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
Hotfix 2.3.15
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
Hotfix 2.3.14
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
Hotfix 2.3.13
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
Hotfix 2.3.12
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
Hotfix 2.3.11
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
Hotfix 2.3.10
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)
Hotfix 2.3.9
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 passeger did not make it on time"
Rail Route 50% Off – Celebrate the Co-Op Update!
Hello Dispatchers!
To celebrate the release of our Co-Op Update, we’re 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!
We’re excited to announce that the Co-Op Update is now live!
This update comes as we celebrate the one-year anniversary of Rail Route’s 1.0 release. To mark the occasion, we’re offering our biggest discount yet – 50% off! It’s the perfect time to invite a friend and play Rail Route together.
Co-Op Multiplayer, Desyncs, and More
We have added co-op multiplayer to all three game modes, so you can now enjoy Rail Route with friends! Adding multiplayer to a finished game like Rail Route was a big challenge, but we found a good way to do it using the lockstep technique.
While we have worked hard to make multiplayer smooth, desynchronization issues can still happen. Our amazing Discord community helped us find and fix many problems, but there might still be a few left. Please be patient as we continue to improve multiplayer.
Curated Map Pack
We believe multiplayer is a great addition to Rail Route, and we hope you enjoy this free update as much as we enjoyed making it!
If you’d like to support our team and future free updates, we’ve released a small optional DLC – the Curated Map Pack. This pack includes carefully selected community-made maps that we think are fun and interesting to play. Each map has been slightly improved and included with the author’s permission to ensure quality and playability. If you don’t want to search for great maps yourself, this pack is for you!
How to check for Desynchronization Issues
If the game desynchronizes, it means that the client and host might see different versions of the game. At first, these differences may be small and hard to notice, but they can grow over time.
If you experience this, we recommend the client reconnects to the host. This refreshes the game state and should fix the problem.
If you want to help us find more desync issues, you can enable the automatic game state checker in the debug panel (F2). This tool checks the game every 2 minutes and reports any differences. If you find an issue, please send us the logs from all players involved so we can investigate!