered event was wrongly triggered & penalty was charged when train was reused
FIX: Regional train prototype stuck on map after cancelling contract after completing first leg but before reusing the train
FIX: Some items from the contract view were not destroyed when fast switching the platforms
FIX: Station topology was wrongly computed if platform was directly connected to an Auto Block
FIX: The button X on gamepad was conflicting between accepting the contract in focus view and opening the build mode
FIX: Train alerts not being shown directly after game load
FIX: Train waiting note narration in the wakefield chapter in the tutorial is being played directly after loading the map
FIX: Waiting train icons and offered contract icons were hidden in construction mode and not in buy mode
Read more about some of the features in recent article.
NEW: Added generation of regional contracts with transition between legs
NEW: Edit contract's schedule button in the active contracts panel
NEW: Regional train mini tutorial in the regional contracts system upgrade
NEW: Station info panels contains timetable modification controls in Contract Focus View
NEW: Time offset in Station Timeline can be set as default for next panels that will be opened
UPDATE: Adjust contract visit subTask will highlight the station visit view instead of the platforms toggle once collapsed
UPDATE: Average speed in focus view is being animated upon change
UPDATE: Better position average speed indicator in focus view
UPDATE: Better zoom for focus view to not have the route below left panels
UPDATE: Bigger System Upgrades panel
UPDATE: Bigger track lines in focus view
UPDATE: Display last run's time & average speed in Contract Focus View instead of trial run's
UPDATE: General bottom bar will be shown instead of the train bottom bar if was active in the check incoming trains task in the tutorial to prevent confusion
UPDATE: Highlight & animate edited train stop indicator in focus view
UPDATE: Improved spacing on station stops in focus view
UPDATE: Made border of "ticket" panels lighter and added gradient shadow
UPDATE: Made checkbox border color lighter
UPDATE: Make average speed draggable
UPDATE: Multi leg trains are now routed according to first station of next leg when applicable
UPDATE: Narrations repeat time changed from 5 seconds to 30 seconds (!804)
UPDATE: Offered contract icon sorting order has been changed so the icon is above station sign if overlapped with
UPDATE: Order of displaying previous and pre-previous cycles in the cycle report panel has been swapped
UPDATE: Scale slider of Station info panel is interactable only on board now
UPDATE: Scaling specification in the station info panel will be shown only on board
UPDATE: Show connectors to tracks for average speed indicators
UPDATE: Subtask hint will be shown for only the first station info panel in the prepare for new contract task in tutorial to prevent confusion
UPDATE: Train popup on info panel is shown only for very hovered train in the panel
UPDATE: When editing schedule, edited station visit (yellow strip) in timeline stays centered (timeline moves instead of visit)
REFACTORING: Arrival sensor tutorial was updated to use the new tasks system
REFACTORING: Automatic routing tutorial now is using the new tasks system
REFACTORING: Departure sensor tutorial is now using the new tasks system
REFACTORING: Routing sensor tutorial now uses the new tasks system
PERF: Station Timeline optimized
PERF: Very low FPS when many waiting train icons for trains with ANY platform
FIX: 'Stopped by user' train alert was not cleared when train was restarted
FIX: Accept contract chapter in the tutorial was breaking the contract focus view
FIX: Active contracts button in general button bar not being shown on first time the game opened
FIX: After station sign click, size of station timetable were not preserved
FIX: Attempting to drop a station sign when grabbed would do nothing
FIX: Automation button being activated after going back from wakefield to prague in the tutorial
FIX: Black box left over for a second after bulldozing or moving station sign
FIX: Buy button on offered contract view opened build instead of buy
FIX: Coach yard icon shown in the contract bottom bar
FIX: Configure action did not open Tunnel detail to change its length in Editor
FIX: Created station info panel after clicking station sign was overlapping station sign
FIX: Departure sensor triggered multiple rule matches when a in-transit regional train passed
FIX: Displayed platforms settings in Station Timeline were not saved&loaded
FIX: Edit contract button has the wrong tooltip and is active in the panel header
FIX: In Editor, building an tunnel under a wall (straight connector) failed when the tunnel was almost vertical
FIX: Incorrect train name spacing and reward icons went off screen on train bottom bar
FIX: Info panels scrollbar was hidden in narrow windowed mode
FIX: It was not possible to reach max reward even with fastest tracks & no obstacles en route.
FIX: It was possible to bulldoze section of a platform
FIX: Manually stopped train resumed moving after save & load
FIX: Next leg train was not being selected after reusing the train which led to show the old train timeline instead of the new one
FIX: North/south sink labels next to sink toggles were greyed out in Editor's Stations panel
FIX: One-Time ICs claimed to provide red experience points, but they do not anymore
FIX: Opening Contract Focus View from Active Contracts panel in Contract Focus View was causing errors
FIX: Platforms buttons in the train overview panel were not blinking and all buttons were activated
FIX: Regional train being stabled to a Coach Yard was routed back to the next leg origin even if its transfer there was already finished
FIX: Regional train was not generated until Coach Yard upgrade unlocked
FIX: Rewards icon position on platform was not being changed when the train platform was changed in schedule
FIX: Right click in AutoBlock only set train to reverse once stopped; second click did not reset that flag
FIX: Score from previously played timetable map was pre-set into subsequently created timetable map
FIX: Selected train did not remain selected when focus view is closed
FIX: Signal light was visible for a second after moving or bulldozing signal
FIX: Station sign could be duplicated when quickly grabbing the station sign after placing it
FIX: Station timetables were loaded on wrong position
FIX: Switch connection changed after joining one of the connected tracks with other track (e. g. after other switch removal)
FIX: Train in AutoBlock was not set to reverse once stopped by right click if AutoBlock segment was hovered before train entered it
FIX: Train state 'Contract Rejected' wrongly shown in timetable
FIX: When editing active contract schedule for multi-leg trains, edited train was not selected correctly after switching to other leg.
FIX: When editing active contract schedule, stop period (yellow strips) were not shown
FIX: Wrong Tooltip was at "Stopped by operator"
FIX: Wrong hint to accept more contracts was shown in timetable
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.
Join here: Rail Route Discord
How to join: Unstable version
NEW: Added generation of regional contracts with transition between legs
UPDATE: Multi leg trains are now routed according to first station of next leg when applicable
NEW: Station info panels contains timetable modification controls in Contract Focus View
UPDATE: Better position average speed indicator in focus view
UPDATE: Better zoom for focus view to not have the route below left panels
UPDATE: Bigger track lines in focus view
UPDATE: Make average speed draggable
UPDATE: Show connectors to tracks for average speed indicators
We will keep improving the usability of this view even more in the coming patches, stay tunned.
NEW: Regional train mini tutorial in the regional contracts system upgrade
REFACTORING: Arrival sensor tutorial was updated to use the new tasks system
REFACTORING: Automatic routing tutorial now is using the new tasks system
REFACTORING: Departure sensor tutorial is now using the new tasks system
REFACTORING: Routing sensor tutorial now uses the new tasks system
NEW: Added generation of regional contracts with transition between legs
NEW: Edit contract's schedule button in the active contracts panel
NEW: Regional train mini tutorial in the regional contracts system upgrade
NEW: Station info panels contains timetable modification controls in Contract Focus View
UPDATE: Adjust contract visit subTask will highlight the station visit view instead of the platforms toggle once collapsed
UPDATE: Better position average speed indicator in focus view
UPDATE: Better zoom for focus view to not have the route below left panels
UPDATE: Bigger track lines in focus view
UPDATE: Display last run's time & average speed in Contract Focus View instead of trial run's
UPDATE: General bottom bar will be shown instead of the train bottom bar if was active in the check incoming trains task in the tutorial to prevent confusion
UPDATE: Improved spacing on station stops in focus view
UPDATE: Made border of "ticket" panels lighter and added gradient shadow
UPDATE: Made checkbox border color lighter
UPDATE: Make average speed draggable
UPDATE: Multi leg trains are now routed according to first station of next leg when applicable
UPDATE: Narrations repeat time changed from 5 seconds to 30 seconds (!804)
UPDATE: Offered contract icon sorting order has been changed so the icon is above station sign if overlapped with
UPDATE: Order of displaying previous and pre-previous cycles in the cycle report panel has been swapped
UPDATE: Scale slider of Station info panel is interactable only on board now
UPDATE: Show connectors to tracks for average speed indicators
UPDATE: Subtask hint will be shown for only the first station info panel in the prepare for new contract task in tutorial to prevent confusion
UPDATE: Train popup on info panel is shown only for very hovered train in the panel
REFACTORING: Arrival sensor tutorial was updated to use the new tasks system
REFACTORING: Automatic routing tutorial now is using the new tasks system
REFACTORING: Departure sensor tutorial is now using the new tasks system
REFACTORING: Routing sensor tutorial now uses the new tasks system
PERF: Station Timeline optimized
PERF: Very low FPS when many waiting train icons for trains with ANY platform
FIX: 'Stopped by user' train alert was not cleared when train was restarted
FIX: After station sign click, size of station timetable were not preserved
FIX: Attempting to drop a station sign when grabbed would do nothing
FIX: Automation button being activated after going back from wakefield to prague in the tutorial
FIX: Black box left over for a second after bulldozing or moving station sign
FIX: Buy button on offered contract view opened build instead of buy
FIX: Coach yard icon shown in the contract bottom bar
FIX: Configure action did not open Tunnel detail to change its length in Editor
FIX: Created station info panel after clicking station sign was overlapping station sign
FIX: Departure sensor triggered multiple rule matches when a in-transit regional train passed
FIX: In Editor, building an tunnel under a wall (straight connector) failed when the tunnel was almost vertical
FIX: Incorrect train name spacing and reward icons went off screen on train bottom bar
FIX: It was not possible to reach max reward even with fastest tracks & no obstacles en route.
FIX: It was possible to bulldoze section of a platform
FIX: Manually stopped train resumed moving after save & load
FIX: Next leg train was not being selected after reusing the train which led to show the old train timeline instead of the new one
FIX: North/south sink labels next to sink toggles were greyed out in Editor's Stations panel
FIX: One-Time ICs claimed to provide red experience points, but they do not anymore
FIX: Platforms buttons in the train overview panel were not blinking and all buttons were activated
FIX: Regional train being stabled to a Coach Yard was routed back to the next leg origin even if its transfer there was already finished
FIX: Regional train was not generated until Coach Yard upgrade unlocked
FIX: Rewards icon position on platform was not being changed when the train platform was changed in schedule
FIX: Right click in AutoBlock only set train to reverse once stopped; second click did not reset that flag
FIX: Signal light was visible for a second after moving or bulldozing signal
FIX: Station sign could be duplicated when quickly grabbing the station sign after placing it
FIX: Switch connection changed after joining one of the connected tracks with other track (e. g. after other switch removal)
FIX: Train in AutoBlock was not set to reverse once stopped by right click if AutoBlock segment was hovered before train entered it
FIX: When editing active contract schedule for multi-leg trains, edited train was not selected correctly after switching to other leg.
FIX: When editing active contract schedule, stop period (yellow strips) were not shown
FIX: Wrong Tooltip was at "Stopped by operator"
We hope you find these updates enriching your Rail Route experience. Your feedback drives us forward, and if you truly appreciate the effort we're pouring into these changes, consider showing your support with a positive review on Steam. It means the world to us and helps us grow. Feel free to join our community on Discord and share your gaming experiences, thoughts, or any ideas for improvement. We're all ears! Stay tuned for more news next week. Until then, happy routing and thank you for being an amazing part of our journey!
-Angel
https://store.steampowered.com/app/1124180/Rail_Route
https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/
Hello, all you rail barons and track tycoons out there! Welcome back to the depot, where we trade wrenches for keyboards and gears for code, diving deep into the engine room of our beloved Rail Route. We're all aboard the Update Express, fueled up and ready to chug along with a whole set of promising new features that we've been tinkering away at in our virtual workshop. Ready to dig into some juicy behind-the-scenes progress? Let's go!
NEW: Added option to station info panels to toggle showing train name popups
UPDATE: Better visual representation of platform number in station visits
UPDATE: Finished schedule icons in the train bottom bar will be shown always and highlighted once a train has to leave
UPDATE: Localizations (it: research, tutorials, ui)
UPDATE: Next/previous train instance in the train bottom bar will be shown only for multi leg trains
FIX: Bottom bar showed first leg even if schedule editing was initiated from subsequent leg of a multi-leg train => previous leg (Q) was not working
FIX: Contract schedule in bottom bar was not updated when active contract was edited.
FIX: Game with FirstTimePlayer flag reset but without any saves failed to load
FIX: Next leg first station visit in the train timeline was not being shown the same for both current and next train instances
FIX: Offered contract bottom bar with contract times was displayed for active contract editing
FIX: Reuse icon displayed over former (already bulldozed) Coach Yard position where previous leg train was stabled before.
FIX: Train alerts where shown under bottom bar
FIX: Unable to deselect train in station info when selected in offered contract focus view
FIX: Upcoming train in general bottom bar not being shown properly
NEW: Added particle effect from waiting train icon to train reuse icon when clicked
UPDATE: Auto-assign Dispatcher Office to non-board stations only to reduce confusion. Manual assignment still possible.
UPDATE: Buy mode can be toggled off by secondary action (RMB)
UPDATE: Localizations (nl: research, tutorials, ui)
UPDATE: Train number no longer shown in station info panel timeline on selected trains
FIX: Departure sensor tutorial was blocked because signal upgrade action changed to building auto signal over manual signal
FIX: Multi-leg contract trial did not fail when trial train exited the map prematurely
FIX: Some regional train contracts originated in non-border stations if a Dispatcher Office was assigned to a border station
FIX: Urban Transit contracts were not generated
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!
