NEW: Added horizontal scrolling on active contracts panel for smaller resolutions or UI scales
UPDATE: Added sorting by contract experience point rewards to active contracts panel UPDATE: Dispatch Office not ignoring border stations when being built. Regional contracts generation updated to force owning station as the first or last station if being a border station. UPDATE: Localizations (nl: ui; no: ui; zh-Hans: ui) UPDATE: Offered contract details now show total experience point rewards for contract instead of reward per leg UPDATE: Subtitles background color for better reading in the tutorial UPDATE: Time speed tooltip now contains hint how to customize time speed UPDATE: Warning design of the minus buttons in station visit view has been updated
FIX: Active contracts panel total contract count was misaligned FIX: Auto accept and auto reverse toggles in station configuration view were not interactable after toggling them off FIX: Bubny hint narration of the trial train in the tutorial was being played each time the train visit Bubny station FIX: Game saving failed when experience point was granted during serialization FIX: Incorrect train icon shown on system upgrades page tier progression bar FIX: NPR in accept contracts chapter if contract was accepted without specifying the platforms FIX: Sorting live trains on active contracts panel did not work correctly FIX: Train experience point reward indicators animated number change when first shown or briefly showed -1 FIX: Trial train hint was not being played when game set to other language than English
Rail Route Update 16: New System Upgrades Structure & More!
Rail Route - Developer Blog Post: Update 16!
Hello Rail Route enthusiasts! Another week, another update to share. The development team has been hard at work, chugging along to make your railway management experience even better. Let's jump right into the details!
New System Upgrades Structure
Gone are the days of the tree-like structure! We found it a tad too sprawling, and sometimes a little confusing. Now, upgrades are split into two categories: green and red. Green for Commuter and InterCities trains, and red for Regional, Urban, and One-off freights. Each category now boasts three tiers to unlock even cooler upgrades. This should make your upgrade path clearer and more intuitive.
Unlocking Tiers
Want to level up? You’ll need to handle enough traffic within an in-game hour. For instance, dispatch 10 green trains on time to unlock tier 2. As you pile on the upgrades and delve deeper into automation, you can easily juggle more contracts and increase train throughput per cycle.
For those who've already tasted progression, we added an option to bypass tier requirements in the 'New Game' settings. And for our creative map authors, you can set tier thresholds in the level editor.
New UI for System Upgrades
We've given the System Upgrades panel a complete makeover to accommodate the changes. Plus, there's a new Experience Points Cycle report for a snapshot of your progress.
Freight Contracts moved under Dispatcher Office
Remember to build the Dispatcher Office! It's now home to Freight contracts and regional trains.
New Configuration Panels
Goodbye right panel! We've revamped the configuration for Tracks, Signals, AutoBlocks, and Tunnels. Sensor configuration is up next on our list.
Updated Active Contracts Menu
Our active contracts menu is now more modern and spans the full screen.
Plus, with the new sortable column, you can easily refine your older contracts.
Delay Allowance on the Contracts
There's now a buffer for how much delay is acceptable before losing experience points. And guess what? It varies by train type! Commuters are more forgiving now.
Contract Types Rebalancing
For instance, commuters now have a leeway of 2 minutes delay before you miss out on those precious experience points. On the flip side, Regional trains come with a fixed reward during the intermission period, making it independent of the train speed. Dive into the numbers: the average reward for Commuters has been given a boost, while InterCity's (IC) rewards have been scaled down for better equilibrium. And for those who noticed the painstakingly slow reversing of single-head trains? We’ve upped their reverse speed to a brisk 40 km/h. This means you'll now have more gameplay time before needing to reverse those single-head trains. Also, a little cherry on top: Urban Transit now grants you access to the coach yard directly, instead of being dependent on it.
Time Speed Buttons
For those who want a change of pace, adjust the Time Speed buttons in the options. Default speeds are set at 1, 3, 10, and 25.
