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
🗺️ Workshop Highlights - June
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!
Melumberget
This map is actually pretty easy... but the track arrangement might give you a headache! The small handful of trains thrown at you isn't hard to navigate through the map, but every train is unique and every track has its purpose! There's still a trick or two to figure out, despite its length.
Derby Yard
Looking for something a bit different? Instead of regular mainline traffic, it's your job to shuffle around a bunch of unidirectional trams in a yard to get them out into the rest of the network over time. You're still dealing with the regular services, though, which occasionally work their way by the yard... sometimes blocking moves you might need to make due to the awkward track layout. Make sure you don't accidentally crash from the slow speeds and manual signals!
London st Pancras
As if terminus stations weren't enough of a hassle to deal with due to the bottlenecks they cause, this map also forces you to use manual signals in the more important segments of the map. It's not really hard, per se, but it does require a lot of patience to make your way through this one! See how well you can keep up with everything!
Even though only two of these contests were public, it's still worth sharing everything of the past month's contest seeds for fun right? Here they are:
MAY 2022 2nd-4th - Prague Rush - myseed 4th-10th - London Underground Aldgate area - stgng 10th-15th - London DLR - unstbl 16th-23rd - London DLR - launch 23rd-30th - Tokyo Central - tokyoc
The big one to note this month is the London DLR seed 'unstbl', which is really good if you're looking to play competitively! Someone was able to record a whopping 4:39 time on that seed. Yeesh...
Anyways, that's it for this month. Enjoy the maps and good luck with the contests!
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
Hotfix 1.5.11
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
Hotfix 1.5.10
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
Update 5 is HERE!
It's arrived! Dive in and see some of the new features for yourself!
What's New
Leaderboards
Rush Hour maps now have leaderboards! You can compare your current run to the world record, the record among your friends list, or your personal record.
Contests
It's simple: You have around a week to get the best score possible on a set seed. Oh, except you can't load saves! Every run must be done from wave 1 to wave 10. That may seem like a small change, but it makes a big difference long-term...
New Maps
There are a few new Rush Hour maps to try out, all with varying difficulties!
Main Menu Options
Starting a new game, loading an old save, or deleting a map now only requires that you hover over the level preview! No need to try and click on those pesky buttons anymore...
Changelog
New Features
Rush Hour maps can be started with a seed that determines the traffic.
Contests support added - special main menu item loaded from web server, runs a given map with a given seed. Subscribes and downloads map from workshop if needed. Submits score to own leaderboard.
Added leaderboard modal for use in main menu leaderboard viewing
Added hover and click effects to news item in main menu
Added option to toggle leaderboard submissions on or off
Added pause screen to Rush Hour with benchmark graph
Leaderboard and benchmark times shown when playing Rush Hour
In Main Menu, score & percentile displayed from leaderboard for Rush Hour maps
Editor support to configure Rush Hour wave intensity phases
Copy & Paste sound
Possibility to allow / forbid each train being generated per Rush Hour's wave onset phase
End of wave sound
Platform number is shown on train destination popup
Possibility to mute narration on Wave Complete screen
Rush Hour maps from SteR: Chicago Ogilvie Center, London DLR, Central Tokyo
Show score for endless maps in map tiles
Floating score is having a sound
Sound for perpetual route
Sound for train delay, run-through and occupied penalties
Sprites for zoomed out signals
Updates
Do NOT stop time while in construction mode
Added tooltip with full map name when it was truncated in the menu
Clear display of tracks when zoomed out
Don't move the camera when accepting a contract
Finished maps have different color in menu
For Timetable and Rush Hour maps the primary action in Main Menu is 'Start new game' instead of 'Load last save' if the level was finished after the save was made.
Incentive to try Rush Hour mode removed from tutorial for now - too complex for a new player
Leaderboard and wave end screen updated
Localizations (fr: tutorials; ja-JP: tutorials, ui; zh-Hant: all; zh-Hans: ui)
New button layout for level items in main menu
Pause real time in Rush Hour when pause menu is opened
Precision key (X) hides trains to make small track segments clickable
Slower speed for music intensity change
Station + platform display simplified
Timer display for prototype trains counts down 1 minute since contract acceptance
Bugfixes
Clicking item locked by research did not show related research when research panel was opened for the first time
Deallocating signal in build mode would add signal to inventory without bulldozing
Do not autosave after wave 10
Editor timetable columns were misaligned
Floating score text started from outside timer UI
Fullscreen mode actually set borderless windowed mode
Global leaderboard was displayed empty if the player was not in + combination logic reworked
Going to main menu from game end screen was making a save again
Graph was not drawn properly sometimes
It was possible to build a tunnel from/to an allocated track
Keystrokes +/- modified autoblock size by 2 instead of 1 if platform was built before
Long level names went past level list item borders
Next benchmark button during Rush Hour didn't show next benchmark
Old Rush Hour maps were missing wave onset phases
Old saves were missing some narrations in the first train chapter
Removed hover sound inside level item in menu
Save and share panel had text going past the panel
Station Sign on Wave Screen was smaller than text & misaligned
Station labels were not displayed in the Visual Timeline after omitted station (...) become visible station.