NEW: A button in the train bottom bar that disables the train automation for sensors and coach yard once clicked
UPDATE: General bottom bar will automatically be shown instead of the train bottom bar once the selected train is disposed.
UPDATE: Train reward icons are no longer shown in Rush hour mode
UPDATE: Waiting train icon tooltip will show only when it's hovered
FIX: Train instance number and previous/next instance buttons were visible in the train bottom bar in rush hour and timetable modes
FIX: Train rewards in the bottom bar were visible in Rush hour and Timetable modes
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!
UPDATE: Localizations (zh-Hans: ui)
UPDATE: Regional trains added to Structural Contract Manager + Directional settings removed (not relevant now)
FIX: It was not possible to edit schedule of contract over hour - already due run was selected for editing
FIX: Misleading instruction corrected in sensor tutorials (click instead of middle click)
FIX: Reg contract without mandatory stop in middle leg were generated
FIX: Unable to load saves containing saved NotificationInfoPanel
FIX: Urban trains were not disabled in Automated Contract Manager before unlocked
Hello, fellow rail enthusiasts! Your friendly neighborhood game developer here, bringing you another edition of Rail Log. Can you believe it's already been a week since Update 12 rolled out of the station? Time flies when you're having fun, or in our case, when you're busy laying down tracks for Update 13. We've got a staging version ready to roll, so let's take a sneak peek at what's coming down the track!
UPDATE: Improved hold button visuals to better differentiate it from normal buttons
UPDATE: Localizations (sv: ui)
FIX: Buy button could cause a game crash
FIX: Parts of station info panels would show trough configuration panel backgrounds
UPDATE: Localizations (nl: ui; no: ui)
FIX: Could not extend track from dead-end track with sensor attached
FIX: Locked station info panels had wrong collider
FIX: Station sign were performing click action even when active selection for station
FIX: Time panel were underneath the Overview after contract acceptance
Summer is here, and so are fantastic discounts! We're thrilled to participate in the Steam Summer Sale, where we're offering a 20% discount on Rail Route. This is the perfect time to dive into the world of train dispatching and build your own railway network. Don't miss out on this limited-time offer to start your Rail Route journey at a discounted price. See you on the tracks!
https://store.steampowered.com/app/1124180/Rail_Route https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/NEW: Station Info Panel is closed if not moved from initial position upon 2nd station sign click
UPDATE: Station Info Panel is being created at initial hover scale
UPDATE: Station Info Panel is scaled to zoom on hover
FIX: Contract accept was not available in Focus View
FIX: Regional train was missing in Advanced Routing Sensor & Advanced Departure Sensor config
FIX: Selected contract leg in offered contract focus view was not scrolled to when changing select leg
FIX: Station Info Panel disappeared after Focus Views
FIX: Station info panel with adjusted scale shown on station sign hover would not show in correct position
FIX: Station were not selected for the configuration properly
Hey there, rail enthusiasts and system-builders! Today, we're chugging along with some new updates and tweaks, based on the incredible feedback you've been providing. So, let's get down to the nitty-gritty of the upcoming changes. Prepare for departure!
Greetings, Rail Route community! We're thrilled to announce that Update 12 has officially left the station and is now live! After an exciting journey through the development tracks, we're ready to unveil the new features and improvements that we've been working on. Here's a quick rundown of the key highlights:
Greetings, Rail Route enthusiasts!
We're excited to share that the first look at Update 12 is now available through our Unstable version. This is your opportunity to be the first to explore the fresh additions and enhancements we've been laboring over.
Join here: Rail Route Discord
How to join: Unstable version
In this update, we've been fueling the firebox and oiling the wheels to deliver an experience that's as exhilarating as a ride on the Orient Express! From innovative challenges to novel optimizations, we believe this update will ignite your passion for train dispatching and keep it burning brightly.
Please note, this is an Unstable version. There might be a few unexpected stops along the way, but our committed team is ready to address any issues quicker than a bullet train!
We're still working on the changelog, but we promise to deliver it to you as soon as it's ready. If you come across any issues, we encourage you to share them with us. Your feedback is the coal that fuels our engine and helps us steer Rail Route in the right direction.
We're keen to hear your insights, suggestions, and experiences with the new update. You are the drivers of this community, and your input is instrumental in shaping Rail Route's journey.
So, are you ready for an adventure? Grab your conductor's hat and join us in exploring Update 12!
Full steam ahead, folks!
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!
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!
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.
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!
Spoiler Alert: All the fantastic updates you're about to discover will be arriving in Update 12!
UPDATE: Expected speed of contracts adjusted to be reachable on short distances (e. g. can not reach avg greater than 60 km/h on 1 km distance because of timetable rounding)
UPDATE: Localizations (de: achievements, ui; en: ui; nl: ui; no: ui; ru: research, ui)
UPDATE: Timetable times rounding & average speed computation explained in Offered Contract dialog. (I.e. why contract average speed is lower than trial train average speed). Hint how to improve avg speed added.
UPDATE: Train label positioning & sizing improved
UPDATE: Tunnel speed can be upgraded with track items selected (rather than with signal & sensor items)
FIX: Arrival sensor prevents routing sensor from being triggered when on the same grid point
FIX: Offered urban contracts was incorrectly displayed in Offered Contracts panel, could not be rejected & caused all other contracts not to be displayed
FIX: Routing sensor detail panel does not show the same content all the time.
FIX: Routing tutorial failed to finish when train was reversed before being instructed to do so
FIX: Scaling with zoom did not produce equal results for various screen resolutions / window sizes
FIX: Track was not highlighted for modification so bulldozing was not possible if one of its endpoints was missing due to some previous error
FIX: Typo in 'through'
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!
NEW: Signal deallocate action in the building mode
NEW: Train reward visibility checkbox in the gameplay options page
UPDATE: Localizations (no: ui; zh-Hans: ui)
UPDATE: Log station when topology search from it takes more than 10 seconds (for troubleshooting purpose)
FIX: All tunnels built at once shared the recent displayed connector. Caused loading error if building ended with impossible connector.
FIX: Generic modal sizing did not match its displayed text
FIX: Save game modal didnt always show existing save if only 1 existed
FIX: Tunnel stays highlighted after closing the construction wheel
FIX: Urban contracts were not generated
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!
UPDATE: Do not display reward icons for prototype trains
UPDATE: Localizations (cs: ui; nl: ui; ru: ui)
UPDATE: Sensors can be built on occupied & allocated tracks
UPDATE: Track and track sprites improved, should be more clear when zoomed out
UPDATE: When building signal over different signal, primary action is 'Change type' (was: 'Grab')
FIX: "Always show track speeds colors" were turning off
FIX: Building item change caused animation glitch - previous action list jumped down to the bottom of the screen and the new one jumped up
FIX: Hidden UI was still interactable
FIX: Save containing prototype train with 2 subsequent stops at the same station (e. g. an urban contract train) was not loadable
FIX: Time was running in Editor, causing timetable times not aligned to whole minutes
FIX: Track preview became invisible when connector destination was occupied track
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 improvements include better visibility of track speeds when zoomed out, track speeds visible for 5 seconds after every speed change, and an option to enable speeds display over tracks. We're confident these changes will enhance your gameplay experience, and we welcome your continued feedback!
Full 1.11.16 patchnotes:
NEW: Toggle 'Always show track speeds in construction' in the Options
NEW: Tracks speeds are better visible after connection speed is changed in construction
UPDATE: Level of detail zoom treshold can be set in options (when track lines become thicker)
UPDATE: Localizations (zh-Hans: achievements, tutorials, ui; nl: ui)
UPDATE: Onboard UI scale matched to panel scale
UPDATE: Rebuild grabbed item where was before when other item grabbed / building item changed / construction closed.
UPDATE: Switch circle shown for trivial and incomplete switches
UPDATE: Track speeds better visible when zoomed out in construction
FIX: Autosave's screenshot was empty when game autosaved during exit
FIX: Autosave sometimes created just as new game started
FIX: Close menu button stayed in disabled state after level failed to load and another level was loaded after
FIX: Sandbox was not working for newer maps (stored as savedMap.bytes)
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. [previewyoutube=vfWUSxgdtC4;full][/previewyoutube]
Hello Dispatchers, We're excited to announce that Update 11 for Rail Route has officially been released on the Unstable Branch! As mentioned in our previous post, we take feedback from our community seriously. After thoroughly testing the Staging Branch, we're confident this update will enhance your gameplay experience. While we've already shared some significant features in our previous posts, we also wanted to highlight some minor yet essential additions in this update. Keep reading to learn more about what's new in Rail Route!
Hello Dispatchers!
It's been an exciting week for the Rail Route development team as we've been putting the finishing touches on the upcoming Update 11 for our train dispatcher simulator game. This Update is packed with new features and improvements that we can't wait for you to experience. We spent a considerable amount of time last week perfecting the new features and tirelessly bug-fixing, and we're eager to share more insights with you about how we structure our work on the game that we all love. The series will be a little different this week, as I'll give you a deeper look into our development process.
Hello fellow Dispatchers! I'm excited to be back with another Rail Log, where I'll share the latest Rail Route development team insights. It's been a busy couple of weeks for us, and we've made great progress on new features that we can't wait to share with you. In this blog post, I'll be going into detail about these features, so sit tight and get ready to learn more about what we've been up to! And what you'll see in the upcoming Update 11, which will be live this month during April! By the way, if you want a sneak peek of the update before it hits live, join our community Discord and apply for a closed alpha or open beta test of Update 11. We already got some lovely feedback. It helps us finish this last mile in this significant milestone of construction UX overhaul. Under the hood, the game engine has changed significantly.
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! :)
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!
However, now this is a problem of the past, because we've made station names localizable. We have also, together with our lovely community, taken a stab at localizations of the names into the Chinese version of the game. Check it out if you prefer playing the game in Chinese!
NEW: Station names can be localized (translated or transliterated)
UPDATE: Ingame UI is hidden when Rush Hour or Timetable map endscreen is shown
UPDATE: Localizations (cs: achievements; fr: achievements, ui; nl: research, ui; zh-Hans: research, tutorials, ui; de: tutorials, ui)
UPDATE: Localizations (zh-Hans: station names in stock maps)
FIX: Menu could be closed when no level was loaded due to an error
FIX: Rebinding actions would still execute binded events while binding
FIX: Starting new Rush Hour game would have time control keybinds non functional until clicked
Hello Dispatchers!
Let me share what we've achieved this week while preparing the next update of Rail Route, our train dispatcher simulator game.
Hello Dispatchers!
This week, it'll be shorter than long as last week flew faster than light, which seems impossible. But yeah, that's how it is, so let's dive into what has happened in the previous week of Rail Route development.
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.
Without knowing we'll bring a new UI, we likely target keybinds earlier in our Early Access stage. But waiting had its benefits as we see what's missing, what has flaws, and what kind of features we want to be in the game in much deeper detail than at the beginning of Early Access.
So I apologize that we still don't have a keybinding to open a construction mode, for example. A bright future is in front of us; trust me!
Hello Dispatchers,
Welcome to another developer blog series, RailLog! Hopefully, you've enjoyed our small Valentines Update and we are back focusing on the bigger tasks in front of us in our path to 1.0.
This time, I will be focusing on the upcoming changes to the game's user interface. As many of you know, the user interface is a crucial aspect of any game, and we have received a lot of feedback from our players on how we can improve it. Our team has taken this feedback into consideration and has been working on implementing changes that we believe will make the game more intuitive, user-friendly, and aesthetically pleasing.
I'd also gather more feedback, so please, put your comment under the post if you have any concerns or ideas! Better now than later.
UPDATE: Back button on error screen now shows keybind and text "Back to menu"
UPDATE: Only panels blocking the seed field will now close when hovering over the play button in editor
FIX: Advanced arrival sensor would not queue route when all platforms where occupied
FIX: Current game page was not always refreshed when a save failed to load
FIX: Map detail icons showed when map item on saves page was selected
FIX: Map voting buttons ingame where always shown even when already voted
FIX: Offscreen train alerts did not point towards train in tunnel
FIX: Save modal closable with escape
FIX: Stations panel close button did not work in editor
FIX: Toggle UI keybind only showed UI
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. We also have a community contest going on, featuring a special Valentrains map! Join us on our Discord server and check it out: https://discord.gg/railroute See you out there train lovers! https://store.steampowered.com/news/app/1124180/view/3671032690264134186
NEW: Auto-save the current game (if possible & needed) when new game is started, not to lose any unsaved progress in case of accidental clicking
UPDATE: Loading screen between levels updated to match the screen on initial game load
UPDATE: Localizations (de: ui; fr: ui)
FIX: Navigation could get lost in some cases and navigation highlighter did not fit properly on some elements
FIX: Rush Hour maps saved after Update 8 (savedMap.bytes format) did have all stations visually unlocked from beginning (but the traffic spread to them wave-by-wave as usual)
FIX: Rush hour mode configuration screen is missing entries
FIX: Starting the story would show the map before showing the illustration
FIX: Station listings in stations panel in editor flashed white when opening
FIX: Steam Deck controllers were not working
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.