Changelog
Notable additions
Added option to ignore tier requirements to 'New game' settings
Added sortable column of possible contract improvements to active contracts menu
Added tier threshold configuration to the level editor
Clicking accept contract in offered contract focus view will show the next leg until all legs are shown once, clicking accept after that will accept the contract
Configuration UI for AutoBlocks
Configuration UI for Tracks & Switches
Configuration UI for Tunnels
Experience point cycle report added to display experience points statistics
Game will be auto saved each time a new cycle starts
Hint for current players explaining new progression model
Multiple hint modals are allowed to be shown on game load
Narrative chapter about giving the player red experience points to unlock freight or regional trains in the red category
Note narrative chapters that reminds the player of the importance of increasing the experience points
Offered contracts message hint
Progression notifications pop up once next tier is reached, red upgrades are affordable and star is awarded
Reach tier 2 of the green category chapter was added in the story of Jozic
Score panel now shows successfully handled trains per cycle
Stars added to endless maps in main menu to track completion of throughput goals
Stars are rewarded for throughput in endless maps
Time Speed buttons can be set configured in the options, defaults are 1, 3, 10 and 25.
Train alerts tooltips to explain their meanings
Updated active contracts menu to the new UI style and made it fullscreen
Warning tooltip about shifting all the schedule legs for the station visit view minus buttons
Notable adjustments
Active contracts toggle has been moved out of the general bottom bar
Added enter and backspace bindings to Yes and No keybind
Auto signal & Departure sensor costs halved
Automated contracts manager icon updated
Available station display under system upgrade menu made functional
Bottom bar buttons will be shown next to the time panel and the upgrades button is now next to build button instead of being above it
Building tracks, tunnel or wall is paused upon opening system upgrades or active contracts menu
Changed available station icon on system upgrades menu
CheckTimetableSubtask in the tutorial now has a subtask to select the upcoming trains and a subtask to wait for that train arrival time
Close system upgrade menu button now shows as binding instead of button with binding hint
Closing contract configuration focus view reopens active contracts screen when it was open before
Com and IC in CY detail hidden when not present on save
Com and Urban trains are allowed to be delayed up to 2 minutes without losing the experience point (was 1 minute)
Contract rejection penalty charged once contract is accepted after trial (was: after first subsequent contracted train entered game)
Create schedule of contract leg from actual visits just as each trial train finishes (was: once last leg trial train finished, causing eventual changes being lost)
Default keybind for Active Contracts changed to (I) to prevent conflicts
Improved navigation highlighter visuals
Increase system upgrade menu scrollbar width and fixed some minor graphical issues
Input field visual corner radius reduced
Keybind icons now optionally show the keyboard binding as when gamepad is active instead of always
Moved system upgrade menu context area to left of screen
Non-acting auto signal can be cleared with secondary action
One-off FR contracts are generated at Dispatcher Office
Part of Reg trains reward (compensation for intermission) is fixed, not depending on travel time & speed
Possible contract reward improvement displayed as number in Active Contracts
Prototype trains are showing real timetable in its bottom bar
Re-balancing contract types - reward for Com increased by ⅔ and reward for IC decreased by ⅖ so now IC is approx. ½ more rewarding than Com with the same speed and 2⅔ times more rewarding when both going their max speed (was: 4⅓ & 7⅕ times more rewarding respectively)
Red traffic entry - reaching 8 green points per cycle gives 3 red xp points to unlock either Freight or Regional trains
Regional trains can be stabled in the Coach Yard, only when Upgrade is installed
Replaced system upgrade hold to install with seperate click button
Reversing speed (when control post not in the front) matched to lowest track speed (40 km/h) to delay the turn-around problem solving in the gameplay (was: 30 km/h)
Secondary action now also closes system upgrades menu
Show station signs of concerned stations in Contract Configuration
System Upgrades descriptions revised
System upgrade context panel is hidden when clicking away from upgrade
System upgrade menu binding now also closes the system upgrade menu
System upgrade menu button shown on top of menu
System upgrade tier seperation lines made brighter
Train alerts do not sound & animate once train with alert clicked / hovered
Unavailable cycle report data is hidden
UnlockAutoblocksChapter will zoom out the camera back to where it was automatically after it zoomed in
Urban trains unlock Coach Yard
