Bounty Train cover
Bounty Train screenshot
Genre: Simulator, Strategy, Adventure, Indie

Bounty Train

Update 07 now available!

Hey folks, below you will find the biggest changes that come into the game with update 07.
Our goals for this update was to fix some big issues and give you a better time finding all needed information to play the game. Also we installed some systems for the next update already. We would love to know what you think about the changes, so please let us know in the comments or hop over to facebook and drop us a line or two.

1. Monthly financial reports.
You will receive the report at the end of each month. It will show you if it was a profirable month and what contracts gave you the highest profit.

2. Newspaper subscriptions in the Post Office.
The up-to-date market information in all the cities you visited is disabled now. Starting from this update you will have to subscribe for the newspaper to have the updated market information in this or that city.

3. Player can now check weapon stats of the character before hiring him/her.
Sometimes it was hard to make a decision wether this or that mercenary worth the money he or she wants. Now it will be possible to check the weapon stats of the person you are thinking to hire. This should make your decision making process easier.

4. Repair and Heal points are limited.
Healers and mechanics now won't be able to heal or repair forever during the battle. These guys will have the certain limit of fix- and heal-points which will be increased when their skills grow. Also these points will be refilled when any city is visted.

5. Upgrade visualization.
We have added some visual modifications to the locomotive when it gets last levels of the upgrades. E.g. if you have 5-level power upgrade the view of the locomotive will be changed accordingly.


And here some fixes and improvements in this update:
- Battle loot balance given to player is changed.
- Turret ammo reload fixed. The turrets will reload automatically each time you visit a city.
- Wrong dialog type appear in different places.
- Save/Load menu improvements.
- Removed pause button in the city and replaced with skip time settings.

Update 06 now available!

We are happy to present Update 06 today!
In this update we revised loot, skills & level up, fixed some major bugs and added post offices and properties to the game, to open up new options for players to increase their income.
As always, have a look at the changelog to catch all recent changes and bugfixes:

What's new in this update



Commercial property auctions


Auctions appear from time to time in different cities. It will be possible to purchase some commercial property there. Purchased property generates goods or money on a weekly basis. Before the auction starts you need to define for yourself the maximum amount of money you are ready to spend on this or that property. Different properties will do the agglomeration effect: the combination of different property types between cities which will increase the productivity.

Loot


After each battle you will now have a chance to get some loot. This can be goods, items or money. Anyway, all these items will be useful for you. The value of the loot also depends on the battle type either you were attacked from the ambush or you were driving away from your enemy.

Post office


Every city now has own post office. Here you can obtain new contracts for urgent mail delivery. The faster you deliver, the higher your reward will be.

Skills & Level Up


Every character now has a limit of five skills can be learned. The higher Intellect, the more skills can be obtained.
Every time an additional skill slot is opened you can manually pick the skill character will learn.
We have also redesigned the Level-Up dialog, so now you can see what exactly your character will get if you chose this or that bonus from the level-up.

Fixes and improvements



Fixed bug related to the banks, when was impossible to return back the deposited funds.
Improved skills and abilities description.
Savegame menu now has unlimited quantity of save slots, the slots can be named by player.
Improved carriage window. Now it shows carriage condition and chance to be broken.
Fixed bug when was impossible to exit the side road camp.
Minor bugs fixes.


Changelog Update 05.5 [ENGLISH] – 10.06.2016

Good news everyone, We were able to identify and solve most major problems that came up with the release of Update 05.

We would like to thank everyone who helped us in identifiying and solving these issues despite you had to restart the progress.
Thank you guys!

Let´s have a closer look:


General Overview Update 05.5:


1. Problem with saves (Train doesn't move in city) - this shouldn’t be happening anymore and players shouldn’t get stuck.

2. Blank dialogs - players should no longer encounter blank dialogues.

3. Quest with Abraham Lincoln - Players should now no longer have Abraham Lincoln getting stuck on their train when the mission time runs out.

4. Quest with Sam Archer - fixed a problem where Sam wouldn´t show up when there is no free passenger seat available, making the quest in certain situations unplayable.

