1. Rail Route
  2. News

Rail Route News

Rail Log #12: Update 11 on Unstable, + minor additions

Hello Dispatchers,

We're excited to announce that Update 11 for Rail Route has officially been released on the Unstable Branch!

As mentioned in our previous post, we take feedback from our community seriously. After thoroughly testing the Staging Branch, we're confident this update will enhance your gameplay experience. While we've already shared some significant features in our previous posts, we also wanted to highlight some minor yet essential additions in this update. Keep reading to learn more about what's new in Rail Route!

Simple Switch


Have you ever tried joining two tracks with different speeds and realized it's impossible? We have, and that's why we've added a Simple Switch to the game! This feature lets you connect tracks of different speeds, giving you more freedom and creativity in your rail network design.



The Simple Switch is placed automatically in between tracks with different speeds, enabling you to connect them seamlessly. It can also be used in between platforms and autoblocks, when they're joined, and the signal is removed. And, as requested by many of you, it's now possible to place platforms without a signal! Check out this example of a rail network with two autoblocks next to each other:



New Keybinds


We've added two new keybindings. The first is quickly opening and closing the build menu using the "B" key on the keyboard or "X" on the controller.



The second keybinding added is for cycling through time, which can be found by pressing the "`" key on the keyboard or pressing the right stick on the controller. With this keybinding, you can quickly cycle through how fast the time flows.



In addition to these new keybindings, the build menu itself will be improved in following UI update (not part of 11), which will include additional features such as cycling through build items with navigation keys (Q/E or shoulders on the controller), fast cycling through the mouse wheel, and the ability to assign shortcuts (1-9) to specific build items. With these additions, your construction process will be more efficient and streamlined.

Changes to Map Editing


When you save a map in the editor, we now compute the routing table and save it to the map data. This means that we no longer need to compute the routing table every time you load the map, resulting in faster load times and smoother gameplay. With this change, you can jump into your maps and start dispatching trains faster.

Previously, you could purchase stations and autoblocks next to any already bought station, but now you have the freedom to choose where to buy them without any restrictions.

Sometimes, when our path algorithm is leaking during the map saving, it may put a wall around your map to "close it" and prevent any issues from arising during gameplay. You can easily remove the wall and redo your map if necessary.

Update 11: April 24th


We're thrilled to release Update 11 for Rail Route on April 24th and can't wait for you to experience all the new features and improvements we've made. From the simple switch that enables more creativity in your builds to the faster load times and improved construction as a whole, we've worked hard to ensure that this update provides you with a better gameplay experience. We'd like to extend our sincere thanks to our dedicated community for their continued support and feedback. Your input helps us create the best train dispatcher game possible. We hope you enjoy playing Rail Route as much as we enjoy developing it.

Happy Dispatching!
Angel

Don't hesitate to reach out to us on Discord, Twitter, Facebook, or our Homepage. If you have any questions, or comments, I'm always eager to hear from you under the article!


https://store.steampowered.com/app/1124180/Rail_Route

https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/

RailLog #11: Behind the Scenes of Development and Testing

Hello Dispatchers!

It's been an exciting week for the Rail Route development team as we've been putting the finishing touches on the upcoming Update 11 for our train dispatcher simulator game. This Update is packed with new features and improvements that we can't wait for you to experience. We spent a considerable amount of time last week perfecting the new features and tirelessly bug-fixing, and we're eager to share more insights with you about how we structure our work on the game that we all love. The series will be a little different this week, as I'll give you a deeper look into our development process.



Staging Branch


One critical part of our development process is the Staging Branch, where we release a version of the game to a small, closed group of active members in our Discord community. This version includes all of the significant features planned for the upcoming Update. We only release it once we're confident no critical issues will hinder your gameplay experience. From here, we start gathering early feedback from our community and actively work on fixing every reported problem.



This feedback process takes about a week or two to ensure we address every reported issue before we proceed to the next stage. Once we're confident that there are no critical or regression issues, we begin preparing the Update for release onto the Unstable Branch, bringing it one step closer to its official launch.

Automated Tests


Before I dive into our next stage of an Update lifecycle, the Unstable Branch, let's jump onto a different topic. Although we have a small development team, we are committed to ensuring that our developers don't have to rely on external QA teams to catch issues with the game. So, how do we test the game? We write our automated tests as a part of the development process!



Our tests include both unit and integration tests. Unit tests allow us to test small, internal code fragments to ensure their correctness. They are primarily used on the core game logic - train movement, sensor activations, modification to the rail network, etc. Here's an example of a test that tests whether an arrival sensor is correctly activated for a simple scenario. The most significant benefit of these tests is they run blazingly fast in a split of seconds for more than two hundred of these tests.