Waiting train icon remains selected when mouse moves out when clicked
Trains on time per cycle progress bar hidden when recorded maximum was 0
Notable Fixes
'Advanced Tracks' speed upgrade could not be installed
Auto accept and Auto reverse toggles in the station configuration view were not interactable even though there effect was applied on the trains
Available stations indicator on system upgrades menu did not update properly
Building bottom bar was not shown after closing upgrades or active contracts panel when build mode was active
Escape closed build mode before closing system upgrades menu
Main menu opened when closing system upgrades menu
Missing scroll bar in the add map page
More stations upgrade preselected already installed upgrade instead of next one when attempting to buy platform
Navigation highlighter had incorrect size on interface configuration panel
Navigation in options menu was unable to select some settings
Performance issue in the buy autoblock chapter in the tutorial
Platform icon was too small in train label
Red system upgrade point costs had incorrect color
Reject penalty appeared for a moment after rejecting an fulfilled contract in Active Contracts panel
Second leg trial was eventually shifter to earlier time than pre-set when accepting the contract
Sensors were buildable at the autoblocks' end points
Small icons of the unlocked items in rush hour on wave finished
Story subtask highlighter was shown under system upgrades menu
System upgrade locked reason was not always shown
System upgrade menu did not automaticly scroll to selected upgrade when necessary
T1 of oneway (red) traffic was not unlocked when reaching T2 of through (green) traffic
Throughput reward was shown with incorrect amount and position in system upgrade menu
Time resumed when installing upgrade but upgrades menu was still shown
Time speed multiplier allowed negative & fractional values in Options
Title and description where cut off in system upgrade context panel
Trains per cycle threshold rewards was overlapping tier indicator on system upgrade tier progression bar
Unwanted scheduling of instances of rejected contract caused errors that prevented all other instances from being scheduled. Instances were scheduled because Rejected contract was changed to Fulfilled state if it was rejected just after last mandatory instance stopped in last scheduled station but before it departed from it.
Vertical platforms had random order in Station Timeline
Walls were not created correctly when old map (level.txt) was loaded to Editor
Upcoming Price Adjustment
We found old Dispatcher Jozic scribbling some calculations on a dusty old notepad. When asked, he leaned back in his chair, pushed his glasses up his nose, and with a chuckle remarked, "Well, back in my day, a penny could get you a whole loaf of bread. Times change, values change." He paused, sipped his coffee and winked, "Seems like Rail Route's getting its own 'loaf of bread' moment."
With Jozic's quirky wisdom in the air, here's our news: As we steam ahead towards the full release of Rail Route, we'll be setting the base price for the game at $24.99 USD from the current $19.99 USD, starting October 11th.
Our journey wouldn't have been possible without the tremendous support from you all. If Jozic's words have sparked a notion, maybe it's time to board the Rail Route train before the ticket price adjusts. And if you're waiting for that full release whistle, know that every moment, twist, and turn will be worth it. Your support is our fuel, and for that, from both the Rail Route team and the legendary Dispatcher Jozic, a big thank you!
Thank you for being a part of the Rail Route journey. We value your feedback and dedication. Do hop into our community discord for lively discussions and insights.
Do you want something more fresh? Have a look at our unstable version!
1.15.11 brings:UPDATE: Localizations (de: research, tutorials, ui; no: ui) UPDATE: Non-acting auto signal can be cleared with secondary action
FIX: Accept train task description has no localization FIX: Autoblock & Platform sensors considered also signals acting from opposite direction valid FIX: FPS drop in the unlock automatic routing chapter in the tutorial FIX: Penalization for entering occupied segment was charged when reusing a train that would enter occupied segment if it were reversed FIX: Rush Hour Challenge initiated from Story of Jozic did not conclude if reloaded from save FIX: Sensors on Autoblocks & Platforms did not recognise signals built later FIX: Signal built in Autoblock endpoint in Play mode (i.e. outside Editor) was locked (not removable) once built
Unveiling Update 16!
Hey, Rail Route fans! 🚂
Angel here. Exciting news—Update 16 is now live on the Unstable branch. For a sneak peek:
Get a first look at our new System Upgrades UI and structure, and find out how it all works.
New System Upgrades Structure
Say goodbye to the old, confusing tree. The new system is here. You'll earn green points from Commuter and InterCities, and red points from Regional, Urban, and One-off freights. These points give you more control and new ways to earn.