5. Problem with NPC camp - sometimes camps wouldn´t allow players to interact with the game environment and get stuck. This should now be solved.

6. Random dialogues: we addressed this issue - still there may be random dialogues popping up in rare situations. If you encounter any of these events, please send us your save game file, so we can look into it.
Please send your save game file and a description of the situation to: game@bountytrain.com

Bounty Train Update 05 now available!

Bounty Train Changelog:


Update 05 is now available! And our change log will tell you what it has in store for you and what's new.

New:


Upgrade options for engines and cars: we vastly extended the system implemented in the last update. Now you can freely customize your engines and the train's cars. You want more cargo space? There's an option for that. You want more armor? No problem, go ahead. You want to smuggle more efficiently? It's all your call.
We're very excited to hear what you think about these changes and are already working on more ways to make your train and crew truly unique.

Malfunctions:


Engines and cars can now malfunction. Malfunctions may influence power, speed or other characteristics... Repairs can fix all that, though.

Shops:


With Update 05 pharmacies and weapon stores are open for business. Almost every town will have one or more shops. Here you can pick up gear of all kinds, from weapons to consumables.

Usable items:


Characters can now equip belt items. These can be used like skills and are very versatile. You need more damage? time for some grenades! Need to patch up a nasty wound? Take some medicine and soldier on.

New cities:


Montgomery and Jackson can be visited now.

Random encounters:


If you travel, you may now trigger random events. This can be a blessing or an obstacle and is intended to keep the game a little fresher.

Saloon:


A new building made its way to towns. Here you can conspire with fellow outlaws and make the country a little more dangerous. Cutting deals with criminals is a risky business, but also potentially lucrative.


Revisions:



Enemy display on the world map:


We removed common enemies from the world map. Now they can, like random encounters, pop up during travels. We'll extend on this system and consider how to help players who want to focus on trading to assess risk and reward.

Combat:


In the future, there will be more enemies with less hitpoints. This will speed up combat a little, while still providing a tactical challenge in regards of target priority and skill application.

Smuggling: Smuggling had a slight rework. Your train can now run into check points, when you enter or leave a city. Especially military camps will keep a closer look on travelers.


Interface adjustments:


We added some new interface elements and reworked various older elements so information can be accessed easier. For example, income, requirements and expenses are highlighted more clearly, which helps with corresponding decisions.


Perk System:


With the introduction of consumables and an extended pool of weapons, we also tweaked the perks to match these new adjustments. Some perks have been removed or changed, so players have an optimum of options. We are currently experimenting with different new approaches for the Perk system, and will revisit it most likely in the next update.


Hospital:


With Update 05, we changed the way characters heal. Aside from money, convalescence now also needs characters to rest for a certain time. The overall costs have been reduced.


Train cars:


With the introduction of engine and car upgrades, we also tweaked all existing engines and cars. Most options are now lighter and less expensive, but also have less hitpoints and reduced other properties like cargo space.
With the new upgrades, you can easily get these reduced stats to the level you are used to and customize even further.


Economy:


With the new trade goods we tweaked the economy a little. Certain towns now have a greater variety of goods and more purchase power. Orders/Jobs now need less goods, rewards have been adjusted accordingly.

Town requirements:


Players now start with 1.000 $. This change adjusts starting difficulty according to the changes made.
We'll keep an eye on this change and if needed, we'll raise the starting money.


world overview:


We changed the way how you check the information regarding a town's needs. When you've visited a town or city, you can see the corresponding needs on the world map.

Money up front:


Passengers will now pay the full price for their journey upon boarding your train.


Odds&Ends:



Changes to the save system:


Update 05 unfortunately also contains a rework of the save system for compatibility reasons. Old saves will be lost, or otherwise they may cause critical errors.
We're pretty optimistic that we don't have to make any further changes in terms of save games before the release (there maybe one more change upon release)

What are your thoughts on this update? Let us know in the comments!

