It’s been a while since we shared any big news, but we’re excited to announce a small update to celebrate the one-year anniversary of our full release.
We’ve mostly been focusing on bug fixes and minor improvements since the Happy Passengers DLC, but later this year, we decided to revisit some features we had in the works. We didn’t want to throw away what we’d already started—and that feature is multiplayer!
Our new version with multiplayer is now on the #unstable branch, which you can find access through our Discord. You need to be there to report issues and provide us the required logs, so we are sorry for forcing you there.
We’d love for you to check it out and share your feedback. Thanks for sticking with us!
FIX: Mouse cursor was not visible when game started with controller FIX: Pause button missing controller glyph hint
Hotfix 2.2.9
FIX: Advanced features were unlocked in Arrival and Routing Sensor tutorials FIX: Dropdown was having focus wrongly when using the controller FIX: Inability to compare wave durations in Rush Hour mode against previous personal record after wave 10 due to new personal record being incorrectly used as the benchmark FIX: Mouse was visible in menu when using controller and sometimes, controller stopped working afterward FIX: Percentile 100 was not displayed if a new global record was created - the player was counted twice FIX: Unwanted possibility to build tracks after the end of a wave in rush hour
Hotfix 2.2.8
NEW: Timetable score screen displayed when score is clicked
FIX: First 4 trains were not awarded in SoJ FIX: NRE when perpetual key was pressed just after a Perpetual Circuit was built FIX: Rush Hour train numbers were changed & prefixed with type prefix on save&load and on localization change
Hotfix 2.2.7
UPDATE: Logging of long interlocking computation UPDATE: Reset time speed to 1× when next wave starts in Rush Hour
FIX: NREs when passenger's itinerary used a train with Any platform setting FIX: Save button in editor was reset from 'Saving' state before saving was actually completed
Hotfix 2.2.6
NEW: Custom contract number used as base for clone numbers
UPDATE: Car collider adjusted to prevent train crashes when switch is already deallocated but vehicle still obstructs it visually UPDATE: Click on save name initiates its editing UPDATE: Ignore signals without shunting circuit when testing alternative detach-towards signals at shunting group track UPDATE: In Departure Sensor configuration, when a destination is reachable from both platform signals, both routes are highlighted UPDATE: Newly created map in Editor is immediately saved to appear in Main Menu UPDATE: Unity version to 2021.3.44f1 to fix Mac double-click problems
FIX: Bounding wall ignored loaded walls, cutting out pre-designed corridors FIX: Construction task was not initialized in the correct moment during the tutorial so the Time Saver achievement was never unlocked FIX: Departure Sensor was not acting when a train was heading towards sink FIX: Dispatching from Coach Yard in reversed order flag was not applied to custom contract clones FIX: Same delay entries were logged multiple times FIX: Waypoint with player-increased duration was stored as preset, causing inability to shorten the stop for any subsequent contract havning the same pattern
Hotfix 2.2.5
UPDATE: Can decouple multiple locos coupled together UPDATE: Chokepoints removed from München map UPDATE: Hovering over partially overlapping shunting command now shows hovered command on top
FIX: Bulldozing a perpetual circuit in Rush Hour and Timetable modes was returning the circuit to the inventory even though it's given for free when you build the auto signal, That led to free perpetual circuits in the inventory FIX: Contracts menu button didnt listen to keybind after closing construction mode with close menu keybind FIX: Departure Sensor was acting even without signal FIX: Error thrown when dispatcher office was placed in custom level and stations where just created FIX: Error updating train timeline when rejecting a contract FIX: Infinite loading when steam workshop level was added manually without proper file name FIX: Locomotive detachment on shunting group was wrongly computed FIX: Loop including a switch was wrongly connected FIX: No building item hint shown for Stabling Sensor in Simplified Chinese FIX: Path was not deallocated from bulldozed signal when it was not connected from the other side FIX: Populating Shunting Sensor configuration to other platforms did not update attachment endpoint (platform signal) FIX: Satisfaction bar fill value in the contract detail panel was being changed according to the zoom level FIX: Services Contracts panel was being shown under the train FIX: Shunting commands could be shown fully overlapping FIX: Train label position rapidly changed when it was exiting autoblock FIX: Typo in the name of the station `Berliner Tor` in Hamburg map FIX: Waiting train icons with a first schedule that has no specific platform was causing a huge performance drop
Hotfix 2.2.4
FIX: 3rd and 4th transport demands were generated only if the 1st fulfilled demand was still fulfilled when the 2nd demand was fulfilled for the first time FIX: Double apostrophes in Welcome screen FIX: Non-touching trains were crashing when FPS was low
Enjoy a Smoother Ride: Rail Route Update 2
All Aboard!