Unlocking Tiers
Introducing tiers! To move up, you must dispatch a certain number of trains successfully within a cycle. For example, to reach Tier 2 in green, you need to dispatch 15 green trains on time in a cycle. Remember, you need to handle traffic "on time" for points to be awarded.
Reaching the Goal
Our main aim is to make the game more accessible and structured. Now, you can also earn stars, just like in other modes such as Timetable and Rush Hour.
Delay Allowance
New feature alert! Each contract now has a delay allowance. Commuters allow a 2-min delay without losing a point, while InterCities stick to the old 1-min limit.
Time Multipliers Changed
Big news for time management! Previously, we had speed options of 1x, 5x, 15x, and 25x. Our math experts have found that 1x, 3x, 10x, and 25x are better choices. But don't worry, if you're a math whiz too, you can adjust these settings in the Options.
Missing Upgrades (Future Roadmap)
We're still working on several key features. Coming soon are automation for regional trains and new shunting capabilities which will bring set of new Upgrades in the red category. We're also introducing simplified sensor that sits between the current routing sensors and the manual world. I'll write more about that in the coming weeks.
Ongoing UI Updates
We get it, you have strong feelings about the recent UI changes. We're bummed to hear some of you aren't fans. Changing the UI is a massive job, and we don't want to stop everything else just to focus on that. So, we're making improvements bit by bit. We're in early access, after all! If you like where we're headed with new features, show us some love with a positive review, please. It keeps our spirits high and the updates coming.
Feedback fuels us. Got thoughts? Leave them below or join our Discord for a chat.
UPDATE: CheckTimetableSubtask description has been adjusted for a better understanding UPDATE: Default keybind for the alternative configure is V, instead of E UPDATE: Gain green point narration in the more offered contracts chapter will no longer mention converting red points UPDATE: Localizations (ru: research, tutorials, ui; nl: tutorials, ui; zh-Hans: tutorials, ui) UPDATE: Task info panel moved to the right edge of the screen when contract focus view is shown
FIX: Actual train visits of trial train were displayed with seconds truncated instead of rounded up to the next minute causing inconsistency as 2-minutes stops were displayed for prototype train but only 1-minute stops for contract schedule FIX: OfferedContract upgrade was locked in the free version of Rail Route Story of Jozic even though Jozic asks you to unlock it FIX: Penalties for delays in intermediary stops (that are not deducted) were accounted to Cycle Balance FIX: Penalties for delays were not accounted to Penalties in Cycle Balance but lowered the Rewards FIX: Some path-related interactions did not work on Coach Yard (candidate path highlight & allocated path deallocation) FIX: Station info panel would quickly appear and disappear when hovering mouse above station sign FIX: System upgrade menu and build mode button obstructed info panels in contract focus view FIX: Trial train schedule was shifted by 2 minutes instead of one when modifying contract schedule after contract was accepted but before trial train's waiting icon was displayed
Hotfix 1.15.9
NEW: 'Precision tool' context action hint displayed when a Point (Signal, Switch, ...) is hovered NEW: Active Contracts indicate if schedule should be optimized - either for higher rewards or to prevent delays NEW: Added a keybind for System Upgrades for the controller NEW: Dispatcher office warning displayed if station never provides regional train (due to weights) NEW: When accepting a new contract, pre-select platforms from the previous contract with the same type & stations
UPDATE: Better tooltip to stop the train button UPDATE: Configure action muted in Building & Buying mode to resolve conflict with Q / E moving the toolbar; config panels did not work well anyway UPDATE: Default keybind for the alternative configure is E, instead of V UPDATE: Do not deallocate path from the signal after incorrectly set switch UPDATE: Localizations (fr: achievements, tutorials; no: research, ui; zh-Hans: research, tutorials, ui) UPDATE: Manual signals do not update the allocation when part of the path is changed UPDATE: Max speed of Freight and Urban Transit trains reverted to original values (80 and 100 km/h respectively) UPDATE: Right click on any node in allocated path clears whole path when no train on it UPDATE: Start the regional train when switching legs, if stopped by user UPDATE: Train is highlighted also when other leg of the same multi-leg contract is highlighted to improve orientation in stabled trains PERF: Upcoming trains reappearing took long when there were many upcoming trains (e. g. many trains waiting to enter)