Bounty Train Update - May 24th

Changelog Update 04 [English] – 05.02.2016

Hier findet ihr alle aktuellen Änderungen auf Deutsch:
http://steamcommunity.com/app/371520/discussions/4/405690850607828576/

По этой ссылке находится информация о последних изменений на русском языке
http://steamcommunity.com/app/371520/discussions/4/405690850608014797/

Update 04:


After the long wait, we can finally present to you the latest Bounty Train update and all the additions and changes we implemented into the game. Here's a summary of the most important changes:

New Save System:


With Update 04, manual saving has found its way into Bounty Train. No more moving files around. We know how annoying that was. Now you have complete control and can save the game whenever you want. You can also create various save games. We still consider using the old system for runs on higher difficulty, but this decision is still pending and we'll definitely wait for your feedback on this.

Day/Night Cycle


Areas can now be accessed during day or nighttime. We plan on extending on this feature in the near future. We'll implement day and night-dependent missions, for example, as well as other alternative options matching this theme.

Economy Adjustments:


Right now, we're not too happy with the in-game economy and thus we tweaked the price development a little. Additionally, we introduced some new goods which should be worthwhile alternatives to the present goods and encounters. In the long run, we want to have goods in the game you can process further to specialize certain areas even more and provide more in-game options for players.

New Events:


One issue of the last version was the frequency of enemy encounters and subsequent combat. We want to mitigate this by implementing more events and reducing the spawnrate. We have added additional game events like fire, epidemic and goods shortage in cities to spice things up here. Also some direct events on the tracks have been added, like soldiers might now sometimes will control your train and search for forbidden goods.

Character Adjustments


You can now switch the loadout of individual characters. You think Walter should be a grenadier? Well, you can give him grenades and let him wreak some havoc. Speaking of which, we also plan to add more shops to make respective gear more accessible. And enemies will drop special items and weapons in the future.

Cabin Adjustments:


One of our main goals is to provide you with the means to build your very own train that matches your playstyle. With the new system you're no longer quite so restricted: you can customize cabins and have more control over expenses and weight of your train. For now you can assign turrets to turretstlots to change the role of your carriages.We plan to unlock more custom options through shops and inventions.

Bugfixes:


We could reproduce and resolve many of the issues you have submitted. For example, sudden, unexplainable vanishing of resources should no longer occur, wanted characters should appear properly and players shouldn't get stuck in scenarios under certain circumstances anymore.

Changelog Update 03 [English] -27.11.2015

Hier findet ihr alle aktuellen Änderungen auf Deutsch:
Changelog Update 03 [Deutsch] - 27.11.2015

По этой ссылке находится информация о последних изменений на русском языке Обновление 03. Список изменений. [Русский] - 27.11.2015

Changelog Update 03 [English] -27.11.2015



After a long wait, here's the Changelog for Update 03. Let's talk about the things that are newly implemented in the game, shall we?

One of this update's goals was to get rid of some dead weight and issues previous versions had. First things first: savegames will now be persistent. You will keep them as new versions go live.

New platform: Macintosh! Update 3 is now also working for Mac users. We got a lot of requests for a Mac version and we gladly -if with some delay- delivered.

New language packs: German, Russian, Ukrainian. This is only the first batch of available languages, we plan to constantly expand our pool. German, Russian and Ukrainian have been implemented in this version (and are probably still subject to polishing).

Train Changes



  • Train balancing: We adjusted train and engine power and some other details in favor of a faster pacing (game-wise). This was a major feedback point in the last update. We listened, and now your trains are a bit faster and powerful again.

  • Carriage balancing: We tweaked the rules of carriages a bit. Crew will now be quartered in new compartments - new train compartments are now available. We wanted to try something new here and in the next step we'll direct more attention towards passengers who also deserve some love.

  • New engine - the Forney: We added a new locomotive for more wiggle room. There is now a strong, cheap alternative to the General to get into the action faster.


Economy:



  • Economy balancing: Starting conditions have, yet again, been adjusted for more variety. You'll now start with a lavish sum of 2500 $.

  • Prices and production ratio: We overhauled the supply of various cities. There is now a more varied supply for players to choose from. This also means that there will be less peaks and top prices and that events slowing down production will have more impact/become more interesting.

  • City quest adjustments: Quest rewards have been slightly toned down, but the number of simultaneously available quests has been increased.


