Daily challenge ranking table now has arrows allowing the player to look at the ranking tables of past daily challenges
Spawn type switch upgrade seemed a bit weak. Player now gets 3 instead of 2 pairs of spawn type switchers
Changelog 08/08
Hey y'all,
A small patch mainly to improve the player experience. Biggest thing is the auto attach/buy capacity upgrade addition.
Added auto buy/attach feature for station-capacity upgrades. Basically, if you're gonna lose the game, but have enough money to buy a capacity-upgrade, the game will automatically buy one for you. Likewise, if you're gonna lose the game, but there's an unused capacity upgrade laying around, the game will auto attach it (the game will try this first before it tries to auto buy). This makes the game a bit more relaxing since you now do not need to babysit your stations all the time. You can just sit back and watch how things progress.
Lowered probability for having a 3 special spawn types map as Daily Challenge. Maps with 3 special spawn types are quite hard, it feels like having more 1 or 2 special spawn types maps is better. So I changed it.
Changed arrow tutorial to only show up if player hasn't transported a single person yet. This is to fix a problem where the player deletes all the tracks to think about how he wants to reroute, but then the arrow tutorial shows up again and again distracting him.
Changelog 07/29
Hey y`all,
Another round of updates coming in:
Fixed a bug where a train might be lost forever if the player removes a route while a train is in the process of teleporting there.
Added a redraw mechanic to the intermission screen. If the player has unlocked at least 4 upgrade cards a redraw button will appear, allowing him to get 3 new cards if he doesn't like any of the upgrade cards in the current selection of three. This should lessen the frustration caused by not getting the cards you might want.
Made logo in title screen get a big bigger on hover in order to let the player know that this thing is clickable (opens random level generator)
Made end-game a bit harder to provider more of a challenge.
Many thanks to Lim and u/-Xentios!
Achievements Added
Hey y'all,
Some of you requested Achievements. I am happy to announce that that's what we are adding with this update. Some of them might be a bit hard to get. Let us know what you think.
Changelog 07/08
Mostly bugfixes and some balancing:
Fixed bug where, after the player drags and drops a train, the train might not stop at the first station even though it should
Made end-game a bit easier (scores in the 10k range should once again be a bit easier to reach)
$10 more start money
Changed Increase Capacity upgrade price from $20 to $10
Made ultra-late game slightly easier
Changed game behavior to only zoom out if there is more space to place Stations after zooming out (basically no more meaningless zoom-out in level 1)
Changed game behavior to only un-pause game after using spawn-type-switching upgrade if the game was un-paused before (keep paused state)
Thanks for your feedback. Please keep letting us know about things you think should be changed/adjusted (either through the in-game feedback form or the Steam forum).
Changelog 07/05
There was a substantial amount of feedback about the game being too hard. This patch makes Simple Trains a bit easier.
Player gets a bit more money from transporting people
Spawn rate increase in early-game is a bit lower now
Spawn rate increase in ultra-late-game is a bit lower now
None of this should break any aspect of the game, but higher scores should be a bit easier to reach now.
Changelog 07/04
One more update to the ultra-late-game. I added a death-stage lately to prevent players from basically out playing the game and reaching a state of never ending game play. However, this death-stage turned out a bit too deadly. The frog needs to be boiled slowly, so that's what we're doing with this update.
- Changed death-stage to not instantly double spawn rate but to instead double it over a time frame of a few minutes.
Many thanks yet again to u/-Xentios.
Changelog 07/03
Another round of changes to address feedback we've gotten.
Balancing: Made end-game a bit harder and added a death-stage where the spawning speed on all stations is doubled at the very end. Since the end-game is now harder anyway, I do not expect anyone to reach this death-stage, but if they will, they should most certainly die there.
Limited the amount of capacity upgrades that can be attached to a single station to 3.
Fixed problem where upgrade cards might get clicked by accident because they are instantly clickable. Now the upgrade cards aren't clickable until the intermission screen fade in animation has completely finished.
Above balancing change was made to prevent players from reaching a never-ending-end-game-state where they could just let the game sit and do its thing. See below video by u/-Xentios to get an idea of what that looked like:
https://www.youtube.com/watch?v=0WKm2cZf-TY
Many thanks especially to Lim and u/-Xentios for providing feedback and helping us improve the game!
Changelog 06/30
Patch to v0.5.2.
Fixed Specialist Wagon's drive through speed (is faster now)
Changelog 06/29
Some small changes to respond to feedback we've gotten (thanks!)
Changing game-speed can now be achieved with number keys 1 and 2 (additionally to the arrow keys)
Specialist Wagon's drive-through speed is now a bit lower.