Hey Rail Route enthusiasts! We’ve been hard at work, and we’re thrilled to share what’s new in this update. This quality-of-life update, shaped by your feedback, aims to make the game more enjoyable and user-friendly. Let’s dive in!
Streamlined Main Menu Interactions
We’ve made navigating the main menu smoother. Now, a single click opens map details where you can start a new game or load a save. We’ve also added sorting options, letting you sort maps by completion and recently played.
Improved Station Info
We cleaned up station-related elements from regular station signs serving as map labels. You can now hover over a station label to instantly see the contract types it serves, with a handy button to configure the station. Plus, you can now order platforms numerically in station timelines via the options menu.
UI Simplification
We’ve moved the interface configuration and automated contracts manager buttons to the buttons line in the bottom left. The subtitles panel is now positioned differently to avoid obstructing the game board when the Story of Jozic starts. Additionally, you can now toggle the automatic camera moving and refocusing when the offered contract configuration opens.
Construction Enhancements
Buying mode now looks distinct from build mode, and you can repeatedly grab and place items in the same spot without moving the mouse. These tweaks make construction more intuitive and efficient.
Performance Improvements
Players on the unstable branch have reported significant performance boosts, thanks to several optimizations. We changed how visuals refresh and update, removed some leftover animations and icons that were piling up behind the scenes, and cached some data to improve general performance. See the game changelog for details.
Bug Fixes
We've addressed several known issues:
Automated routing to autoblock failed after loading a save with a train inside it
IC/Reg train was scheduled to fulfill long haul demand even if it did not exit through the destination station but continued back to the map
Pushing loco was not detached at other shunting group track
Station visits were incorrectly masked and positioned when masked
Train alerts where overlapping menu buttons
Help Us Shape the Game
We’d love to hear your thoughts! Join our community on Discord to share your feedback and engage with other players. Thanks for being part of our journey, and we’re eager to bring you more updates.
Try your skills in the "Edinburgh Passenger Pursuit" contest!
Once again we are launching a custom contest for Rail Route. This time around the focus is on passengers and satisfying their demands (check out the Happy Passenger DLC if you haven't already!).
The Challenge: Efficient passenger satisfaction! Starting today and running until Wednedsay the 10th of July, we invite you to join the "Edinburgh Passenger Pursuit" contest. Your mission is to satisfy the most demands with the least amount of contracts possible. It's indeed a challenge for all of you that enjoy solving puzzles and optimizing for passenger demands.
Dispatch trains, keep up with passenger demands and the goal: Satisfy the most demands with the least amount of contracts possible
Once you've completed the challenge, take a screenshot and head over to the #contest channel in our Discord and drop your results.
Bragging rights are definitely on the line!
Connect and share "Edinburgh Passenger Pursuit" is a chance to connect with fellow Rail Routers. Share your strategies, tips, and experiences on Discord.
Link to map: https://steamcommunity.com/sharedfiles/filedetails/?id=3260494542
Love to compete with other Rail Routers? Every Friday there is a new weekly rush hour contest where you can climb the in-game leaderboard to see if you can make it to the top! The contest is announced in our Discord-channel #contest and the channel is also a place to show of your skills and strategies with fellow rail fans.