Integration tests, on the other hand, cover real player scenarios and the issues we've encountered in the past. They try to simulate actual player behavior and run in full graphical mode. That means they are slower but cover many more possible issues. We aim to cover most problems reported with automated tests so the issue doesn't resurface. We understand that it's not always possible to catch every single bug, but we make every effort to minimize the possibility of issues occurring.

[previewyoutube][/previewyoutube]

Developing a comprehensive automated testing framework requires time, effort, and resources. However, it's worth it, as it ensures that our game is of the highest quality possible and minimizes the possibility of issues slipping through the cracks. By investing in our automated testing, we're confident that we're providing our players with the best experience possible.

Unstable Branch


Our Unstable Branch is available for all members of our Discord community. After the Staging Branch has been thoroughly tested and all critical and regression issues have been addressed, we release the latest version to the Unstable Branch. This allows us to gather even more feedback and insights from our dedicated player base before we prepare the release for the Main Branch. Typically, the version sits on the Unstable Branch for a week or two while we monitor any reported issues and make necessary adjustments. We highly encourage players to join our beta test by becoming a part of our Discord community. Your feedback is extremely valuable in helping us ensure that Rail Route is the best train dispatcher game it can be.

Joining our Discord community is critical for players who wish to report any issues they encounter while playtesting Rail Route. This is because we need direct chat contact with players who report issues. It lets us obtain all the necessary details to diagnose and resolve the problem effectively. By having a direct line of communication with our players, we can work together to ensure that the game runs as smoothly as possible and that any issues are addressed quickly and efficiently. Unfortunately, our small dev team doesn't have the resources to monitor more locations where bugs could be reported. So if you want to help us improve Rail Route and be a part of the development process, joining our Discord is the best way!

Issue Management


We internally use YouTrack as a ticketing tool. It helps us keep track of reported issues and work on them organizationally and efficiently. With a ticketing tool, we can easily assign issues to specific team members, prioritize them, and track their progress. This allows us to ensure that every issue is addressed and resolved and that nothing is left behind.



Additionally, it provides transparency and accountability, as we can easily see who is working on what and when. Overall, using a ticketing tool is a key component of our development process and helps us ensure that Rail Route is the best it can be.

Update 11 release date


We are confident that Update 11 will be ready on April 24th.

I hope you've enjoyed a little different blog post this time. I am still unsure whether I should keep weekly or bi-weekly blog posts, so let me know :). Give me your comment or thumbs up; thanks! See you then.

Happy Dispatching!
-Angel

Follow us:


https://store.steampowered.com/app/1124180/Rail_Route

https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/

RailLog #10: Upcoming Update 11

Hello fellow Dispatchers!

I'm excited to be back with another Rail Log, where I'll share the latest Rail Route development team insights. It's been a busy couple of weeks for us, and we've made great progress on new features that we can't wait to share with you. In this blog post, I'll be going into detail about these features, so sit tight and get ready to learn more about what we've been up to! And what you'll see in the upcoming Update 11, which will be live this month during April!

By the way, if you want a sneak peek of the update before it hits live, join our community Discord and apply for a closed alpha or open beta test of Update 11. We already got some lovely feedback. It helps us finish this last mile in this significant milestone of construction UX overhaul. Under the hood, the game engine has changed significantly.

Build Actions


One of the key improvements we've made in Rail Route is the Build Actions feature. We understand that it's essential for players to have a clear understanding of what they can do at every step of construction, so we've made it easier than ever before.

[previewyoutube][/previewyoutube]

With Build Actions, players can now see a list of available actions for construction at every step of the way. These actions come with keybinds, making it easy to perform them quickly with a keyboard or controller.

[previewyoutube][/previewyoutube]

Additionally, we've included a selection wheel that can be accessed with the right mouse button. It allows players to select an action without pressing the key and staying exclusively on the mouse. It was part of your feedback on an article in this series that you want to be able to perform these actions without a keyboard!

Walls Construction


We've also significantly improved the Wall Construction feature. With the new improvements, walls can now be built seamlessly and effortlessly by just clicking at the origin and destination points.

[previewyoutube][/previewyoutube]

The wall line is computed automatically, making the process much smoother than before. In addition, we've also improved the deterministic behavior of the walls, which means that they behave consistently and predictably.

Scale to Zoom


We're excited to introduce the Scale to Zoom feature. We understand that some game elements require clarity, even when you're zoomed out, and that's why we've made it easier than ever to see these elements. With Scale to Zoom, elements such as train timelines, labels, construction actions, and the selection wheel will now be scaled automatically to remain easily readable when you zoom out.