Menu and game scene combination
As a fairly large change internally, we have combined the menu and game scenes resulting in improved loading times and an overall improved user experience. Upon loading the game for the first time, your last played game or edited map will be loaded in the background. Allowing you to quickly resume where you left off.This change is also part of our transition to the new user interface style and better controller support as we are slowly updating all UI elements.In addition this changes makes it easier for us to improve loading times ever further in the future when switching between editing a map and playing the map as we would not have to load the level twice, once for each mode.
Naming new saves
As a quality of life improvement we added the ability to give your save a name before you make a save. Previously you had to save the game, open the load game menu and then edit the name of your new save. And all this is now also done in our new UI style.
Featured maps
As talked about in last week's News post, we added a featured maps section to the main menu.You can find this next to the News section. Here we will feature a map from the workshop that we or the community loves and want to highlight. You can play the map the same way the contest currently works.
New loading screen
Upon opening the game you will notice that we have a new loading screen! This loading screen looks a lot better than the simple black background with a simple loading icon that was there before.The new look fits a lot better with the game, look at that train go!
Open in workshop button
It may not be a big addition but it's nice. On maps that you downloaded from the Steam Workshop, you will now see a Workshop button. This will open the map on the Steam Workshop.
Bug fixes
As always we created, found and fixed a lot of bugs with this update. Everything from completely broken saves to buttons not showing when they should.
RELEASE
NEW: Featured map shown on current game page
NEW: Open in Workshop buttons displayed on Current Game and map detail pages when relevant
NEW: Previous save loads immediately after game starts, menu is displayed as overlay over it. Works as pause menu as well.
NEW: Skipping cutscenes action added
NEW: Conguent map added for Valentine's day celebration
UPDATE: Localizations (cs: achievements, research, tutorials; de: ui; hu: achievements; fr: ui; nl: all; no: ui; pl: all)
UPDATE: New loading screen upon game start
UPDATE: nl is now considered translated while jp and de in progress (fell below 90 % threshold)
UPDATE: Removed Reset All button from Options
UPDATE: Updated graph to new UI style and added Rush Hour progress graph to current game page
PERF: Start-up speedup - do not populate Upgrades UI in non-endless levels
FIX: Active contest could hide map item
FIX: Closing panel button for some panels in editor did not work
FIX: Closing modal when another is open unpaused time when it should not
FIX: Controller support could break after moving analog sticks
FIX: Detail pages for contest and featured map did not show correct screenshot
FIX: Flying score elements where invisible on Rush Hour wave completion
FIX: Keybind to reset ui scale did not apply to the scale of the main menu
FIX: Keybound buttons were triggered even when button was hidden
FIX: Loading failed when a referenced station no more existed
FIX: Losing wave 3 in prague rush map took player back to prague and finished the story
FIX: Map string field was not interactable
FIX: Menu scale was too small
FIX: Navigation did not work on some modals in the menu
FIX: Penalization log was not cleared when a map was edited so it was stored in savedMap.bytes and doubled on each editing
FIX: Perpetual route toggle could be set even when that upgrade was not unlocked
FIX: Removing all saves from active level while game over screen was shown still showed restart from last save button
FIX: Rush Hour tutorial being played on each map even if skipped
FIX: Save loading failed for saves containing overriden routes from some signals.
FIX: Second of music was played when starting game
FIX: Story didnt continue when save modal was opened and time keybinds didnt work after load
FIX: Story save before Prague Rush story could not be found when another level was loaded before
FIX: The background blur was removed when the delete map dialogue was hidden while the menu was still shown
FIX: Time keybinds did not work upon continuing save after first game load
FIX: Timetable panel was empty when returning to editor after a trial train
FIX: Various UI elements had incorrect sorting orders resulting in incorrectly hidden or shown elements
FIX: Walls buttons were missing in the editor
Hello Dispatchers! We're back with our fifth RailLog - this time, focussing on some more quality of life changes for Rail Route. Hope you enjoy!
Hello Dispatcher! Excitement continues to build as we progress on our train dispatching PC game. In this blog post, we'll give you a sneak peek into some of the new features and updates we've been working on, so sit back and get ready to hop on board for an unforgettable ride.
Hello, fellow Dispatchers!
As you may be aware, we've never shared a roadmap for our Early Access title Rail Route. Instead, we've opted for a different approach than the "industry standard." After a year and a half in the EA, I can confidently say that this decision has been excellent. Let me explain why - and, of course, I understand that not everyone may agree with me. We've heard a few voices stating that we should make our roadmap public. However, this approach has allowed us to remain flexible and better understand our Dispatchers; how you play the game, what difficulties you experience, what you enjoy the most, and so on. By observing this feedback, we were able to form an actual roadmap, which has resulted in much better outcomes than if we had simply stuck to the ideas we initially thought were great. Additionally, it has enabled us to experiment and be creative.
It's worth mentioning that while we are seasoned software developers, some of us have been in the industry for more than 15 years, the Rail Route is our debut game title, which means we needed to learn bits of the game design as well, right? It was a great ride, but the time has come! We can confidently share a detailed image of what the game will be once hitting the 1.0 release, hopefully, this year. Or just soon (tm) if you want us to use the typical jargon, which we have learned as well :). And I'd like to welcome you to this weekly RailLog blog series, where I will share and explain that image until we hit that release.
UPDATE: Localizations (es: achievements, ui; ja-JP: tutorials, ui)
FIX: Deleted platform / station was not removed from train schedules
FIX: Departure sensor's controlled signals were not updated when signal was swapped by sink & vice versa, leading to errors when executing the automation
Hello Dispatchers!
What a wonderful week, and here's another Monday and Rail Log from the development of the Rail Route. I told myself I could keep you more in the loop, especially after creating the #dev-logs channel on our community Discord. Let's cover the most important thing first.
Hello @Devlogs Dispatchers, It's the start of a new week, and I've got some fresh news from the development. As you can see in the last hotfix, last week went all great; we delivered a lot of fixes and some improvements to the menu I've covered previously. Let's see what's in the bag for this week:
UPDATE: Available maps in maps list are shown first in Story of Jozic
UPDATE: Copy pasting sensor configurations for sensors in autoblock no longer copies assigned signal
UPDATE: Current game page now shows recent maps instead of saves and shows a few less buttons
UPDATE: Localizations (cs: research, tutorials, ui; no: research, ui; de: tutorials, ui; en: tutorials; fr: tutorials, ui)
UPDATE: Map details and difficulty visibility is now persistant across sessions
UPDATE: New train arrival alert will no longer show if signal facing train has a route queued
UPDATE: Renamed paste-all tooltip to better describe its function
PERF: Map list loading speed-up for for installations with many workshop maps
FIX: Advanced arrival sensor would not route trains with (any) destination to another platform when highest priority platform was inactive
FIX: Attempt to replace an existing platform in Editor failed if it was the first first action after loading a map
FIX: Binding images had graphical glitches on low resolutions
FIX: Braking train alerts would stay in some cases when stopped train alerts were turned off
FIX: Broken keybind would softlock the game
FIX: Bulldozing autoblock with sensors would leave sensors behind
FIX: Custom Rush Hour levels did not load configuration properly
FIX: Moving the camera with a gamepad and mouse resulted in a broken cursor and camera state
FIX: Music was not paused in editor when pause menu was opened
FIX: New Game on Current Game did not work for Rush Hour maps
FIX: New Rush Hour game could not be started from the maps menu
FIX: News item title was missing and initial position was set incorrectly
FIX: Platforms placed in editor have broken highlight animations until reload
FIX: Rail Route banner was not shown on current game page in Story Of Jozic
FIX: Station button in editor had incorrect hover text
FIX: Train timeline would remain when hovering over incomming train icon while train was spawned
FIX: Tunnel would not be destroyed when track connected to entrance was
FIX: Unplayed Rush Hour maps always showed 1 completion star
FIX: Unsupported shunting signals were used in Prague map (Zizkov station)
FIX: Viewing a specific contract would not clear active filters resulting in it possibly being hidden
UPDATE: All modals now pause the in-game timer while shown
UPDATE: Improved text readability and positioning in main menu
UPDATE: Localizations (en: tutorials; fr: ui)
FIX: Add map description for Steam Workshop maps had incorrect menu name
FIX: Bottom panels were never shown when editing a Rush Hour map
FIX: Result of map uploading to Workshop was not shown in game + logging for better fault investigation
FIX: Some of the trains visit icons in the timeline were under other icons and not clickable
FIX: Train longer than dead-end platform with auto-reverse turned on instantly reversed out of platform
UPDATE: Localizations (de: tutorials)
UPDATE: Sensor can now be unallocated by right clicking it
FIX: Maps in new format (savedMap.bytes) downloaded from workshop produced unloadable saves that were not displayed in Menu
FIX: Rejecting a fulfilled urban contract was is not removing the urban train from the coach yard
FIX: Station signs where offset to the left after map load
FIX: Station vist was not logged if long train was forced to stop with the tail outside of a long platform
FIX: When no custom maps were present, Current Game page did not display correct content: Prague was displayed instead of recently played map or just Continue button was missing
UPDATE: Localizations (de: all; zh-Hans: research, tutorials, ui; zh-Hant: research, tutorials, ui)
UPDATE: Maps page header will now show for first time players as well
FIX: A track loop could be built causing a soft game lock scenario
FIX: Contract confirmation dialog did not open correctly & did not work
FIX: Right clicking allocated signal in build mode did not deallocate signal
FIX: Timeline in editor is always set to 00:00
FIX: After loading a game, the Auto signals with infinite queue were making routes to an Autoblock even though it's occupied which led to train crashes
FIX: Current Game page in menu displayed Prague if the most recent save was from a workshop map.
FIX: Panels in editor would randomly not show when opening them
FIX: Unbound connected input devices would prevent using the mouse
UPDATE: Clicking label above non-owned autoblock now acts like clicking the autoblock track
UPDATE: Maps menu will now show latest shown map category when shown
UPDATE: Unbuilt signal (ghost) rotation matches built signal rotation
FIX: Navigation could break when closing some confirmation popups in the options menu
FIX: Some train names were shown as icons in the gameover screen
FIX: Some tunnel portal train indicators had the number upside down
FIX: Story of Jozic did not culminate after returning from Rush Hour Trial
FIX: The map selector in the top of the map detail page showed duplicate map names when viewing less than 3 maps
Hello Dispatchers! Update 9 has been released on the stable branch.
Dispatchers!
https://store.steampowered.com/app/1124180/Rail_Route
We've been working hard on Update 9 for the last two months, and we are now ready to release it on our Unstable Version. Check out the link how to join: https://steamcommunity.com/app/1124180/discussions/0/4658391921146408195/
Hello Fellow Dispatchers!
Bring joy yourself and grab the game with a limited-time offer during the Autumn Sale with 20% off!
Follow us:
UPDATE: Localizations (cs: achievements, tutorials; ja-JP: research, tutorials; fr: ui)
FIX: Playing Automatic Routing's tutorial while a task is active caused a game freeze and a black screen
FIX: Rush hour freezes when you click NextWave button while the pause menu is opened
FIX: Urban trains count in the coach yard goes to negative if a trail urban contract has been rejected while it's current train is outside the coach yard
Hello Dispatchers!
We are running a weekly contest for Rush Hour again, and we've come to a very challenging map that will take you to the next level!
and I introduce to you.... The Hague CS
This map has 6 stations that will require you to dispatch trains from first to last to first, the challenge is to not cause wreckage!
Prepare your coffee and good luck!
Hop on and be the first on the leaderboard.
-Pickle
Be sure to share with us what kind of maps you like to see! And make sure to visit our Official Discord Server where you can communicate directly with our developers!
Discord Official Server
Follow us:
Hello Dispatchers!
We are running a weekly contest for Rush Hour again, and we've prepared a nice map from the heart of the Netherlands this week - Amsterdam Sloterdijk. It was made by a community member Typerim to honor our Dutch developer Rovex.
UPDATE: Localizations (cs: achievements, tutorials; fr: tutorials)
FIX: Alert sounds were not working
FIX: Rejecting the trial train after accepting it in Run trial train task was locking the task
FIX: Routing sensor override settings were removed when selecting different sensor
FIX: Sensor detail panel did not update error message without selecting another sensor first
FIX: System upgrades panel content had incorrect size for some languages
FIX: Timetable's platforms where being hidden in the station details panel if the platforms numbers were above 11
FIX: With Manual Signal Safety turned on, one route from a manual signal via a crossing was not possible
FIX: Dispatching train from the coach yard using the ECS button was freezing the train when it arrives to a departure sensor
UPDATE: Improved sensor upgrade tutorial text and fixed missing steps
UPDATE: Invalid routing sensor configuration shows invalid route in red
UPDATE: Localizations (cs: ui; en: ui; fr: ui; no: ui)
UPDATE: Trains with finished schedule are now routed as finished trains on all departure sensors
FIX: Any platform was neither loaded nor written correctly if map was saved after Update 8
FIX: Braking train alert shown for single frame or stayed when passing sensor
FIX: Hint text localizations sometimes didnt load
FIX: Routing sensor destination selection did not work when reselecting the same sensor
FIX: Save and load buttons shown in upgrade tutorials when they should not
FIX: Saving completed indicator would sometimes stay on screen
UPDATE: Localizations (fr: research, ui; no: research, ui)
FIX: Arrival sensor showed incorrect configuration when not all platforms could be reached
FIX: Game was crashing on some maps with sensors when exiting from building mode or configuring the sensors
FIX: Renaming save without screenshot broke save list UI
FIX: Signals on bends or dead ends would rotate when signal next to them was built or bulldozed
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!