FIX: Bottom bar highlighted first leg even if second leg train was selected to edit schedule. Q button was disabled and E was enabled. FIX: Different icon was used for [PrimaryPointIcon] and [SecondaryPointIcon] tags that are used in texts FIX: Last run travel time was not displayed when editing schedule of pre-built contract FIX: Map mode string was not updated to selected language FIX: Open station detail subtask was not being fulfilled after load even though the station info panel was opened FIX: Some tasks were not skip-able in the tutorial FIX: Train context actions were shown for train with reward icon not only when train on board was hovered, but also when it was hovered in Station Timeline or Overview panels FIX: Train was broken (unable to move) when heading to track end while signal built there FIX: Trial train time was displayed for next leg first stop in Reg train timeline (above train)
Hotfix 1.15.7
NEW: Context actions keybinds hint are being shown above bottom bar instead on it NEW: Other trains can be selected in focus view
UPDATE: Localizations (en: ui; nl: ui; ru: ui) UPDATE: Middle-click & mouse wheel now have different binding icons UPDATE: Mouse middle click icon was update to be more clear UPDATE: Mouse scroll icon was updated UPDATE: The design of the settings section of the station info panel has been updated
FIX: Connector for contract leg was not found if platform indicator was placed on grid cell edge FIX: Connector for track & contract leg was not found along a prebuilt track crossing a wall FIX: Loaded game stopped when first train departed from its last destination if 'Run trial' action was executed from Editor before FIX: Recurrent IC contracts were generated even if only one-off IC contracts unlocked in map (via Editor) FIX: Reward icon color was not getting changed when the reward is lost FIX: Saving default time offset of station info panel affected other currently opened panels of the same station FIX: Second leg prototype was auto-dispatched from Coach Yard even before first leg prototype finished FIX: Signal built on originally empty platform end could not be deleted after save&load FIX: The 'Stopped at signal' did not disappear once first leg was reused for the next leg and this train was actually stopped at station FIX: Timetable map gave 10 more points per correct stop each replay FIX: Timetable was not re-sorted when train schedule was changed (but only after some other train was added). Could cause late dispatching. FIX: Toggles in Station configuration view had wrong tooltips FIX: Tutorial instructions (subtasks) hints close to right border were not displayed completely
Hotfix 1.15.6
UPDATE: Localizations (it: all; zh-Hans: all; cs: research; ru: research, ui; nl: research, tutorials, ui) UPDATE: Now you can reuse the regional train instance by clicking the waiting train itself if the reuse icon is shown on it UPDATE: Select upgrade subtask in tutorial will give you a hint for in which page is the upgrade can be found UPDATE: Unlock new station task in the tutorial will have a contract generated right away to decrease the wait time
FIX: Autoblock had insufficient identification in save&load process leading to clashes and errors FIX: Building inside one occupied track was possible, resulting in train unable to move FIX: It was possible to build a track over an existing unconnected coach yard, but the result was buggy. Building prevented, coach yard can be only at beginning or end of an connector. FIX: OccupiedSegmentEntered event was wrongly triggered & penalty was charged when train was reused FIX: Regional train prototype stuck on map after cancelling contract after completing first leg but before reusing the train FIX: Some items from the contract view were not destroyed when fast switching the platforms FIX: Station topology was wrongly computed if platform was directly connected to an Auto Block FIX: The button X on gamepad was conflicting between accepting the contract in focus view and opening the build mode FIX: Train alerts not being shown directly after game load FIX: Train waiting note narration in the wakefield chapter in the tutorial is being played directly after loading the map FIX: Waiting train icons and offered contract icons were hidden in construction mode and not in buy mode
NEW: Added generation of regional contracts with transition between legs NEW: Edit contract's schedule button in the active contracts panel NEW: Regional train mini tutorial in the regional contracts system upgrade NEW: Station info panels contains timetable modification controls in Contract Focus View NEW: Time offset in Station Timeline can be set as default for next panels that will be opened