City Additions



  • Building expansion: Our cities seem a bit empty at times. We added some buildings offering new possibilities in addition to the town halls and shops.

  • Banks: Banks are now open! You will be able to borrow money from various competing banks or even invest your riches wisely for more monetary gain. Banks will also offer new quests in the future.


Interface changes



  • UI adjustments: We have polished the User Interface a bit and implemented some useful new options. If you click the Dollar button (Finances), an overview of all available cities, productions and various other stuff will be displayed.

  • City Map: In the menu, you'll now also find the option to display more information about a city. You'll see on the world map where the next bank, pharmacy or the next possible source of income is located.

  • You can now toggle the Questlog on the world map.


New Quests: We have some new, optional quests for you that'll bring the South a bit closer to you. We plan to make a bigger questline from these starter-quests and expand the game's world.

New Events: We implemented a few smaller events to freshen up the overall flow of the game.

A city in the making: right now, you'll find some new buildings like factories that are still under construction. This functionality is the basis for more building options and features. They're established with this update and more buildings will follow, like gun shops, drug stores and many more.

Things to come:


We really understand if you are upset about a low frequency of updates. It's difficult if you don't know what's going on. In the future, we will deliver more smaller updates so you will always stay, well, up to date. We will also give you news and information on a regular basis (the first topic could be weapon and equipment slots).

Changelog Bounty Train Update 02

Changelog Bounty Train Update 02



We are in preparation for the next update, and it’s time to show you the changes and intentions we have in mind.

So …What’s new?




  • We focused on expanding and polishing existing features and tried to solve some problems. One of our concerns was the out-scaling of content; If you maxed out a reputation of a faction, they would simply become additional trading posts for very low cost. We changed the reputation behavior, so it’s more of an investment and will decay over time, if not taken care of.

  • Next, we revisited our trains and their specific behavior. We changed traveling speed a bit (traveling will now take more time) so events and possible encounters will play out more smoothly. In addition we added new missions – the courier missions, which let you travel more active without directly facing enemies every time.

  • Our economics system went through some changes, to make buying and selling goods more of a choice instead of loading the cargo full with one type of goods. We´re still tweaking numbers and would love to know what you think about these changes.

  • We added the first iteration of Trainium Edition content. Players will now be able to hire wild Bill Hickok and use the Tom Thumb Steam Machine to travel. Additional interactivity for Bill will be added in future updates.

  • We changed the starting conditions again, to compensate the free follower players now can hire in Portland. Player´s starting wealth is reduced to 500$ - we have a close look on this change to make sure different starting approaches are still viable with the reduced starting conditions.

  • Walter´s box is a new item every player will have access to now. All quest-related items will now be stored in Walter´s box, and won´t take away storage room any longer. You should find Walter´s box in your train when starting the game.

  • New enemies were added to the factions.

  • Character perks and skills have been adjusted.

  • Bug related fixes were implemented. You shouldn´t run into empty camps or maps anymore.

  • Last but not least: Sandbox Mode. We got a lot of feedback about this specific feature, and now you will be able to test our first stable version and have a preview of the upcoming game mode. We will improve this new game mode with future updates and we're looking forward to your suggestions, critique and feedback.


Attention: The new Update won’t allow old saves to be used. You will have to start all over again when you update your game. We´re sorry about this and are working on a solution.

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Changelog Bounty Train Update 02



Wir bereiten gerade das nächste update vor und es ist an der Zeit, dass wir euch zeigen, was wir ändern und was wir uns sonst noch so einfallen lassen wollen.

Also... Was gibt's Neues?




  • Wir haben uns darauf konzentriert bestehende Features zu erweitern und zu verbessern und ein paar Probleme zu beheben. Eine unserer Sorgen war Content-Skalierung: wenn man seinen Ruf mit einer Fraktion maximiert hatte, wurden sie einfach zu zusätzlichen Handelsposten an die man sehr günstig rankommt. Wir haben daher die Reputationsmechanik verändert. Jetzt ist es eher eine Investition, um die man sich kümmern muss: wenn man seine Beziehung zu einer Fraktion vernachlässigt, dann sinkt die Reputation mit der Zeit.