UPDATE: Localizations (pl: all; cs: tutorials, ui; de: achievements, research, ui; es: achievements, ui; pt: achievements, ui; ja-JP: research, tutorials, ui; no: research, tutorials, ui; zh-Hans: research, tutorials, ui; zh-Hant: research, ui; en: ui; fr: ui)
UPDATE: Translation to Norwegian language finished enough to be shown in-game (whole UI translated)
FIX: Diagonal signal rotated incorrectly when building track to it at an angle
FIX: Researched basic tracks upgrade did not show as unlocked correctly during story
FIX: Right click input did not work
FIX: Time Saver achievement description was incorrect
FIX: Timetable maps would sometimes show incorrect time in main menu
FIX: Tunnel connected to occupied dead end track could be bulldozed
FIX: Unfulfilled contract rejection penalty was not given
FIX: Very long trains would show incorrect alerts, not stop correctly or behave expectedly
Hello Dispatchers! It's summertime for most of the development team, and we're off enjoying some free time with our families - but that doesn't mean that we're not working hard preparing the next free content update for Rail Route! We were really happy with the great reception to Update 7, and it's given us a clear direction for our future updates. With Update 7, we wanted to see whether we could deliver important changes and new content in a short amount of time - just under a month of development time. We're happy to say that we were successful. But we'd like to dig into a different topic this time. We've added a lot of new content to Rail Route during the first year of Early Access, including a new game mode called Rush Hour. That particular update made our menu screen cramped, exacerbating a problem with the main menu that we'd had for some time already. So, it's main menu redesign time!
UPDATE: Localizations (cs: all; de: achievements, research, ui; en: research, ui; es: ui; fr: all; hu: tutorials, ui; ja-JP: tutorials; zh-Hans: all; zh-Hant: research, tutorials, ui)
UPDATE: New sprite for departure sensor
UPDATE: Prague map / Story of Jozic tweaked: narration after building double switch disabled temporarily & a walls added next to Docks's sink to reduce confusion of not being able to connect to it
FIX: Blur effect did not go away after changing maps during story
FIX: Camera panning could result in unintended camera behaviour
FIX: Coach Yard and Tunnel were not visible after being built
FIX: Contract generation slowed down after many one-off trains dispatched
FIX: Custom level with a lot of schedules doesnt start because of duplicate generated contract numbers
FIX: Departue sensor had incorrect sprite and was unplaceable in tutorial
FIX: Editor timetable list width didnt update when maximized
FIX: New arrival train alert would show on last station if last station was the same as first station
FIX: Placing station signs near level border prevented building on bottom left of level
FIX: Route preview would interrupt train spawning
FIX: Stopped train alert would stay on automaticly reversed train in station
FIX: Tunnel entrance on right level edge would dissapear on load
FIX: Window mode dropdown was hidden sometimes
UPDATE: (cs: achievements, ui; de: ui; fr: achievements, tutorials, ui; en: research; ja-JP: tutorials; zh-Hans: all; zh-Hant: research, tutorials, ui)
PERF: Improving Main Menu (and overall UI) performance
PERF: Music intensity adjustments optimized
PERF: Station timeline display optimized
PERF: Train cars disappearing from map optimized
FIX: Editor timetable list width didn't update when maximized
FIX: Achievements got awarded in incorrect gamemodes
FIX: Added various missing translations
FIX: Bad icons after font awesome upgrade
FIX: Building animation broke signal scaling
FIX: Illustrations should not be loaded into memory if not played
FIX: Invalid configuration of routing sensor in autoblock (non-existing track in routing table) caused train being reversed
FIX: Missing translations on leaderboard
FIX: Train arrived alert showed for single frame when route was set for it
It's update time! (Which is, in my opinion, the best time.) The long-awaited Update 7 is finally here, bringing a multitude of quality of life improvements - and with the improvements, comes this blog post telling you all about them. Let's get into it.
Summary:
Update 7 is focused exclusively on making your life easier. It includes (but is far from limited to) some of the following:
It's been just over a year since Rail Route released into Early Access here on steam... and also nearly a year since this curated list started up! Not since we've started doing these highlights, of course, but it's still pretty mind-blowing to see how far the game's come in just a year's time.
With all this time behind us, why don't we take a peek back in memory lane and see some of the oldest levels in the curated list?
NEW: Fade in & fade out also for entering the Editor
UPDATE: Localizations (cs: research, ui; en: research, tutorials, ui; fr: research, tutorials, ui)
FIX: 'Main Menu' button was not working in the Editor and on the Loading Error screen
FIX: Full game teaser was displayed in full game
FIX: In System Upgrades, time was unpaused after unlocking an upgrade & closing the hint panel.
FIX: InterCity and Urban trains were not auto-dispatched from the Coach Yard according to the configured advance time but always 1 minute ahead
FIX: Starting certain maps from Editor caused loading error & infinite loading.
UPDATE: Modified Rush Hour editor checklist item and added manual check
FIX: Building a platform or an autoblock in a specific gridcell on the map was breaking that platform
FIX: Debug panel set music override on open and close
FIX: Inconsistent station colors when loading from another level
FIX: Multiple memory leaks when images where displayed
FIX: Not used station sign had a white background color with a white text on station destination sign which was hard to see it
FIX: Sensor tutorials failed showing white screen instead of UI highlight
FIX: Story could get stuck when buying platforms before building shortcut track
FIX: Timetable panel header in editor was set incorrectly on first load
UPDATE: Localizations (es: achievements, tutorials; en: research, tutorials, ui; ja-JP: research, tutorials, ui; cs: tutorials, ui)
Hello dispatchers!
You've seen the title, you know what we're here to discuss.
Hello dispatchers! We are so, so happy to announce that Update 6 is LIVE NOW!
Hello dispatchers!
In celebration of Rail Route's 1-year anniversary, we're holding a little get-together: a developer live-stream!
The livestream will be:
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:
NEW: Displaying contest leaderboard of recent contests even after contest end
NEW: Forward compatibility for saves from demo being loaded in RR before Update 6 (just error prevention)
NEW: Rush Hour maps from SteR: Gare Du Nord, Den Haag
NEW: Storing when a contest was played per map to display contest leaderboard
UPDATE: Localizations (cs: ui)
UPDATE: Localizations (fr: ui)
UPDATE: Rush Hour comparision to global record changed to global median + added possibility to select an player from the table to be the benchmark
UPDATE: Rush Hour editor checklist item did not mention initial stations
FIX: Auto accepted train would leave manual train acception in broken state
FIX: Disabled saving when rush hour screen is shown to prevent broken save state
FIX: Game Over screen in Rush Hour displayed irrelevant comparision to benchmark
FIX: Initial research state set incorrect resulting in auto reverse disabled on rush hour maps
FIX: Leaderboard panel did not show loader during loading
FIX: Map was not loadable after station was removed but the platform was not
FIX: Score was always floored instead of rounded properly
Before we delve into the featured list for today, we've got something important to mention!
As you all (should) know, In-Game Rush Hour contests are now a thing. Because of this, we won't be featuring Rush Hour maps as one of our three monthly picks for the time being. We already have a spotlight to showcase them now, after all - it would be a bit redundant to highlight them in the workshop when we can just show them off in-game. We'll still add them to the Curated List on occasion, though.
Also, in-game contest support! That's cool, right? While it's limited to just Rush Hour for now, we might get more functionality as time goes on for, say, Endless or Timetable! Don't hold your breath - that isn't a promise, just a personal hope for the future - it's not planned at the moment. But it might come eventually!
There's one other thing - since the contests are in the same vein as featured levels, we're going to still mention them here! At the end of every article from here on out, we'll mention what the contest seeds were for the past month. That way, if you want to go back and replay a contest seed you particularly enjoyed, you can know what it was! We'll be adding that to every article from here on out.
You probably came here for this month's picks, though; so let's get this show on the road and show you what we've got!
Hey everybody! In preparation for Rail Route: The Story of Jozic's upcoming release, we're super excited to showcase our new music track! And, as a special treat alongside it, we're showcasing some of the cinematics from our upcoming release. We hope that you enjoy! Feel free to wishlist Rail Route: The Story of Jozic whilst you're at it - it helps us a lot! [previewyoutube=hE9d4aY9t5A;full][/previewyoutube] - The Rail Route Team Follow us:
https://store.steampowered.com/app/1124180/Rail_Route/NEW: Adding data to leaderboard records to detect cheating by map file modification
NEW: Message in Rush Hour map indicating why the unlocking order can not be created
UPDATE: Added Rush Hour editor checklist item for 2 station schedule
UPDATE: Localizations (ja-JP: ui; pt: ui)
UPDATE: Reworked wave screen animations and added seperate game over screen
FIX: Changing platform number in schedule did not update train label platform
FIX: Clicking on news items in main menu did nothing
FIX: Coach Yard was sometimes wrongly assigned to a Station when loading saves of older maps where save overrides topology assignment
FIX: Editor map settings not showing for correct mode on initial load
FIX: Returning to menu while saving in editor could lead to save corruption
FIX: Seed was not preserved in save leading to ... in leaderboards for anybody that finished the playthrough from a loaded save.
FIX: Train were not entering the map when building was on
FIX: Upgrading signal when between 8k and 10k gave 2k instead of charging 8k
UPDATE: Contest leaderboard now hides level seed and play with seed button
UPDATE: Localizations (fr: ui)
UPDATE: Time limit removed from 'Failed to accept train...' message because in-game time is never displayed
UPDATE: Updated the animation on the timer after Rush Hour wave completes
FIX: ExclusiveFullScreen removed from fullscreen options and reset to (borderless) FullScreenWindow because caused crashes on some GPUs
FIX: Options confirmation modals hidden and options could be closed while confirmation panel was still active
FIX: Resetting gameplay options switched to video tab
FIX: Restarting a loaded game from an older save resulted in time set to 0:00:00 instead of 7:59:59
FIX: Rush Hour pause modal was shown over wave end screen
FIX: Stations were not colored in Rush Hour map after restart
FIX: Timetable was lost when going to editor from level
FIX: Window mode dropdown in Options was not populated if Options opened shortly after game start
NEW: Added level seed and steam profile to leaderboard display
UPDATE: Editor mode configuration panel changed to be shown with dedicated button
UPDATE: Localizations (fr: tutorials, ui; ja-JP: tutorials, ui; zh-Hans: tutorials, ui)
FIX: Buttons locked in timetable / rush hour map via research configuration displayed misleading tooltip and opened Research Panel
FIX: In Timetable, if station colors are disabled, game still displayed colors
FIX: Mac did not see old saves & community levels
FIX: Newly created timetable map had all stations disabled until some other property (e. g. name or best score) changed after mode change
It's arrived! Dive in and see some of the new features for yourself!
It's been about a month since Rush Hour released, and you know how we are - As soon as one major update releases, we get to work on the next as soon as possible.
As you probably noticed, we've got a story mode planned for the near future as a (free) standalone game - While a lot of our efforts have been diverted to making this experience a reality on time, we're not going to neglect the main game. After all, improvements for Rail Route are also improvements for the Story of Jozic, right?
https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/
Well, bugfixes are, at the very least. There's far more to be excited about in Update 5 than bugfixes, though... Wanna see?
UPDATE: Incentive to try Rush Hour mode removed from tutorial for now - too complex for a new player
UPDATE: Localizations (cs: all; de: all; fr: ui; ja-JP: tutorials, ui)
FIX: 'Track 40' was auto-selected after opening build menu even if not displayed (e.g. in Prague Rush Hour); click on 'Track 80' was needed to build something.
FIX: Adjusting contract menu was not exited when rejecting that contract
FIX: Currently disabled but enabled inventory items in previous version of level shown in Rush Hour
FIX: Sensor connection indicator was not hidden when node detail was not in focus
Another month, another set of maps to try! Unfortunately, no Rush Hour ones yet - we've all been busy on other things recently and haven't really had the time to try any. We've been hard at work with something special, and just haven't had much of a chance to get any onto the list yet. Sorry!
Despite this, we've still got a good handful of creative maps for you to try! Why don't we just get right into it?
NEW: Added checkmark in editor for rush hour initial stations in schedules
UPDATE: Allocated switch next to free track can now be deallocated with right click
UPDATE: Localizations (cs: tutorials; de: tutorials, ui; fr: ui; ja-JP: ui; zh-Hans: ui)
FIX: Finishing Rush Hour wave 10 displayed wave 11/10
FIX: Keybind could contain the same modifier key twice
FIX: Trains could be accepted on platforms without a sink
Hello Dispatchers! We know that youve all been wondering what our next, major content update will be (and what the teams been so busy working away on), and here it is: The Story of Jozic A Rail Route Prologue! [previewyoutube=ragwNg78ofk;full][/previewyoutube] What is it, you ask? This one is a little different than our other updates. Well be releasing this as a free, standalone game on Steam at first, and it will later become part of Rail Route. Were doing this so that we can give more people a taste of Rail Route and, truthfully afford us some more visibility so we can make making the game we love!
NEW: Visual feedback when game is saved
UPDATE: Improved coach yard train count text visibility
UPDATE: Localizations (fr: ui, tutorials, de: tutorials, zh-Hans: ui)
FIX: Destination animation was played so many times, how many paths were possible between signal and destination.