UPDATE: Adjust contract visit subTask will highlight the station visit view instead of the platforms toggle once collapsed UPDATE: Average speed in focus view is being animated upon change UPDATE: Better position average speed indicator in focus view UPDATE: Better zoom for focus view to not have the route below left panels UPDATE: Bigger System Upgrades panel UPDATE: Bigger track lines in focus view UPDATE: Display last run's time & average speed in Contract Focus View instead of trial run's UPDATE: General bottom bar will be shown instead of the train bottom bar if was active in the check incoming trains task in the tutorial to prevent confusion UPDATE: Highlight & animate edited train stop indicator in focus view UPDATE: Improved spacing on station stops in focus view UPDATE: Made border of "ticket" panels lighter and added gradient shadow UPDATE: Made checkbox border color lighter UPDATE: Make average speed draggable UPDATE: Multi leg trains are now routed according to first station of next leg when applicable UPDATE: Narrations repeat time changed from 5 seconds to 30 seconds (!804) UPDATE: Offered contract icon sorting order has been changed so the icon is above station sign if overlapped with UPDATE: Order of displaying previous and pre-previous cycles in the cycle report panel has been swapped UPDATE: Scale slider of Station info panel is interactable only on board now UPDATE: Scaling specification in the station info panel will be shown only on board UPDATE: Show connectors to tracks for average speed indicators UPDATE: Subtask hint will be shown for only the first station info panel in the prepare for new contract task in tutorial to prevent confusion UPDATE: Train popup on info panel is shown only for very hovered train in the panel UPDATE: When editing schedule, edited station visit (yellow strip) in timeline stays centered (timeline moves instead of visit)
REFACTORING: Arrival sensor tutorial was updated to use the new tasks system REFACTORING: Automatic routing tutorial now is using the new tasks system REFACTORING: Departure sensor tutorial is now using the new tasks system REFACTORING: Routing sensor tutorial now uses the new tasks system
PERF: Station Timeline optimized PERF: Very low FPS when many waiting train icons for trains with ANY platform
FIX: 'Stopped by user' train alert was not cleared when train was restarted FIX: Accept contract chapter in the tutorial was breaking the contract focus view FIX: Active contracts button in general button bar not being shown on first time the game opened FIX: After station sign click, size of station timetable were not preserved FIX: Attempting to drop a station sign when grabbed would do nothing FIX: Automation button being activated after going back from wakefield to prague in the tutorial FIX: Black box left over for a second after bulldozing or moving station sign FIX: Buy button on offered contract view opened build instead of buy FIX: Coach yard icon shown in the contract bottom bar FIX: Configure action did not open Tunnel detail to change its length in Editor FIX: Created station info panel after clicking station sign was overlapping station sign FIX: Departure sensor triggered multiple rule matches when a in-transit regional train passed FIX: Displayed platforms settings in Station Timeline were not saved&loaded FIX: Edit contract button has the wrong tooltip and is active in the panel header FIX: In Editor, building an tunnel under a wall (straight connector) failed when the tunnel was almost vertical FIX: Incorrect train name spacing and reward icons went off screen on train bottom bar FIX: Info panels scrollbar was hidden in narrow windowed mode FIX: It was not possible to reach max reward even with fastest tracks & no obstacles en route. FIX: It was possible to bulldoze section of a platform FIX: Manually stopped train resumed moving after save & load FIX: Next leg train was not being selected after reusing the train which led to show the old train timeline instead of the new one FIX: North/south sink labels next to sink toggles were greyed out in Editor's Stations panel FIX: One-Time ICs claimed to provide red experience points, but they do not anymore FIX: Opening Contract Focus View from Active Contracts panel in Contract Focus View was causing errors FIX: Platforms buttons in the train overview panel were not blinking and all buttons were activated FIX: Regional train being stabled to a Coach Yard was routed back to the next leg origin even if its transfer there was already finished FIX: Regional train was not generated until Coach Yard upgrade unlocked FIX: Rewards icon position on platform was not being changed when the train platform was changed in schedule FIX: Right click in AutoBlock only set train to reverse once stopped; second click did not reset that flag FIX: Score from previously played timetable map was pre-set into subsequently created timetable map FIX: Selected train did not remain selected when focus view is closed FIX: Signal light was visible for a second after moving or bulldozing signal FIX: Station sign could be duplicated when quickly grabbing the station sign after placing it FIX: Station timetables were loaded on wrong position FIX: Switch connection changed after joining one of the connected tracks with other track (e. g. after other switch removal) FIX: Train in AutoBlock was not set to reverse once stopped by right click if AutoBlock segment was hovered before train entered it FIX: Train state 'Contract Rejected' wrongly shown in timetable FIX: When editing active contract schedule for multi-leg trains, edited train was not selected correctly after switching to other leg. FIX: When editing active contract schedule, stop period (yellow strips) were not shown FIX: Wrong Tooltip was at "Stopped by operator" FIX: Wrong hint to accept more contracts was shown in timetable
Unstable Version Alert: Regional Contracts & UI Upgrades!