[previewyoutube][/previewyoutube]

We're excited to hear from you about other possible uses for this feature. Do you have any ideas for other game elements that could benefit from being scaled to zoom? Let us know in the comments!

Sandbox Mode


A new feature that offers players the opportunity to let their creativity run wild. With Sandbox Mode, players can start an endless game with unlimited money and/or all system upgrades unlocked. This means that players are free to experiment with different strategies and build their rail network without any restrictions.



Whether you're a seasoned player looking for a new challenge or a newcomer to Rail Route, Sandbox Mode is the perfect way to explore the game in a way that suits your style of play. So why not dive in and see what kind of rail network you can create? The only one YOU WANT!



See you next week. Happy Dispatching!
-Angel

Follow us:


https://store.steampowered.com/app/1124180/Rail_Route

https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/

RailLog #9: Mod.io, Reward icons and Platforms

Another week, another post packed complete with what happened in the Rail Route development team last week. So let's board the train, get your tickets ready (and buy the game, of course). We still got a few copies left! :)



Mod.io Support


In the next release, we'll bring mod.io support to the current Steam Workshop. It's optional, but we'll let map authors decide where they want to share their content, and it will be as simple as checking corresponding checkboxes.



This change will bring excellent community content to our planned DRM-free game version, which we plan to release with 1.0 for those that don't want a Steam version for some of their reasons. For us, it's just about broader accessibility.



You can enable mod.io as quickly as clicking on the button in Add Map section in the menu, and your subscribed maps will download automatically. Only Steam Authentication will be used in the current version, but we will bring more options later.



Train Reward Icons


Wow, this feature was on shelve from December, and we nearly forgot it's lying there. Fortunately, Zaher removed some dust last week, and it's ready to be shipped.



We show a train reward icon two minutes before the scheduled arrival at a final destination. It should guide you on where the train is expected to be and helps you operate the trains more fluently.



Once the train reaches the point, a reward is given to you.



And this reward is nicely visible if you are zoomed out. So you can sit and relax seeing your automation doing work for you.

Platforms


As I've outlined with the changes to how you could be building the autoblocks, this change also applies to the platforms. And the work has already started and is being finished this week. You build your tracks first, then change any of them either to a platform by placing a platform marker onto it.



The first notable change is noticeable - the platforms no longer need to be just horizontal straight tracks. Because of that change, you can decide where the platform number will go, giving you even more visual freedom. It's still under the old UI, but that's another stream we are working on. We plan to remove the station's panel in the editor and move it to other stuff to build onto a building bar.

Sensors Placement


Because of this change, the placement of the sensors on the platforms and autoblocks has been changed. Instead of on a leftmost grid, they are being placed in the middle (or next to a platform number). It's a small visual change, nothing big.



I already mentioned that placement on the tracks has also been improved. The sensors won't cut the track in the piece, which made possible other sensors' configurations invalid.



As you can see, new small arrows indicate where the autoblock begins and ends. We needed that for more complex bent ones.

Update 11

All these features and all the BIG changes to construction are finding their way to Update 11, which we want to go live during April. After that milestone, we will start iterating over the game content for the Endless mode I mentioned previously.

Thanks for reading! Looking forward to what the next week will bring us. Unfortunately, there won't be a blog post next week, as I'll be out of the office on Monday and Tuesday. So don't worry, I'll be back in two weeks!

Happy Dispatching until then!
-Angel

Follow us:


https://store.steampowered.com/app/1124180/Rail_Route

https://store.steampowered.com/app/1896900/Rail_Route_The_Story_of_Jozic/

Hotfix 1.10.7: Stations Localization

For today's hotfix we have opened up translation and localization of the station names. This started with feedback from the Chinese community that it's tricky to play the game even with the language set to Chinese, because of confusion about the station names. We definitively understand that Rail Route becomes a lot trickier when you have to check twice where you're supposed to be sending your trains!

However, now this is a problem of the past, because we've made station names localizable. We have also, together with our lovely community, taken a stab at localizations of the names into the Chinese version of the game. Check it out if you prefer playing the game in Chinese!



Changelog


NEW: Station names can be localized (translated or transliterated)

UPDATE: Ingame UI is hidden when Rush Hour or Timetable map endscreen is shown
UPDATE: Localizations (cs: achievements; fr: achievements, ui; nl: research, ui; zh-Hans: research, tutorials, ui; de: tutorials, ui)
UPDATE: Localizations (zh-Hans: station names in stock maps)

FIX: Menu could be closed when no level was loaded due to an error
FIX: Rebinding actions would still execute binded events while binding
FIX: Starting new Rush Hour game would have time control keybinds non functional until clicked