FIX: Inconsistent new contract button had wrong tooltip and active state
FIX: Level station count included platformless stations (signs)
FIX: Main Menu button remained when hiding UI
FIX: Removing platform in editor did not always remove it from train schedules
FIX: Rush Hour autosave on wave end could cause new inventory items to get lost
FIX: Shown offered contract times were not updated once generated
FIX: Sign activation sound played when buying platform on already unlocked station
FIX: Starting custom Rush Hour level sometimes resulted in an error
FIX: Station colors were shuffled if game was started directly from the Editor
FIX: Track speed could not be upgraded in editor because of initial research state settings
FIX: Traffic intensity for wave onset phase was wrongly computed
FIX: Tualatin / Tualatin Acres station name in WES map was misspelled
NEW: UI autoscales on window resize
UPDATE: Item inventory amount now always animated on build menu opening
UPDATE: Localizations (de: ui; fr: ui; ja-JP: tutorials, ui; zh-Hans: all)
FIX: Default paths were reset after building (even if nothing changed)
FIX: Final Rush Hour score on screen did not match actual score
FIX: It was possible to dispatch a train from an empty Coach Yard using the round train icon above station sign
FIX: Loading of save was not possible if it contained obsolete default paths (referencing non-existing nodes)
FIX: Options menu could be closed when confirmation window was active preventing it from being closed
FIX: Overlapping map settings text
FIX: Rush Hour wave finished while train was still waiting at final destination
FIX: Train could be spawned on inactive platform
FIX: Urban transit 'per unique station' label and reward value were not shown correctly (translation missing / value not updated)
FIX: When upgrading / downgrading a signal, the scroll text displayed wrong value (sum instead of difference)
Man, it's been an eventful month, hasn't it? We've all been hard at work making sure Update 4 was the best it could be before April rolled around. Hopefully you all have been enjoying the new features! We sure have, and we've got some more in store for you in the following weeks.
Unfortunately, that means we've been so busy that some other subjects - such as these monthly featured list updates and the contest results - were delayed. Sorry! I hope you can understand why we've put this off for a bit, though - Update 4 was a huge game-changer (quite literally), after all.
Either way, we're here, with three new maps to show off from the community! And let's start with the most important one of them all: Who won the contest?
Hello Dispatchers!
31th March, 7 pm UTC
Live stream
This is the date of our second Steam Simfest stream. Be sure you check it out!
Follow us:
Hello Dispatchers!
31th March, 7 pm UTC
Live stream
This is the date of our second Steam Simfest stream. Be sure you check it out!
Follow us:
Hello Dispatchers!
Hello Dispatchers!
We announced last week that our Fourth Update, Rush Hour, would be arriving on the 28th of March. Now, we need your help.
28th March, 7 pm UTC
Live stream
To make our launch (perhaps our most important one since we entered Early Access) the best it can be, well be hosting a Steam livestream showcasing the update! More than that, this livestream will be part of the Steam SimFest - meaning the more viewers we get, the higher up Rail Route will be on the festival page!
This is where you come in.
If youre around, wed love for you to join Angel (thats me!) and MasterHellish for the livestream at 8 pm London Time on the 28th March. The more people we can get, the better! Well be exploring the new mode, cracking jokes, and generally chilling out.
Finally, a huge thank you to you - our community - for making this update (and all of our others) possible. We think youll love it, and were really proud of it.
And, as always, happy dispatching!
- Angel
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. This last month, we slipped, but fortunately, it's not due to procrastination. Instead, we've been hard at work, getting you all something new to play with. Check out... Rush Hour. [previewyoutube=sn48dTtySIA;full][/previewyoutube] Look forward to this new mode on March 28th!
Hey folks! It's March, and you know what that means, right?
If you thought "It's time for new workshop highlights", well... yeah, that's true, but that's low-hanging fruit. It's the title of this article, after all...
It also means the Contest is closing soon. If you'd like your level to qualify, submit soon! Submissions close this Saturday. If you're not interested in submitting, why not play the levels and vote instead?
Alright, enough of that. You already know about the contest. What about this month's front-page features, though?
Let us announce that Rail Route is now fully translated to German language. Many thanks to our community!
UPDATE: Localizations (de: all + "in progress" flag removed; jp: all; fr: tutorials, ui; zh-Hans: tutorials, ui; zh-Hant: ui)
FIX: It was possible to create a loop ending in a switch (illegal situation) by deleting a signal in the loop (legit situation)
UPDATE: Localizations (de: all; en: research; fr: research, ui; zh-Hans: all)
FIX: Building constraint did not show reason during tutorial
FIX: Bulldozing a switch that is connected to dead end tracks with signals on them was leaving those signals floating without tracks
FIX: Long trains waiting in station showed incorrect train label color
FIX: Sensor got left behind when deleting autoblock in editor
FIX: Subtask ui panel's color was getting stuck with yellow color if the task was fulfilled and unfulfilled quickly
FIX: Subtitles were missing for first train routing back to Dejvice narrations (repeated instruction to set switch & flip signal).
UPDATE: Localizations (zh-Hans: tutorials, research; fr: tutorials, ui)
FIX: Autoblock with preceeding green manual signal got deallocated when train exited
FIX: In levels without economy, it was possible to remove signal bridging two tracks with different speeds with track speed being unified to the lower speed but inventory was neither checked if there is enough items nor updated after removal
FIX: Previously used track speed was not re-selected when the building menu was reopened.
FIX: Upgrade to Auto Signal button on Manual Signal Detail did not work
FIX: When a signal was bulldozed at the end of a bulldozed track, no money was returned
There's over 750 maps on the workshop now! It's seriously impressive how many levels have been made since our last contest. It's roughly two maps a day! I'm really glad to see the creative minds of the community are using their sparks of inspiration well and giving us more and more levels to play. Keep up the good work!
Last time we did a contest, we did it to try and highlight a new feature and get people to know about it more. Can you guess what new feature we're doing this time? That's right, the Inventory!
NEW: Hints and notes narrations in tutorial
UPDATE: Localizations (cs: tutorials; fr: ui; jp-JP: ui, zh-Hans: ui)
UPDATE: Localizations (fr: tutorials; ja-JP: research, tutorials; zh-Hans: tutorials)
FIX: Asian languages ellipsis was not working
FIX: Auto accept trains upgrade task was broken if you unlocked that upgrade before the task starts
FIX: Custom resolutions was always displayed resolution change popup
FIX: Destination's station in the train timetable panel was not being highlighted when the train move to another station until you click on the train again
FIX: Long narrations were being repeated after save and load in the tutorial
FIX: Resolution confirmation modal popped up every time in windowed mode
FIX: Reason for locked autoblock tooltip was unclear
Hey folks! Another month has passed. It's been exciting, huh? Not only did we have our first workshop highlights article, but Update 3 released and has many new tools to make level creation even easier and more exciting. I can't wait to see what we as a community can make with the Inventory!
Another month also means it's time for us to feature another three new maps. So, what do we have now?
UPDATE: Load last save made first option after train crash; Restart suppressed unless no saves for the map
UPDATE: Localizations (zh-Hans: tutorials, research; ja-JP: tutorials, ui)
UPDATE: Reload level list even if workshop map fetch ended unexpectedly.
FIX: Build / Buy buttons were displayed after switching from Prague to Wakefield in narrated story
FIX: Inbound icon was not displayed in Chinese and French localization of timeline legend, \uf08b displayed instead
FIX: It was possible to build a track from inventory joining at the end with an original track
FIX: It was possible to change track speed but it is not supported in inventory-only maps
FIX: Short track built from inventory between two original track could not be bulldozed
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?
There's a lot to cover! Let's get started with the biggest news:
Hey everyone! Happy new year! I hope these early months are treating everyone well. Let's talk about the front-page featured levels on the Workshop this time before we have the Update 3 finished.
In case you somehow haven't noticed, the Steam workshop has this part of the front page where we can personally feature maps, giving a spotlight to some of the more fun and better designed stages the community has made.
You might be wondering how these levels get featured. It's fairly simple! Some of our community's best mapmakers go out of their way to play every level available on the workshop, and the ones that are both fair and entertaining are added to a curated list which is frequently updated. Every month or so, we take three levels from the list and put them straight onto the front page to give their creators the recognition they deserve!
Well, "once a month" has arrived; the list is updated, and the featured levels have a new cast to check out:
NEW: News displayed in main menu fetched online
NEW: zh-HK and it languages added to game for translation works to start
UPDATE: In Options, icon displays work-in-progress state for the incomplete localizations + fallback language displayed according to actual settings (was: English only)
UPDATE: Localizations (es: tutorials, ui; zh-Hant: tutorials, ui; zh_Hans: tutorials; fr: ui)
FIX: Accept contract chapter in the tutorial was being broken when the trial train failed
FIX: Crash when accepting first one-off contract after researching something
FIX: Error screen back button was unresponsive when loading a save
FIX: Occupied track could be upgraded
FIX: Timetables could be created in the editor with conflicting stops
FIX: Train overview ui was overlapping
FIX: Two trains could be spawned simultaneously, one auto-spawned and the other spawned manually
FIX: UI scale did not update when changing resolutions
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.
But first, lets talk about the endless contest that just wrapped up. I must say, Im pleased with how it went - it seems lots of people enjoyed it, and we got a ton of feedback from it. It forced players to play the game a little differently and pursue different play styles to try and get as far as possible. We got a nice amount of submissions and some amazing discussions both on steam and on our community discord server that thought up of the best methods out there, and it shows, considering how large the highest score was! Its great to see the community getting so involved!
Now, we tried something a bit different this time with the results. Rather than just a straight first-second-third ranking, we decided to go with some creative categories. After all, endless is a mode all about personal creativity; wouldnt it be fitting to encourage multiple styles of play? Check out the winners:
UPDATE: Improved key rebinding to enable cancelling prevent duplicates and properly rebind keys with modifiers
UPDATE: Increased options menu dropdown width for longer translations
UPDATE: Localizations (ja-JP: research, ui; zh-Hant: all; de: tutorials; zh-Hans: ui)
FIX: Adjusting timetable could cause station visit to change to passing
FIX: Cycle reward would count downgrading track speed as reward
FIX: Double text contract when failing trial train
FIX: Highlighting track when in change speed mode and holding CTRL reset track speed visualisation
FIX: Level item properties in main menu did not update localisations correctly
Hello Dispatchers! Winter is nearly upon us, and what better way to celebrate than wrapping up warm, grabbing a mug of hot tea, and settling down to a nice, relaxing game of Rail Route? And, with our newly released tutorial, theres never been a better time to start! (Trust us, Jozics soothing tones are enough to lighten anyones day.) If youre looking for a sneak-peak of what the Rail Route experience is like, look no further! Weve got just the video for you: [previewyoutube=qN2AwZJyN6E;full][/previewyoutube] And, of course, we cant forget our new music collection - the perfect, melancholic tunes for a cold winters day. Recollection, created by the incredible @RupertCole, is a set of new tracks made exclusively for Rail Route. We think that theyre the perfect mix of nostalgia, whimsy and relaxation, and we hope that you do too! Though theyre already in the game, weve got even more planned for our music - including layered, dynamic tracks. Got a lot of freight trains? Here's the big cello. A lot of commuters? Perhaps the smooth sound of a full-piano arrangement will accompany you. No matter the situation, the music will create the best atmosphere possible. We hope that you enjoy, and feel free to join our Discord if you have any questions. As always, happy dispatching. - Aidan Follow us:
https://store.steampowered.com/app/1124180/Rail_Route/NEW: Highlight Next train navigation button when adjusted statio visit is in past
UPDATE: Localizations (cs: research; ja: all; de: tutorial)
UPDATE: VSync default is off
FIX: Big pauses between two sentences in narrations removed
FIX: Contracts Limit Hint Message did not display current contract limit
FIX: Disabled changing resolution or window mode until current change is confirmed or reverted
FIX: Double text contract when failing trial train
FIX: Missing translation for add level string
FIX: Overlay closed with resolution confirmation while options menu was still open
FIX: Removed non functional top right closing button on resolution confirmation popup
FIX: Reverting resolution or window mode change did not update the option dropdown in the options
FIX: Scrolling in Linux UI using mouse button was slow.
FIX: Trains on 25x speed could brake too late for signals
NEW: Confirmation screen after changing UI scale
NEW: Navigation between trains of a contract
UPDATE: Increased tutorial subtitles size
UPDATE: Localizations (fr: all; jp: all; zh-Hans: ui)
UPDATE: Made train accept on platform buttons larger
UPDATE: Renamed timetable button to full hour
FIX: Accepting of freight trains was not possible if destination station did not have a Sink. But freights disappear instead of exiting.
FIX: Cycle UI with 1 cycle had empty space on side
FIX: It was allowed to accept a contract to a station that has no active platform connected to a sink
FIX: Mismatch in one of the subtitles in the tutorial
FIX: Skipping tutorial sometimes left game constraints applied (like time could not be ran faster).
FIX: Tips hover panel had wrong position
Let us announce that Rail Route 1.2 is out!
We covered most of the upcoming news in two previous blog posts:
FIX: Time was erroneously truncated to milliseconds each tick what caused large (5 %) errors when running on normal speed.
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:
Hello Dispatchers!
While I am writing this blog article, the rest of the team is hardworking to have the new version 1.2 ready for you. I expect it'll take a week to move it to the stable branch. In the meantime, you can test it on the Unstable branch. Try it for free, but on your own responsibility ;)!
But first, I'd like to take the time to announce the winners of our timetable map contest! I thank all participants (creators as well as voters) and congratulate the winners!
