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
The Story of Jozic – A New Prologue from Rail Route
Hello Dispatchers!
We know that you’ve all been wondering what our next, major content update will be (and what the team’s been so busy working away on), and here it is: The Story of Jozic – A Rail Route Prologue!
What is it, you ask? This one is a little different than our other updates. We’ll be releasing this as a free, standalone game on Steam at first, and it will later become part of Rail Route. We’re 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!
Features of The Story of Jozic:
Embark on a fully-voiced narrative, taking on the role of an apprentice train dispatcher being taught the ropes by, you guessed it, Jozic.
Explore the dramatic machinations of becoming a train dispatcher – and the suspense as Jozic’s past comes back to haunt him…
Forge your network, dispatch your trains, earn rewards, and chat your way through multi-choice dialogue options never before seen in Rail Route.
Sounds pretty good, huh? We’d love if you could wishlist The Story of Jozic on Steam!
Because this update is a little different from the others, we’re once again asking for your help. Our community was incredibly supportive with our Rush Hour livestream in the last update, and we hope to gain another incredible reception to this one.
We’d like to ask you to wishlist The Story of Jozic on Steam. Not only will it help us to gain visibility (and show more people the joys of Rail Route!), you’ll get notified when it releases! It’s a win-win.
Update 5 soon
And while we are serving good news to you here's another one! There will be another free update for Rail Route before The Story of Jozic will go live soon. Update 5 will bring Steam leaderboards to Rush Hour maps and much more! So stay tuned for another announcement.
As always, thank you very much – and happy dispatching! - Angel
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
Hotfix 1.4.13
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)
🗺️ April Workshop Highlights & Contest results
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?
Westendhafen
Of all the maps submitted to the contest, it's honestly no surprise this one won. Its layout is the most unique of all the maps, even without the inventory, and the places you need to connect are all simple yet clever. Being only 35 minutes, the level never really overstays its welcome,
Congrats to Laroso for winning the contest, and thanks to all who submitted maps! This contest was quite fun, and I hope you all will be around next time we do another contest.
Sudoku
Sometimes, the best maps are the ones that try something different. That's not always the case, but it sure is for this one. Sudoku's track layout is CRAZY to follow - pattern recognition is a must for a map like this. Either that, or frequent pauses to make sure you can find the perfect route for trains to take through the spaghetti trackwork.
Think you're up to this unique challenge?
Hostivice
Seems this month's features are all unique challenges in some way or another, hmm? Hostivice is the most standard of the three maps so far, but it's still got its fair share of tricks up its sleeve. Figuring out the sequencing of trains on single-track routes can sure be tricky, and the main station has its fair share of odd moves to keep every train on-time.
Still, it's a worthy challenge, standard or not. Can you catch every trick in the book used here?
A tip
So, one thing we've noticed is that some players don't pick up on some of the game's features. Some of them aren't easy to pick up on your own, so... here's one you might not have known!
When setting a route, hold Shift to make it set the exact same route every time it's clear! This is a simple technique that saves a lot of time, especially in long sections of track where the train can only go to one place anyways.
Some of you definitely knew this before, but a lot of people don't seem to pick up on that. Well, here you go - something useful for all modes! Hopefully this helps someone play maps better by simplifying their workload.
Alongside these featured maps, the curated list has some new additions:
Pine Rice Area control
Pulse
Small Town with small coach yard
Gießen
Growing Metropolis
That's all for this month. Hope you all enjoy the three non-standard maps we've picked for this month!
We are so, so happy to announce that our fourth update - Rush Hour - is now live! Check it out, let us know what you think, and try your best to beat Milos… If you can! For an even quicker overview, you can check out the Rush Hour trailer:
To make our launch (perhaps our most important one since we entered Early Access) the best it can be, we’ll 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 you’re around, we’d love for you to join Angel (that’s me!) and MasterHellish for the livestream at 8 pm London Time on the 28th March. The more people we can get, the better! We’ll 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 you’ll love it, and we’re really proud of it.
And, as always, happy dispatching! - Angel
🚉 Rush Hour Update arriving on Mar 28!
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.
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Look forward to this new mode on March 28th!
New Rush Hour Mode
As soon as Update 3 hit the public, we were already working on getting a prototype for this new mode. It took a while, but the prototype was completed in just a few days, and we've been hard at work polishing it to its current state. It's been a wild ride of refactoring, map design, new graphics, you name it.
This mode will bring a brand new experience and way to play the game, managing to bridge the gap between Timetable's arcade-y, set-in-stone feel and the track laying/contract generation of Endless. It's your job to get through ten waves of increasingly chaotic trains, with meager rewards between rounds to keep upgrading your system piece by piece. Think you can survive to the very end?
But we don't want to spoil everything for you... the mode's crazy fun, and you'll have a blast exploring the ins and outs of the mechanics, whether they're completely new or a repurposed one you've already seen before.
That's not all we can tell you about, though!
Train timeline
Something about Rush Hour that's a bit weird is the UI at the bottom of the screen - the only thing you can see is the time controls. You don't really NEED it for the mode, but this leads to some things that will be much harder to see, right? Checking a train's route will be a pain if you can't read the small text beneath each train, and there's no way to check its future destinations...
You probably already noticed, but we have you covered - trains are now color-coded according to their destinations! Each train displays its next destination better by changing the colors of every non-locomotive carriage in the train's consist. This also helps make it even more obvious whether a train has an engine on both ends or not!
Hovering over the train will also show you the train's whole timetable! With just a glance at a train, you should be able to figure out where it needs to go next. No more need to pull up the schedule!
New Interface options
This ability is also available in Timetable and Endless, but if you don't like it there, don't worry - there's some new buttons to toggle colors on and off above the clock! It's right next to the notification sound toggle, which has also been relocated to this new place.
That's nice and all, but what about accepting trains? Isn't that impossible without the UI?
Accepting trains
Well, we've come prepared for that, too. Whenever a train wants to enter a station, a little circular icon appears above it. You can hover over the icon to see the train's route.
Click the icon, and the game will highlight all free platforms you can accept a train to in Orange, just like it shows the routes you can make when routing an auto-signal.
Simply click on the platform, and you're done!
Map Editor
Of course, the editor has some major changes for Rush Hour - Things such as the amount of time trains can spawn for, how long trains can wait to enter before you lose the game, and the chances of any given contract generating in a wave.
Systems Available
That's not all the editor has to show now, though: You can now toggle what system upgrades are active at the start of the map!
This is HUGE for timetable map creators. Don't want people cheating your trains with Signal Penalties using Stop & Reverse spam? You can turn that off. Feel like having slower switches? You can disable 120kph ones. Want players to be able to automate Coach Yards? Go ahead and turn it on!
As for Endless, this allows you to have finer control over the challenge you create for players. Want a coach-yard exclusive experience? Why not give people access to freights from the beginning? Or maybe ban a feature completely, such as Tunnels, to really give folks a difficult time?
The only mode this doesn't affect is Rush Hour, which has everything unlocked, but is restricted by the Inventory. It's disabled there for simplicity's sake. It's still got a huge impact on mapmaking, though, and lets players design some crazy new challenges with old modes!
I hope you're as excited as we are! There's plenty to look forward to coming up in just over a week. Mark your Calendars for March 28th!