Hey Rail Route fans! We've got some updates we think you're going to like, now live on our Unstable version. If you're keen to try them out and chat about them, our Discord community is the place to be. But first, let's see what's new.
Our updated regional contracts have a different take now. Instead of always picking up where they left off, they'll sometimes need to transfer to another station before the next leg starts. A little change to keep things fresh.
NEW: Added generation of regional contracts with transition between legs
Train Transfers Get Smarter
Finished with one leg of your regional train route? The sensors will now take over, guiding your train to the next station where it's supposed to start. After the transfer, the "Finished to" rules will set your train on its way. It's just the first part of the upcoming regional train automation via shunting! We just rolling things gradually.
UPDATE: Multi leg trains are now routed according to first station of next leg when applicable
Improved Schedule Modification
We've seen some mixed feelings in the recent reviews about the UI in Focus View, and we want you to know that we're genuinely taking it to heart. We've made several updates, like arranging stops in sequence and introducing a clearer station timetable. Now, on board, you'll primarily see the ordinal numbers of stops, which reduces clutter. We understand that perfecting the UI is a journey, and it's one we're committed to. If any aspects of the UI still feel off to you or cause hassles, please drop your suggestions in the comments, or even better, join our Discord and talk to us. We're creating Rail Route for you, and we genuinely want to make it the best it can be. Your feedback helps us get there!
NEW: Station info panels contains timetable modification controls in Contract Focus View UPDATE: Better position average speed indicator in focus view UPDATE: Better zoom for focus view to not have the route below left panels UPDATE: Bigger track lines in focus view UPDATE: Make average speed draggable UPDATE: Show connectors to tracks for average speed indicators
We will keep improving the usability of this view even more in the coming patches, stay tunned.
Tutorial on Regional Contracts
Feeling a bit lost with the new contract system? We've got a new tutorial ready that'll guide you through the multi-leg contracts, transfers, and all the essentials.
You can access the tutorial in the Upgrades Panel, under the Regional Trains unlock.
NEW: Regional train mini tutorial in the regional contracts system upgrade
Updated Mini-Tutorials
We've reworked some of our mini-tutorials, especially for the Auto Signal, Departure Sensor, Arrival Sensor, and Routing Sensor, to match the style and structure of the "Story of Jozic".
REFACTORING: Arrival sensor tutorial was updated to use the new tasks system REFACTORING: Automatic routing tutorial now is using the new tasks system REFACTORING: Departure sensor tutorial is now using the new tasks system REFACTORING: Routing sensor tutorial now uses the new tasks system
More Balanced Rewards
We've adjusted how we calculate rewards, so now with optimal routes and no delays, you can reach that 100% reward without having to push too hard.
Update 15
All these changes will be part of Update 15 which will hit the live branch at the end of week.