[olist]
Updates localization and fixes various minor bugs that occurred recently
UPDATE: Localizations
FIX: Arrival and routing sensors can no longer be placed on track ends
FIX: Error message flashed sometimes during switch to Main Menu
FIX: Max platforms number is 11 now (it was able to create 12)
FIX: Max speed track highlight was hard to see
FIX: Routing sensor configuration warning did not update after setting routing
FIX: Train disappeared if created in editor with 2 stops (where 2nd was non-border), tested via Play button and then 3rd stop added to the schedule.
FIX: Train highlight yellow label was showing wrong number
FIX: Train name was missing in overview on Russian language
FIX: Train yellow highlight label was blinking
Hello Dispatchers!
Hope that youre doing well and having a great early Autumn. Weve got some great new content planned for release soon, and we thought that wed tell you a little about it -- so stay tuned!
Fix for Mac users is here! Steam integration was not working on 1.1 correctly for them. Should be OK now. [quote] FIX: MacOS steam integration was not working FIX: UI too big if display has scaling factor set in OS (better default value computed) [/quote]
Hello,
But this should really fix the Russian localization issues with the contracts etc.
I am not sure whether the saves from 1.1.16 - 1.1.17 are or can be corrupted at the moment.
Please, accept our apologies and sorry for the inconvenience!
UPDATE: Added difficulty tags to Steam workshop upload
UPDATE: Autoblock in editor will now have manual signals instead of auto signals
UPDATE: Editor station search bar now has search icon
UPDATE: Localizations
FIX: Bulldoze was possible outside of build mode in editor
FIX: Prevent tunnels from passing through station signs
FIX: Return from arrival sensor tutorial did not work
[quote]
A few more hotfixes incoming in following days! We're maybe making issues but we're solving fast ;-).
[/quote]
Happy Dispatching!
Angel
[quote]Do you know you can easily subscribe to any map in the Workshop and it will automatically appear in the game?[/quote]
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!
Some old saves/maps cannot be loaded in 1.1. This should help.
FIX: Reverting fix that prevents construction on the edge of the map
Small hotfix for not so small issues.
NEW: Terminate search for reachable autoblocks if takes excessive time and allow all autoblocks to be bought (some buggy maps took ages to start)
UPDATE: Localizations
FIX: Endless map loading error in RU langage due to typos in localized strings
Hello Dispatchers! [quote] New version 1.1 has finally made it to the public. It's our first content update after the Early-Access release. Our primary goal was to stabilize the code, solve as many bugs from the release and prepare for the future iteration over the new content. We managed to redesign a lot of code internally, switched to the new input system, upgraded the Unity version, and improved the performance of the game. We know this does not bring you value at this very moment - but trust me, it allows us to work on the game even faster. And hopefully, you'll see that coming in the future updates, which are already in the go! On top of that, we've included a bunch of new features as well. Angel [/quote]
NEW: Automation info for Coach Yard Detail (because Automation Config was moved to alternating panel)
NEW: Current Time in the editor can be set via input (click on it)
NEW: Default platform option for Arrival sensor
NEW: Difficulty for built-in timetable maps.
NEW: Dotted lines connect both signals for platforms & autoblock sensors
NEW: Key bindings in the Options
NEW: Map difficulty option in the editor
NEW: Map sorting and filtering in main menu
NEW: Rating of timetable maps (workshop only) in the score screen
NEW: Rejecting a contract will terminate all trains immediatelly (switch to ECS)
NEW: Routing Sensor for AutoBlock
NEW: Score for the endless maps introduced (displayed in Debug Panel for now)
NEW: Sensors showing alert when configuration is invalid
NEW: Set initial CoachYard content according to scheduled trains to be available for dispatching
NEW: Show CY icon on contract's offers
NEW: Show computed score in the map settings in the editor
NEW: Stop chaining routes on perpetual signal
NEW: Trains, Stations, Total time icons on the main menu
NEW: Stop up/down buttones added to the Timetable editor
NEW: Urban trains
UPDATE: Award trial train only if trial is successful & contract conditions are accepted
UPDATE: Build-in levels - minor updates from SteR
UPDATE: Don't register clicks on tracks when when not routing
UPDATE: Improved positions of autblock and tunnel speed upgrades panels
UPDATE: Less visible grid during normal game
UPDATE: Localizations
UPDATE: Map sorting icon made clickable as well & right click to reset sorting
UPDATE: Precision tool mapped to 'X' (was 'Alt'), hide UI mapped to 'Ctrl+S' & 'Ctrl+B' (were 'Alt+S' & 'Alt+B') to overcome 'Alt' hanging when 'Alt+Tab' pressed and focus lost due to application switch
UPDATE: Right-click on signal will clear the path also for not allocated signals
UPDATE: Smaller train colliders to follow track width. Improving train collisions greatly.
UPDATE: Smoother level loading
UPDATE: Station's Border flag derived from Sink presence rather that set manually.
UPDATE: Tutorial and Continue tutorial texts localized
UPDATE: UI scale factor calculated based on dpi to provide consistent experience across different screen sizes and resolutions.
UPDATE: Upgrade price tag does not block the track when changing the speed
FIX: Activate only track colliders when changing the track speeds
FIX: Allow player to build a switch part after deleting it
FIX: Autoblock could not be placed between two tracks with enough space
FIX: Build buttons remained `Not Unlocked`
FIX: CY proper mouse over effect
FIX: Deleting signal connected prevented to exit the construction
FIX: Do not un-pause the game after clicking save and exit
FIX: Don't make signal label animation when upgrading the type
FIX: Dont allow curly brackets in map name
FIX: Editor keybinds for platform length increase and decrease were not working
FIX: Editor now remembers set editor time
FIX: Esc to close the options menu does not work
FIX: First tutorial could get stuck when not following the steps or continuing to fast
FIX: Focus of station in editor
FIX: It was not possible to bulldoze on certain places.
FIX: It was not possible to upgrade/downgrade a short track below a sensor
FIX: It was possible to delete occupied track in front of the signal
FIX: Long train names background in timetable did not fit
FIX: Long train names overlapped text in train overview panel
FIX: No sort for stations in timetable map in menu
FIX: Opening maps containing sensors in editor
FIX: Options menu was missing header text for sound
FIX: Penalties should not be applied to trains that finished their schedule
FIX: Precision tool (ALT) don't activate under building
FIX: Prevent Filters in Active Contracts List and Timetable list from reset Automatically
FIX: Prevent Highlighter from glitching when highlight on tracks
FIX: Prevent Join walls diagonally through tracks in playmode
FIX: Prevent Sink that being created for the first time from getting disappeared on clicking change track speed button
FIX: Prevent cells under station sign from being empty
FIX: Prevent creating two platfrom with same name
FIX: Prevent creating two station with same name
FIX: Prevent deleteing not free track that is neighbor to a signal
FIX: Prevent raycast confusion between the station sign and the wall under it
FIX: Prevent selection of two trains in the overview UI list
FIX: Prevent showing build possibility when using building track on some tracks that dose not have same speed
FIX: Prevent the counter from glitching in the resolution confirm panel
FIX: Prevent two walls from getting joined diagonally through track
FIX: Resume buttone was not working
FIX: Scroll bar in the stations timetable of the train was not scrolling automatically
FIX: Scrolling text (eg. Completed, build alerts etc) were under the everything
FIX: Sensor sounds were not under proper volume mixer
FIX: Sensors click sound
FIX: Sensors configuration was not updated properly
FIX: Some contract types created from map timetable did not work properly (e. g. freight contracts which trains were to disappear at the terminus)
FIX: Station name no longer accepts characters causing map save to break
FIX: Station sign wrongly activated after load
FIX: Trains can crash again (and only on if they occupy the same node)
FIX: Update AutoBlockSize text in the Left UI in editor
FIX: Upgrade explanation videos were not displayed on Linux
FIX: Vertical price tags had incorrect size
FIX: Zooming was inverted & very slow in Linux
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:
With the summer coming to its end, we finally have a new content update ready in the testing branch. It took us more time than we initially expected. And the reason was not the summer vacations Mio and I took with our families but the number of changes we did under the hood. We already mentioned some of the features in the 1.1 update, but here are the other ones (and I probably forget some of them).
A small update - just a couple of fixes for minor issues in the game.
NEW: Support for trains longer than AutoBlock
UPDATE: Do not close Research Panel after Upgrade unlocked
UPDATE: Localization sync
FIX: DepartureSensor.FinishedScheduleRoute shall not be triggered by disappearing freight train ending there.
FIX: Follow cam - while train is in Tunnel, TunnelPortal where it will go out is centered
FIX: It was not possible to buy some AutoBlocks
FIX: Misleading pointer to Map Settings in tooltips when sharing not available.
FIX: No penalty in timetable mode across midnight (if train came on time)
FIX: Too strict schedule for one-off trains, sometimes not able to reach platform from coach yard without penalization
FIX: Train longer than 2 km displayed split in AutoBlock (only first and last segment occupied)
FIX: Train reversed when entering the AutoBlock left the AutoBlock unusable
PERF: Switch to Buy mode sped up
Probably last update to the 1.0 version is bringing the Japan localization! We are working on 1.1 version.
NEW: Japan localization in Options
NEW: Station visit editing prevents overlapping visits: Can not shift arrival earlier if would precede previous departure and can not shift departure later if would succeed next arrival
UPDATE: Default fullscreen window for first launch
UPDATE: Localizations
UPDATE: News about the upcoming 1.1.x version
FIX: Do not auto-dispatch trial trains from coach yard
FIX: Set correct resolution value in windowed mode
FIX: Tunnel routing & length & price was sometimes different when origin/destination swapped
FIX: Upgrade price tag was not displayed for tunnel
FIX: Viafier retica Ens => Ems
FIX: West sink platform replace (editor) caused issues
FIX: When configuration connnection on sensor, clear the selecting state properly
https://store.steampowered.com/app/1124180/Rail_Route/
So, June was our release month and it was a great time to be with Rail Route, for sure! One of the asked questions we get is, what order should I play the maps in?And you know what? Theyre good questions! Theres currently no way to tell how hard the official levels (and unofficial levels, for that matter) are without playing them yourself. We didnt have any trouble with this back in, say, March when we had only three maps in the game, but now theres a whopping twenty-three maps to navigate through. There needs to be a better way to find the correct map and organize the menus to find them faster.
As you may know, weve started preparing the next content update recently, and we have already done some groundwork (no major bugs incoming)! These new additions are pretty notable, and since theyre coming up soon, I should tell you all a bit about version 1.1.x.
Just a small hotfix.
Bigger download size is caused by Japanese font.
NEW: Japanese font created. Chinese set to dynamic font atlas
UPDATE: Localizations
FIX: New contracts count badge was not cleared when loading / restarting game without scene switch
FIX: Trail trains for accepted/rejected contracts were stopping in subsequent stations, leading to strange behaviour
FIX: Wrong contract average speed due to wrong distance computation
Here's the riddle:
You see it in nearly every Rail Route video, and yet, it took us quite a long time to fix it!
Answers in the comments :)!
FIX: Auto-dispatching from CoachYard did not process trains already waiting to enter a station (station sign blinking), resulting in missed trains in some corner cases
FIX: Bulldoze Tunnel returning also the upgrade cost
FIX: Errors in texts fixed (handfull, enternity)
FIX: Horizontal scrollbar in Contracts panel interfered with vertical scrolling by mouse wheel.
FIX: It was possible to stop & reverse train just exiting the Coach Yard resulting in ghost state of the train - not disposed & added to the CY but running inside the CY
FIX: Overview's Sound Notifications setting was not loaded properly
FIX: Prevent black station signs in the editor
FIX: Proper color for Aublocks & Tunnels when changing speed
FIX: Rarely train was now disposed after entering CoachYard
FIX: Remove station sensors with platform
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. I would tell it's already having a solid 10-20 hours of content to unlock & play but I've seen hundreds and one thousand! Hehe, that's a lot :). A big thank you to those who have been with us since the beginning for more than 2 years already! https://store.steampowered.com/app/1124180/Rail_Route/ Don't limit yourself; there are many maps in Steam WorkShop. And/Or you can try different endless styles! I mean, do one of these as a first thing in Endless Mode:
NEW: Hide allocated/occupied colors when changing track speeds
NEW: Hide trains when changin track speeds
UPDATE: Differentiate track speed colors better
UPDATE: Substract 1 min when starting a map from the Editor
FIX: Contracts were not generated in prague 1.0.8
FIX: Enable custom contracts button when paused
FIX: Force clear button interactable only when force clear available
FIX: Glassgow map missing border station flag
FIX: Missing smart strings for Prague tutorial
FIX: More space on CY detail panel for text
FIX: Random crashes in autoblocks and overran signals due to wrong motion calculation (deceleration not accounted to motion step length)
FIX: Train lights bad rotation
FIX: Workshop items not loaded in 1.0.8
MOD: IGameMod improved, context switching defined, IControllers introduced
MOD: Load mods in main menu - allow mods for game as well as editor
FIX: Autoblock train labels coloring (if unlocked)
FIX: Average speed into two lines (offered contract)
FIX: Debug (F2) window was not closed when click 'x'
FIX: Moving station sign cased duplicity
FIX: Reccurent contract hint missing text in some languages
FIX: Remove close 'x' button in game mode select in tutorial
FIX: Show departure time for finished trains & proper coloring
FIX: Upgrades detail panel scrollable
MOD: BoardTrack.GridTrackPoints moved into Track
NEW: Right-click clearing the sensors allocation
UPDATE: Make all scrolling texts same slow
UPDATE: Queue all routes when signal already having a queue
FIX: Tutorial was not working because of missing East End And I really don't know why, corrupted build 1.0.5 or something... :( Thank you all for understanding!
Second-day hotfix is here! The main issue was wrong rewards when modifying the contracts.
Sorry for that ;). Happy Dispatching!
UPDATE: Decrease the number of autosaves to 5
UPDATE: Toggle to control dispatching ICs from Coach Yard in reversed order
FIX: Contract reward dialog displayed strange numbers for corner cases
FIX: Destinations close together in UI
FIX: Don't close Upgrade window when converting points
FIX: If custom map can't be loaded, don't ruin the whole main menu
FIX: It was possible do downgrade not-yet-bought platforms and autoblocks
FIX: Node detail panel show allocated instead of free
The first batch of fixes in Early Access. Enjoy!
NEW: Zoom with page up / page down (in case you don't have mouse wheel)
UPDATE: Better button box on the timetable destinations
UPDATE: Bigger victory screen (+detail icon swap)
UPDATE: Increase max value for UI slider
UPDATE: Localizations
UPDATE: Show tunnel building errors upfront
FIX: "Penalizations" exported to be translated
FIX: Allow use time keybinds during map panning
FIX: Clear 'Other to / Finished to' via button was not working
FIX: Commuter trial triggered PlatformSensor automation twice in station that was not next mandatory station
FIX: Enqueued route not set Perpetual even if Shift pressed
FIX: Gameover messages exported to be localized
FIX: It was possible to create perpetual autoroute even if not researched - using Shift
FIX: Missing border flag in Viafier retica map - trains were not properly generated in Arosa, Ens, Klosters Terminal, and Scuol-Tarasp
FIX: Missing text for ECS detail
FIX: Right-click tunnel to force clear
FIX: Running sensor tutorials locked the upgrades
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.
Be sure to grab the game during the launch week sale. We won't discount the game for at least a year (or more) and we will probably increase the price during the Early Access. So you won't see the price as low as during the launch week.
Thank you!
Angel
Rail Route will officially launch on June 23rd, 11 AM UTC! (04 AM PST | 6 AM CST | 1 PM CET | 2 PM MSK).
Join us on a launch stream and have a chance of winning a steam key. We will drop Steam Keys randomly once every hour in the chat of the Store page broadcast stream! Chat with the developers and ask any questions youll have.
This event will run from 11 AM UTC to 3 PM UTC. So, dont forget to join and say Hi. Let's make the stream chat a lovely and unforgettable place to attend together. I will be more than happy to see you all on board the train.
See you! Happy Dispatching!
A few changes to the demo during the Next Fest :). We are preparing on the release, bunch of new maps included!
See you on release!
NEW: In-game Tutorial for Departure Sensor
NEW: Manual routing is disabling signals in the opposite direction (same as auto routing)
NEW: New bunch of maps for the release!
NEW: Right-click track, signal and auto-block clearing the allocation state (force-clear)
NEW: Video description for Autoblock Upgrade
UPDATE: Better save-in-progress indicator (fullscreen for some cases)
UPDATE: Building buttons are activated by text below
UPDATE: Clear signal selection when selecting Train in AutoBlock (made similar to clearing when selecting Train on Track)
UPDATE: Close all windows when opening pause menu
UPDATE: Do not clear signal selection when selecting Train on Track (made similar to not clearing when selecting Train in AutoBlock)
UPDATE: Enable sensors in the Editor
UPDATE: Localizations
UPDATE: Localizations
UPDATE: Pass Routing Sensor Tutorial)when all 3 trains pass the controlled signal rather than when they stop to prevent hanging of tutorial when the player lets the trains beyond next signals
UPDATE: Prevent CoachYard from being built at border station
UPDATE: Remove stream news
UPDATE: Show occupied or allocated info during building
FIX: 40kmph tracks and Manual Signal and Bulldozing were disabled after returning from sensor tutorials by Exit Game
FIX: 40kmph tracks and Manual Signal were disabled after returning from sensor tutorials
FIX: Autosave was not working when map name contained spec. chars
FIX: Bulldozing of sensor was possible despite track occupancy
FIX: Bulldozing was disabled after returning from sensor tutorials
FIX: Check train's reporting number (unique) after the change in the editor
FIX: Departure sensors on custom maps were not triggered
FIX: It was possible to create invalid loop by creating valid one (two outgoing Tracks) and deleting one of the Tracks
FIX: Save&Exit was not working
FIX: Stalled Trains fixed: Remove StopReason.Station if Train stopped outside Station because such Train will never start moving again
FIX: Switch delete propagation led to deleting of connection to Tunnel Portal; such delete was forbidden
FIX: Switch deletion propagation check was too broad, prevented deleting of switches that did not interfere with allocated tracks.
FIX: Tutorial4 mode selection shown on fail
FIX: ZH localization no station name
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. But I would like to tell you what we have done during the previous month May 2021.
Rail Route demo has been updated to 0.15 version.
Here's the change log from 0.14.7 to 0.15.7
NEW: Editor button on Timetable finish screen (when run from editor)
MOD: AbstractElements support for custom UI elements introduced
NEW: Animated videos for Upgrades
NEW: Configuration modal after changing the resolution
NEW: Contract reward updates when changing first stop arrival / last stop departure time = timetable can be optimized to upgraded tracks
NEW: Custom mods loading support through IGameMod
NEW: Disable autosave option on debug panel
NEW: Iron falls map
NEW: Mid-game tutorials with smooth transitions
NEW: PlatformSelectorTutorial.from Arrival Sensor added
NEW: Play tutorial in-game modal confirmation
NEW: Show Score for timetable maps in main menu
NEW: Show modal warning when switching language
NEW: Show proper Upgrade detail after unlock
NEW: Show research descriptions as hint
NEW: StationSelectorTutorial accessible from Research Tree with return back
NEW: Train particles can be turned on/off in Options
NEW: Tutorial5 (auto-routing) is optional, can be accessed through System Upgrades
NEW: Various videos on unlock descriptions
PERF: Lags in Editor when Coach Yard is out of station range avoided
REFACTORING: Saving is done on background thread not blocking the game
UPDATE: 'x not unlocked' phrase changed to 'x locked'
UPDATE: BORDER2BORDER freight contract pass destination station
UPDATE: Better background color for Upgrade details
UPDATE: Better train alerts setting
UPDATE: Better welcome modal on main menu
UPDATE: Chinese glyphs - punctuations added
UPDATE: Don't open timetable modification by clicking on destination. Better UX overall
UPDATE: Enable routing sensor for tutorial even in demo
UPDATE: Hide upgrades that are not part of the game
UPDATE: Localization
UPDATE: Localizations
UPDATE: Localizations
UPDATE: Main menu displaying endless and timetable maps separately
UPDATE: Make Com trains less overwhelming
UPDATE: Map is not saved after Save Panel is open in the editor
UPDATE: New UI/nodes hover sounds
UPDATE: New contracts list is reversed - newest at top
UPDATE: Offered contract, Victory screen new sounds
UPDATE: Prevent adding same station into routing table of Routing Sensors
UPDATE: Removed km/h from Unlock descriptions to prepare the game for miles per hour
UPDATE: Resolution confirmation modal increased to 20s
UPDATE: SingleImage component to include screentshots for some unlocks
UPDATE: Sound for unlock Upgrade
UPDATE: Upgrade names & descriptions remake
UPDATE: Welcome screen & news
UPDATE: When no translation is found, english is shown
UPDTE: Arrival tutorial small tweaks
FIX: Coach Yard did not display trains to dispatch + switched labels for arrival / reuse waiting trains
FIX: Dispatch from coach yard did not work in Timetable mode
FIX: Do not display "station omitted" when train dispatched from Coach Yard while game paused
FIX: Don't destroy visible modal
FIX: ECS was dispatched with two control posts at the end.
FIX: Editor - Timetable - Train Detail: Just checked "Any platform" checkbox was unchecked when arrival time or waiting time was changed
FIX: Localized texts should not be visible in some rare cases
FIX: Missing texts marked for localization
FIX: Proper building button locked/unlocked state on restart
FIX: Proper display of train direction in AutoBlocks
FIX: Proper hover (minor zoom) effect for signals
FIX: Save&Exit not available in tutorials
FIX: Show station detail on endless map start
FIX: Train following button can be turned off
FIX: Train labels were not upgraded after load
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.
NEW: Alerts volume slider in Options
NEW: Ambient sounds for trains
NEW: Clone train in editor displays clone and hint what happened.
NEW: Control Room Ambient sound
NEW: Game mode select dialog in menu after tutorial
NEW: Hint for experience points
NEW: Info that Workshop is not available in Demo
NEW: Jaukeldine map
NEW: Map Charleroi
NEW: Music track Ripple and Roam
NEW: Open Upgrade when non active build button is clicked
NEW: Perpetual route can be created by creating a route and holding Shift
NEW: Routing queue Hint screen
NEW: Saves can be renamed
NEW: Sound when tutorial step is fulfilled
NEW: Train complete sound
NEW: Train stopping / stopped at signal notifications
REFACTORING: Endless Hints moved into separate dll, first draft for MOD support
UPDATE: Better tooltips & delete buttons on Routing sensors
UPDATE: Bigger tooltip panel
UPDATE: Convert upgrades descriptions, click hint
UPDATE: Highlight Focus is animated
UPDATE: In the list of hints, show only those that has already been shown
UPDATE: Localizations
UPDATE: New node click sound
UPDATE: Passing train is having time in italic on the train Overview
UPDATE: Reuse train (originates in CoachYard) dispatched from Train Detail rather than CoachYard Detail.
UPDATE: State `waiting for contract` renamed to `going to coach yard`
UPDATE: Train denied from exiting the board unless its schedule is finished (all stations scheduled to be visited are visited)
UPDATE: Tutorial2 & Tutorial3 tweaked
UPDATE: Tutorial5 tweaks
UPDATE: Volumes adjusted, volume settings reseted
FIX: Bigger font on timeline times
FIX: Bug in building prevented save load
FIX: Clone train in Editor did not copy max speed and braking penalty flag
FIX: Correct track price on build buttons
FIX: Do not brake and display "station omitted" if next = last station visit is en route to sink / coach yard
FIX: Don't collider trains not visible on Board
FIX: Don't show hints in timetable map after restart
FIX: Double sound on station sign click
FIX: Highligh was not visible
FIX: Long station names were overflowing at the train overview
FIX: Loops could be connected
FIX: Music/Sound were not muted when set to 0 in options
FIX: Removing a signal cant form a track loop
FIX: Sound notifications on by default when loading level
FIX: Switch deletion propagation check was too broad - signals with affected connection were also considered deleted.
FIX: Train sounds/alerts not triggered for every train on every train
https://store.steampowered.com/app/1124180/Rail_Route/
NEW: Add mandatory count on contract offer
NEW: Allow Start map from the Editor, allow edit map from the game
NEW: Brake at Signal, Stop at Signal penalization in scored maps
NEW: Braking penalty icon on train detail
NEW: CoachYard can be used in Timetable maps; Stations marked Border accept trains in Sinks, Not marked Border in CoachYards.
NEW: Daytona timetable map
NEW: Font for simplified Chinese configuration
NEW: Glouchester map
NEW: Hint that contract & prototype stops at every station
NEW: Language selection in the Options
NEW: Localization strings in Save&Share UI
NEW: Map Gateway
NEW: Maps from Steam Workshop in Menu
NEW: Marradon map
NEW: MaxSpeed and train composition (order of vehicles) configurable from Editor
NEW: Nice & Shiny `Contract Offer` panel
NEW: NoBrakingPenalization flag can be set from Editor; Editor does not clear it when set by level string editing.
NEW: Occupied segment penalization
NEW: Options available also in the editor
NEW: Penalization log on victory screen in timetable level
NEW: Perfect time renamed to perfect score, added % score to Victory screen
NEW: Platforms connected with tracks are automatically activated at the start of Custom Endless Map
NEW: Playtime tracking for workshop items
NEW: Prevent prototypes of rejected Contracts from entering the CoachYard (a train for free - causes confusion)
NEW: Redsnag timetable map
NEW: Reset UI scale button
NEW: Run through penalty for scored maps
NEW: Some Hints displayed during the Endless mode
NEW: Sound notifications of waiting trains as new Upgrade
NEW: Station Detail with Timeline in the Editor
NEW: Station signs can be clicked in the editor to show Station definition
NEW: Support for two subsequent scheduled visits of one station in a row
NEW: Target speed instead of expected speed for recurrent contracts
NEW: Timeline Modal in the Editor
NEW: Toggle `Any` platform in the timetable editor
NEW: Tooltip for non active autoblocks
NEW: Track, switches and other elements can be selected only by holding CTRL.
NEW: Train can be set to receive no braking penalization in map txt
NEW: TrainType can be set from Editor; Editor does not clear it when set by level string editing.
NEW: Two new Unlocks for the points exchange
NEW: Uploading of own maps to Steam Workshop
PERF: Optimizations to level loading
REFACTORING: Train.CurrentSpeedKmph and Train.MaxSpeedKmph extracted to centralse computing
UPDATE: A lot missing strings exported to localization
UPDATE: Ambient sound disabled until we have final audio files
UPDATE: Auto-accept and auto-reverse turned on by default after the upgrade
UPDATE: Autosave button in debug panel
UPDATE: Better research description for some item
UPDATE: Better score screen (and translated)
UPDATE: Better time manipulation in the editor
UPDATE: Bigger platform selection field in Timetable panel
UPDATE: Bigger stations panel in editor
UPDATE: Building enabled hidden from the editor, controlled by selected Mode
UPDATE: Building enabled hidden from the editor, controlled by selected Mode
UPDATE: Changed format of texts in the Unlocks
UPDATE: Coach Yard station renamed to Yard on Prague map (to prevent confusion)
UPDATE: Contract limit message made more visible
UPDATE: Different color for error labels to improve accesibility
UPDATE: Different icon for secondary exp. point
UPDATE: Don't remove tracks with right click when doing track speed change
UPDATE: Feedback button is opening the Discord
UPDATE: Floor the % on victory & offered contracts
UPDATE: Highlight current destination upon departure in Train Detail
UPDATE: IC trains from CoachYard made more probable to be generated soon after train stabled.
UPDATE: Initial contracts penalties lowered
UPDATE: Keep tracks white outside building in the Editor
UPDATE: Localizations
UPDATE: Localizations
UPDATE: Localizations
UPDATE: Localizations
UPDATE: Localizations update
UPDATE: Localizations update
UPDATE: Lowered sounds volume by half
UPDATE: Mandatory counts for contracts lowered from 10 to 5
UPDATE: Manual signals on autoblocks in Prague and Washington. Autoblocks speeds set to 40 kmph
UPDATE: Map settings & Save buttons moved to the right in the Editor
UPDATE: New icon for braking penalty on train detail
UPDATE: New platforms have proper sinks in the editor
UPDATE: News on main menu
UPDATE: No penalties for non-stop visits that are not last visits in schedule (train shall exit on time but may not enter on time)
UPDATE: Options are modal on main menu
UPDATE: Panning enabled with right mouse when placing/removing wall
UPDATE: Prague screenshot updated
UPDATE: Screenshots for prague, washington and willamate
UPDATE: Scroll to destination BEFORE the current highligted destination in train detail
UPDATE: Scroll to the Unlock when clicked on 'Unlock Autblock' etc.
UPDATE: Select station name when adding new in the editor
UPDATE: Show `keys` for not translated texts
UPDATE: Show possible directions on mouse over when building a track
UPDATE: Show some error message right with mouse over during building of tracks
UPDATE: Show station detail on level start
UPDATE: Show station name in train details when train is stopped in station
UPDATE: Show time to departure in seconds on train labels instead of departure time
UPDATE: Show train departure in seconds on train detail
UPDATE: Show upgrade / downgrade cost when changing track speed
UPDATE: Side notification does not make sound when game is loaded
UPDATE: Smaller UI scale as default
UPDATE: System Upgrades shown in English when translation is not available
UPDATE: Time slider can fall over the hours in the editor, when clicked plus/minus
UPDATE: Trains have speed 0 when going out from coach yards
UPDATE: Tutorial2 better highligh of Timeline
UPDATE: Upgrade descriptions partially reworked!
UPDATE: V1 destination on overview opening the train detail
UPDATE: Wakefiled map minor changes
UPDATE: Warning in the options that translations are not finished
UPDATE: Washington map wall updated on one spot
UPDATE: Wider build buttons (more space for translations)
Fixes
FIX: A lot of Localizations were not set to receive arguments
FIX: Adding platform will scroll stations panel only for last station
FIX: After contract prototype taken reversed (using Ctrl) from Coach Yard, all subsequent instances went also reversed (without Ctrl)
FIX: Allow track speed change between close signals
FIX: Autoblock with train can be properly selected for sensors and routing
FIX: Back Button in loader size auto-adjusting
FIX: Better precision of speed upgrade/downgrade tool in the editor
FIX: Better scrolling score display in timetable maps
FIX: Black background options label translate
FIX: Build Autblock in editor translation
FIX: Build a loop into itself v3
FIX: Buying a platform cost money again
FIX: Can't accept trains on tracks without sinks
FIX: Can't change manual signal when not active
FIX: Can't open pause menu while modal dialog is present
FIX: Can't upgrade not active signal
FIX: Clear cache of localization string when language is changed
FIX: Clone Train button works again in the editor
FIX: CoachYard automated scheduling did not work for advance < 2 => advance 1 fixed, 0 forbidden.
FIX: Custom Endless maps with trains having more than 3 stops
FIX: Daytona map timetable
FIX: Do not remove train twice from CoachYard when just entering/exiting during save&load
FIX: Do not show pause menu using Esc when level is completed
FIX: Don't connect tracks with East platform sinks
FIX: Don't hide tunnel connectors when changing speed
FIX: Don't interrupt scroll on level list
FIX: Don't penalize for occupied segments when train is in autoblocks
FIX: Downgrade speed of tunnel in editor was not possible
FIX: Experience points can be clicked
FIX: Fixed that CoachYard & FreightPlatform in distance 6 was possible to build but not load from save
FIX: Fixed that displaying of upgrade cost actually added downgrade cost to Wallet
FIX: Flexible pause menu (translations fit)
FIX: Game failed to load any maps for new players ('community levels' directory missing)
FIX: In-game maps proper border station flags
FIX: It was possible to bulldoze switch with active / occupied tracks via bulldozing of a neighbour switch that caused bulldozing propagation along 1-tile-long connections.
FIX: Join discord text localized
FIX: Long trains does not receive braking penalty when stopping at station as well
FIX: Loop can't be built on one continuous track
FIX: Main Menu button was not working in tutorials
FIX: Main menu showing proper map cateogry
FIX: Map setting text wrapping
FIX: Max score defined for all timetable maps
FIX: No message & contract still active when failed one-off contract (omitted station).
FIX: Older saves were not working
FIX: Order of stop now matters in when computing next stops.
FIX: Overview Panel settings resetted when the panel was hidden
FIX: Pause menu was visible during map load
FIX: Platform UI label variable length in the editor
FIX: Plurals not working for New Contracts -> Limit reached text + Czech 3-form localization
FIX: Prevent of the map size increase with every load in the Editor
FIX: Price from tracks remained after the build
FIX: Proper Options init, does not change resolution
FIX: Proper change language on timetable stop item
FIX: Proper clear of the station detail panel
FIX: Proper colliders for newly built tracks
FIX: Proper level of detail for newly built components (based on zoom)
FIX: Proper pause when clicked on the pause button (can be unpaused with space)
FIX: Proper remove all the station in the editor
FIX: Proper right button placement in the Editor
FIX: Random train crashes outside the board
FIX: Remove timetable entry when station or platform are removed
FIX: Removing sink in the editor creating platform-locked signal
FIX: Restart tutorial button translation
FIX: Save map name when creating a level
FIX: Save&Exit did not work
FIX: Saving score on timetable maps
FIX: Show 0 trains when finishing timetable map
FIX: Signals blocked Station Topology construction. Some saves failed to load
FIX: Sinks set to max speed
FIX: Sorting of timetable in Editor did not work
FIX: Station signs proper size when using localized names
FIX: Stop can have more than 60mins
FIX: Timetable items properly maximized
FIX: Toggle buttons properly colored
FIX: Toggles are properly colored
FIX: Tooltip not disappearing fix
FIX: Tooltip placement improved
FIX: Tooltips have been rendomly disappearing
FIX: Train Label Component was description
FIX: Train crashed only on the same nodes, not X-crossings
FIX: Train type toggles in Editor's Timetable Detail were not initialized correctly.
FIX: Train waiting notification sound was not played when train detail was active
FIX: Train was displayed in the middle of tunnel.
FIX: Trains cannot be accepted on platforms without sinks
FIX: Tunnel portal cannot be build over itself in the editor
FIX: Tutorial4 check for the arriving platform
FIX: Tutorials mark border stations
FIX: Typos in unlock texts
FIX: Update Level item on main menu when save is deleted
FIX: Vertical scrollbar on contract offerings (destinations)
FIX: Wading of Willamate fix
FIX: Wall/Remove Wall localized
FIX: When reversing a train, do not deallocate its original path past switch run-through because there is already other train's path
FIX: Wrong Wading the Willante breaking penalties
Hey! Rail Route will be featuring on Steam Next Fest and I will run a series of streams! I've even bought a camera, so expect me a doing a stream talking about the game and answering your questions. Until then, enjoy the Rail Route Demo!
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
Become a train dispatcher and make sure that the train traffic you have contracted runs smoothly. Monitor rail traffic screens, analyze train speeds, station arrival/departure signs, rail paths, infrastructures to be developed and make the right decisions.
[quote]-Please ensure you have a valid Wishlist ticket to travel.[/quote]
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. There is also a new map Daytona which is second map of our ongoing community challenge. Join our Discord and have a chance of wining the Steam Key.
NEW: Brake at Signal, Stop at Signal penalization in scored maps
NEW: Daytona timetable map
NEW: Font for simplified Chinese configuration
NEW: Language selection in the Options
NEW: Reset UI scale button
NEW: Run through penalty for scored maps
NEW: Station signs can be clicked in the editor to show Station definition
NEW: Track, switches and other elements can be selected only by holding CTRL.
UPDATE: Building enabled hidden from the editor, controlled by selected Mode
UPDATE: Building enabled hidden from the editor, controlled by selected Mode
UPDATE: Coach Yard station renamed to Yard on Prague map (to prevent confusion)
UPDATE: Don't remove tracks with right click when doing track speed change
UPDATE: IC trains from CoachYard made more probable to be generated soon after train stabled.
UPDATE: Keep tracks white outside building in the Editor
UPDATE: Localizations update
UPDATE: Manual signals on autoblocks in Prague and Washington. Autoblocks speeds set to 40 kmph
UPDATE: New platforms have proper sinks in the editor
UPDATE: Scroll to the Unlock when clicked on 'Unlock Autblock' etc.
UPDATE: Select station name when adding new in the editor
UPDATE: Show upgrade / downgrade cost when changing track speed
UPDATE: Smaller UI scale as default
UPDATE: Wider build buttons (more space for translations)
FIX: Allow track speed change between close signals
FIX: Autoblock with train can be properly selected for sensors and routing
FIX: Better precision of speed upgrade/downgrade tool in the editor
FIX: Better scrolling score display in timetable maps
FIX: Black background options label translate
FIX: Build a loop into itself v3
FIX: Build Autblock in editor translation
FIX: Can't accept trains on tracks without sinks
FIX: Can't change manual signal when not active
FIX: Can't upgrade not active signal
FIX: CoachYard automated scheduling did not work for advance < 2 => advance 1 fixed, 0 forbidden.
FIX: Custom Endless maps with trains having more than 3 stops
FIX: Don't hide tunnel connectors when changing speed
FIX: Downgrade speed of tunnel in editor was not possible
FIX: Fixed that CoachYard & FreightPlatform in distance 6 was possible to build but not load from save
FIX: Fixed that displaying of upgrade cost actually added downgrade cost to Wallet
FIX: Flexible pause menu (translations fit)
FIX: Loop can't be built on one continuous track
FIX: Main menu showing proper map cateogry
FIX: Order of stop now matters in when computing next stops.
FIX: Pause menu was visible during map load
FIX: Proper colliders for newly built tracks
FIX: Proper level of detail for newly built components (based on zoom)
FIX: Proper pause when clicked on the pause button (can be unpaused with space)
FIX: Removing sink in the editor creating platform-locked signal
FIX: Restart tutorial button translation
FIX: Sinks set to max speed
FIX: Station signs proper size when using localized names
FIX: Timetable items properly maximized
FIX: Trains cannot be accepted on platforms without sinks
FIX: Vertical scrollbar on contract offerings (destinations)
Happing Dispatching!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! :sparkles: Timetable Maps I will release a new contest map in Demo from time to time. Submit your score for every map in our Discord to participate. Winners will be chosen at random from all players! But, of course, the best player will get something... special :wink:. How do you participate? Well, it's simple: [olist]
The Rail Route Demo is now available. You can try the game until the end of the next Steam Festival in June.
We really hope you will enjoy the game. And please, don't forget to tell us your feedback as well! Help us make this game even better. Our development is heavily inspired by the community suggestions. The best way to reach us is to join our Discord and talk directly to the developers - Angel or Miso. We would love to have you on board of the train.
We will be constantly updating the demo with the bug fixes and improvements. We are used to that from our alpha period. And you can expect these updates in the Early Access version as well. We love developing this game, it's our hobby, passion and job :).
Happy dispatching!
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.
You are awarded the experience point(s) for every non-delayed train when it reaches its final destination (together with the money reward). The amount is based on the contract definition as you can see on the screenshot below.
Fellow Dispatchers! Join the next broadcast and see the Rail Route gameplay in action! I will be streaming the Prague map which will be included in the upcoming demo. The stream will be about the basics of Endless mode.
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.
The list of offered contracts is being constantly filled with randomly generated offers over time and you are free to decline those not matching actual need. The generator is using the configuration from the map, especially the weights which are defined for every station and every train type (defined in the Map Editor). The weights are used to compute the probabilities that the contract for given train type and station will be generated but are actually hidden in the normal game play. The generator also gives a boost to the stations that are already unlocked (at least one platform is bought) or are neighbours to already unlocked stations.
Currently there are two types of contracts - recurrent and one-off.
Fellow Dispatchers!
Join the next broadcast and see the Rail Route gameplay in action! I will be streaming the Prague map which will be included in the upcoming demo. The stream will be about the Endless mode and give you a basic idea of what it looks like to play this mode.
I will use my save from the previous broadcast and hopefully get my hands on the automation as well. Every question regarding the game will be answered.
The public release of the Demo is planned in a few weeks.
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:
While we are working on the next content update for Rail Route we also managed to finish the Early Access trailer! Check it out: https://youtu.be/zo56vPcvMWA We would be grateful if you can share it with your friends!
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