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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, there’s never been a better time to start! (Trust us, Jozic’s soothing tones are enough to...
Let us announce that Rail Route 1.2 the Contracts Update is out!
Never heard of Rail Route? Read basic info.
Included:
narrated-story tutorial
narrated-story tutorial
automation of contracts management
score for endless mode
new sounds, music track and maps
a lot of quality-of-life...
Rail Route is approaching platform 6/23!
Win Steam Keys on Launch Day!
Join us on the launch stream tomorrow and grab yourself a present! We start at 11 UTC...
A follow-up for this thread (not open for further replies): a few words about what is happening with Rail Route.
We released 0.10.10 via the itch.io platform – most probably the last Rail Route release there. This small update marks the end of one era.
Now it is time to move on.
We managed to...
We decided to release the feature alpha updates of Rail Route on the itch.io platform. And by today you can download the latest alpha preview of our game:
Beside bug fixes there is a major rework of automation. Read more...
Check out an update about the automation! You will be able to automate the game so you can think bigger!
https://railroute.bitrich.info/2018/12/10/automating-the-game/
Next demo is out! This time we want to show you the campaign mode. This will be the core game play when finished. It's in the early stage but the game is getting a direction.
Try it out and tell us your feedback! Share it with us and you will receive the complete game for free!
More on our...
The third demo of Rail Route is out! We intended it to demonstrate how contracts work. You will find quite a big rail network inspired by Prague railways to prove your dispatcher skills.
But any feedback is more than welcome!
Download on our blog...
We added contracts to the game to overcome the pre-defined timetable that has serious limitations for building-based campaign mode. With contracts, the timetable is built dynamically as the game progresses: Each contract has a trial phase – the player routes a “prototype” train to reach given...
We are still at the beginning, you see just the splitters that are already finished enough to be shared with you. We hope we are creating a multi-dimensional game worth playing for many hours.
Thank you for feedback! Pause will be indeed part of final game.
First release was just a very basic demo, we are glad you really play it! It is also finite because the schedule is fixed and created manually - to create an endless game, we have to bring some procedurally generated schedule...
Update:
The simulators we drew inspiration from employ the player mainly with operational tasks... It is fun, too (at least for some), but we felt that it is not enough for a good multi-context game. Our player should benefit both his creativity and strategic thinking too! So the game lets him...
Indeed, we think of depot management as a part of the final game. But not sure yet how to connect two parallel activities in the game: depot management and train dispatching...
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