Changelog
Here's full changelog for your consideration: NEW: Added generation of regional contracts with transition between legs NEW: Edit contract's schedule button in the active contracts panel NEW: Regional train mini tutorial in the regional contracts system upgrade NEW: Station info panels contains timetable modification controls in Contract Focus View
UPDATE: Adjust contract visit subTask will highlight the station visit view instead of the platforms toggle once collapsed UPDATE: Better position average speed indicator in focus view UPDATE: Better zoom for focus view to not have the route below left panels UPDATE: Bigger track lines in focus view UPDATE: Display last run's time & average speed in Contract Focus View instead of trial run's UPDATE: General bottom bar will be shown instead of the train bottom bar if was active in the check incoming trains task in the tutorial to prevent confusion UPDATE: Improved spacing on station stops in focus view UPDATE: Made border of "ticket" panels lighter and added gradient shadow UPDATE: Made checkbox border color lighter UPDATE: Make average speed draggable UPDATE: Multi leg trains are now routed according to first station of next leg when applicable UPDATE: Narrations repeat time changed from 5 seconds to 30 seconds (!804) UPDATE: Offered contract icon sorting order has been changed so the icon is above station sign if overlapped with UPDATE: Order of displaying previous and pre-previous cycles in the cycle report panel has been swapped UPDATE: Scale slider of Station info panel is interactable only on board now UPDATE: Show connectors to tracks for average speed indicators UPDATE: Subtask hint will be shown for only the first station info panel in the prepare for new contract task in tutorial to prevent confusion UPDATE: Train popup on info panel is shown only for very hovered train in the panel
REFACTORING: Arrival sensor tutorial was updated to use the new tasks system REFACTORING: Automatic routing tutorial now is using the new tasks system REFACTORING: Departure sensor tutorial is now using the new tasks system REFACTORING: Routing sensor tutorial now uses the new tasks system
PERF: Station Timeline optimized PERF: Very low FPS when many waiting train icons for trains with ANY platform
FIX: 'Stopped by user' train alert was not cleared when train was restarted FIX: After station sign click, size of station timetable were not preserved FIX: Attempting to drop a station sign when grabbed would do nothing FIX: Automation button being activated after going back from wakefield to prague in the tutorial FIX: Black box left over for a second after bulldozing or moving station sign FIX: Buy button on offered contract view opened build instead of buy FIX: Coach yard icon shown in the contract bottom bar FIX: Configure action did not open Tunnel detail to change its length in Editor FIX: Created station info panel after clicking station sign was overlapping station sign FIX: Departure sensor triggered multiple rule matches when a in-transit regional train passed FIX: In Editor, building an tunnel under a wall (straight connector) failed when the tunnel was almost vertical FIX: Incorrect train name spacing and reward icons went off screen on train bottom bar FIX: It was not possible to reach max reward even with fastest tracks & no obstacles en route. FIX: It was possible to bulldoze section of a platform FIX: Manually stopped train resumed moving after save & load FIX: Next leg train was not being selected after reusing the train which led to show the old train timeline instead of the new one FIX: North/south sink labels next to sink toggles were greyed out in Editor's Stations panel FIX: One-Time ICs claimed to provide red experience points, but they do not anymore FIX: Platforms buttons in the train overview panel were not blinking and all buttons were activated FIX: Regional train being stabled to a Coach Yard was routed back to the next leg origin even if its transfer there was already finished FIX: Regional train was not generated until Coach Yard upgrade unlocked FIX: Rewards icon position on platform was not being changed when the train platform was changed in schedule FIX: Right click in AutoBlock only set train to reverse once stopped; second click did not reset that flag FIX: Signal light was visible for a second after moving or bulldozing signal FIX: Station sign could be duplicated when quickly grabbing the station sign after placing it FIX: Switch connection changed after joining one of the connected tracks with other track (e. g. after other switch removal) FIX: Train in AutoBlock was not set to reverse once stopped by right click if AutoBlock segment was hovered before train entered it FIX: When editing active contract schedule for multi-leg trains, edited train was not selected correctly after switching to other leg. FIX: When editing active contract schedule, stop period (yellow strips) were not shown FIX: Wrong Tooltip was at "Stopped by operator"
We hope you find these updates enriching your Rail Route experience. Your feedback drives us forward, and if you truly appreciate the effort we're pouring into these changes, consider showing your support with a positive review on Steam. It means the world to us and helps us grow. Feel free to join our community on Discord and share your gaming experiences, thoughts, or any ideas for improvement. We're all ears! Stay tuned for more news next week. Until then, happy routing and thank you for being an amazing part of our journey!