Typo in playthrough (not) randomized
Unlocked items didn't show at end of wave
Various contest item fixes and visual improvements
That’s all for now, folks - Enjoy! We can't wait to see your highscores. Please, don't forget to put Jozic into the wishlist ;).
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?
Well, bugfixes are, at the very least. There's far more to be excited about in Update 5 than bugfixes, though... Wanna see?
STEAM LEADERBOARDS
One of the biggest requests that's popped up every now and again since Early Access began was was Steam leaderboards. It seems like a perfect fit, right? Check in and compare yourself to other players to see how well you're doing worldwide, maybe even compete for the world record...
With the release of Update 4, even more requests for this feature piled in, and for good reason - Rush Hour is the perfect mode for leaderboards. Speed is key, but you still need your wits to make a competent layout with limited track! Excellent for competition, right?
Well... Do you notice anything... different?
Right above the timer is a second clock! Instead of telling you how long you've been playing for, it displays one of the following times:
Your Previous Record
The Best among your Friends
The Global Highscore
On the right, it'll show you how much better (or worse!) you're doing in comparison to the record you're comparing against. This way, you can gauge how well you're doing in this current run.
When you complete a wave, you can see some information about your performance compared to whatever benchmark you've been keeping track of. You can toggle between a graph that shows you your progress wave-by-wave or a leaderboard that shows your standing for that wave in comparison to multiple people.
Once you've finished the last wave, your score will automatically be submitted to the leaderboards. How well did you do? Only one way to find out...
In the main menu, you can see your leaderboard placement right next to your score. Oh, yeah, scores have gotten WAY larger, too. See that 35k? A bit of an outlier, but still, quintiple-digit scores are pretty easy to get now, when previously they were unheard of. This'll help separate old scores from the new!
Speaking of the main menu...
MAIN MENU OPTIONS
Right now, it's... honestly, kind of a pain to load older saves, start new playthroughs, or edit/delete maps from the main menu. The three dots in the upper-right corner of a map's preview are pretty tiny and easy to miss...
No need for any of that hassle anymore, though.
Now, just hovering over the preview will bring up all the icons you'll need! No more struggle with accidentally loading the last save instead of starting a new game.
For Rush Hour, we've also added a brand-new feature to go with this - Seeded runs! If you'd like to play the map over and over again while keeping the same set of trains, just type in whatever you'd like - up to 6 characters long - and the game will always give you the same results!
NEW MAPS
London's Dockland Light Railway
When Rush Hour first released back in Update 4, there weren't many official maps for the mode; Just two, one of which was a repurposed endless map. While Rush Hour certainly has its replay value, with each new run being a chance to beat your highest score or find a new technique to play better, two maps is still prettttty low.
Well, with the next update, we're fixing that! Plenty of new maps - most based on real locations! - will be showing up in the next update.
Mess around in a simpler experience on London's Dockland Light Railway around West India Quay!
Central Tokyo
Give Central Tokyo's network a hand, with fairly high train throughput in the later waves! Just remember you can right-click to reverse trains in busy platforms if you ever need to...
Chicago, Ogilvie Transit Center
Try managing one of the many major stations in the heart of Chicago, Ogilvie Transit Center! Don't let the extreme amount of trains intimidate you...
That's not all, though! A few more maps are being worked on, but we aren't quite ready to show you those... Keep an eye out for more to come!
EDITOR TOOLS
As some of you may know - and many may not, as we only mentioned this in our Community Discord - Rush Hour waves can actually be split into multiple parts if you know what you're doing.
Well, now you don't need to know what you're doing! At least, it's going to be much, much easier to set up. Want trains of a certain type to only start spawning midway through the wave? Want a massive push of trains before the wave stops spawning things? Maybe just want to give the player a breather before the difficulty picks up again?
This finer level of control should allow you to build the best Rush Hour map you can ever imagine, and also make it MUCH easier to understand what you're doing as you build your map.
Update 5: May 16th!
...Oh, and did we mention how soon the update's going to release? Mark your Calendars for May 16th!
As always, happy dispatching! - The Rail Route Team
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
🗺️ Workshop Highlights - May
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?
142
Not many maps use the (Any) platform feature. It's understandable, honestly - Figuring out how to schedule a map when you can't see the timetables is really tricky, and making it possible to somewhat-fairly beat is even more of a challenge. Yet somehow, this stage pushes things further, forcing you to use the right platforms for the right trains at its central station.
This map really isn't THAT hard, but if you're looking for a unique challenge, give it a go!
Hamburg Port Railway North
Shunting may not be available, but that won't stop anyone from making freight-centric maps! The port has plenty of services that need to rumble around, often with trains running at reduced speeds as they run backwards through long stretches of track. Plus, tons of trains reverse outside of stations, and there's a fair share of unique stations to visit.
Think you've got the patience to master this map?
Growing Metropolis
We didn't really feature any of the runner-ups for last month's contest... Well, now's the time! Growing Metropolis came in close second to Westendhafen, and for good reason - the map plays similarly to Rush Hour, with the map getting harder and more complex wave after wave as you slowly upgrade your system.
It was a good bit tougher than Westendhafen, though, so don't expect any walk in the park here!
Alongside these featured maps, the curated list has some new additions:
Martslock
Aresund
Lyon Part-Dieu
Garnish
Derby Yard
That's all for this month. Hope you enjoy this month's picks!