  • Als nächstes haben wir Züge und deren spezielle Parameter auf Korn genommen. Wir haben die Reisegeschwindigkeit etwas angepasst (Reisen dauert jetzt länger) damit Ereignisse und Begegnungen flüssiger ablaufen. Zusätzlich haben wir neue Missionen -Kurieraufträge- in denen ihr aktiver reisen könnt, ohne direkt jedes Mal auf Gegner zu treffen.

  • Unser Wirtschaftssystem hat auch ein paar Änderungen erfahren damit das Kaufen und Verkaufen von Waren zu einer bewussten Wahl wird, anstatt nur den Laderaum mit einer bestimmten Fracht vollzuladen. Wir optimieren was das angeht immer noch die Zahlen ein wenig und würden gerne wissen, was ihr von diesen Änderungen haltet.

  • Wir haben die erste Iteration vom Inhalt der Trainium Edition eingebaut. Spieler können jetzt Wild Bill Hickok anheuern und die Tom Thumb Dampfmaschine benutzen um zu reisen. Außerdem wird Bill im Verlauf weiterer Updates an Interaktivität gewinnen.

  • Wir haben die Startbedingungen nochmals überarbeitet um das gratis Crewmitglied in Portland auszugleichen: Startgeld ist jetzt auf 500$ reduziert worden. Wir behalten diese Änderung sehr genau im Auge, um zu sehen, ob verschiedene Anfangsspielweisen trotz dieser Reduzierung immer noch lohnenswert sind.

  • Walters Kiste ist ein neuer Gegenstand auf den Spieler jetzt Zugriff haben. Alle questrelevanten Gegenstände werden in Walters Kiste aufbewahrt, damit sie keinen zusätzlichen Platz mehr beanspruchen. Ihr solltet Walters Kiste in eurem Zug am Anfang des Spiels finden.
  • Fraktionen haben neue Gegnertypen erhalten.

  • Charakterfähigkeiten und Vorteile wurden überarbeitet.

  • Es wurden einige Bugs behoben. Ihr solltet jetzt kein Problem mehr mit leeren Camps oder Karten haben.

  • Und zu guter Letzt: Der Sandbox Modus. Wir haben sehr viel Feedback zu diesem Feature bekommen und jetzt könnt ihr unsere erste stabile Version dieses Features testen und bekommt eine Preview vom Spielmodus. Wir werden diesen Spielmodus mit den kommenden Updates weiter verbessern und freuen uns auch hier auf eure Vorschläge, Kritik und euer Feedback.


Achtung: Das neue Update ist inkompatible mit Speicherständen voriger Versionen. Ihr werdet leider das Spiel von vorne anfangen müssen. Das tut uns sehr leid, aber wir arbeiten bereits an einer Lösung.

Bounty Train Patchnotes Update 01

What's in store for Bounty Train? – Update 01



Now that we got the actual release out of the way, we are working frantically on our first major update. And since it's not far away, we'd like to talk about the upcoming changes:

We'll focus on starting difficulties and most of the changes will be aimed at fixing those. Right now, we're not intending to make the game easier in general. However, we think it's adequate to offer another difficulty setting. This way, everybody can choose the way they want to play. This additional difficulty setting will follow in another update.

Our first actual change concerns the players' starting parameters. We're working on finishing the tutorial right now, so at the moment, we just raised starting funds to 250$. This change should allow for some more liberties when starting a new game.

Next up for some tweaks are encounters and ambushes. In the release version, you couldn't choose all intended options. This lead to overly expensive 'agreements' or combat. Now it's possible to choose between payment options. The encounter system is still subject to improvement and we're working on that. So, let us know what you think: how do you like these changes?

We also changed the details of starting-quests, so that only cities in close vicinity are viable destinations. This should prevent unnecessary fines.

Enemies in the starting area were tuned down a little: mainly, we reduced their damage-output.
At the moment, we also consider their HP as too high which sometimes causes fights to drag out a bit too much. We're also testing some other changes to make combat more engaging and exciting.

Last, but not least, we reduced the price for licenses in favor of faster progress and less frustration.


Visual Tweaks: