1. Rail Route
  2. News

Rail Route News

Rail Route Update 18: Relay Sensor, Shunting Sensor, and More!

Hello Everyone,

The Rail Route team is thrilled to announce that Update 18 has arrived, bringing a host of exciting features and improvements to your railway management experience. Whether you're a seasoned dispatcher or just starting your rail adventure, these new additions are bound to enhance your gameplay. So, hop aboard, and let's dive into the details - BUT WAIT! Before we dive into the new features, take a moment to join our Discord community. It's the perfect place to chat with fellow members and the devs, share your insights, and maybe pick up a few pro tips along the way!




New sensors for increased efficiency!

Two new additions to your group of sensors, providing more effective automation and improved shunting commands. These will help you creating a more efficient, smoother and automated rail network.

[h2]Relay Sensor: Simple Automation, Big Impact[/h2]


Meet the Relay Sensor, your new best friend for simple yet effective automation. In the early stages of your network, managing intersections can be a challenge. The Relay Sensor comes to the rescue by instructing one signal to create a predefined connection, streamlining traffic flow. But that's not all! The Relay Sensor paves the way for more advanced automation with the Routing Sensor upgrade. Now, you can tailor connections based on a train's destination, allowing for more complex and efficient network management.



[h2]Shunting Sensor: Elevating Train Control[/h2]


Remember the Shunting Commands introduced in Update 17? Well, they just got a significant upgrade with the Shunting Sensor. Configure Shunting Rules that automatically apply to passing trains based on their heading and destination. It also allows you to define rules for trains with specific compositions, such as locomotives at the front, back, or both sides.



Conductor Office: Your Gateway to Green Contracts




Next to the Dispatcher Office, which provides you with red contracts, we're introducing the Conductor Office, where green contracts are generated. No more clutter next to station signs! Simply build the Conductor Office to speed up contract generation for a station. It's a game-changer for efficient contract management.

Loco Coupling: Advanced Train Handling




In our quest to revolutionize train management, we've introduced the Loco Coupling system. With this game-changing feature, you gain direct control over locomotive positioning. Attach and detach Loco Shunting Commands to reposition locomotives as needed. This added flexibility is perfect for the turnaround process of Intercity trains, all without impacting your station's efficiency.
The New Editor: Enhanced Timetable Management



Managing your railway network just got easier with the updated Editor. The new user interface aligns seamlessly with the improved contracts configuration flow. You can now access the Contracts List, which was previously only available in Endless mode. Editing timetables is a breeze, allowing you to add new stations and adjust departure times effortlessly.
Timetable View: Organized Train Lists



The timetable mode now mimics a set of one-off contracts, providing a clearer view of your train schedules. You'll find it similar to the Contracts panel in-game, offering a more streamlined experience in managing your railway network.
Updated Train Bar: Intuitive Control



To further enhance your control experience, we've integrated train control buttons into the train bottom bar. This cohesive design makes managing your trains more intuitive than ever before.

[h2]In Conclusion[/h2]
That's Update 18 for you! We're excited to see how these new features will enhance your gameplay in Rail Route, so join our Discord or any other social media and share your creations and thoughts. As always, we are eager to hear what you think!

- The Rail Route Team

Full Changelog
NEW: Relay Sensor Tutorial
NEW: Shunting Sensor
NEW: Shunting Sensor Tutorial
NEW: Conductor Office Building
NEW: Conductor Office building built when old map is started / old save is loaded & offered green contracts are moved to it
NEW: New UI design for contract editing in editor
NEW: Build conductor office task
NEW: Green Offerred contracts moved from Station to Conductor Office
NEW: All sensor sprites
NEW: Updated Train Bottom Bar
NEW: Attach loco shunting command
NEW: Detach loco shunting command
NEW: Clickable reference to the train of a detached locomotive on the train bottom bar
NEW: New UI design for contract editing in editor
NEW: Trigger standard automation once shunting finished and train is stopped at signal linked to a sensor
NEW: Ability to adjust schedule with 10 minute increments by holding the action modifier key
NEW: Contract bottom bar for editor and support for showing contracts on general bottom bar in editor
NEW: Dispatch Reversed toggle for stabled trains in Coach Yard Configuration button (affecting next leg)
NEW: Dispatch reversed toggle in schedule section of train bottom bar
NEW: Map requirement for Endless: at least 1 conductor office built

UPDATE: 'Go to platform' shunting command now routes trains to last visit if train departure fromt there is not recorded
UPDATE: Advance Time was misinterpreted as Delay Time. Reworded to 'Time in Advance'
UPDATE: Allow Urban trains of rejected contracts exit the map via Sink
UPDATE: Departure & routing sensor symbols unified because they do the same. Sensors reordered as they come in game
UPDATE: Don't show keybinds on train bottom bar all the time
UPDATE: Endless maps start with initial contracts in 'trial' state instead of 'accepted' for more customizable game start
UPDATE: Full station visits of the contract's schedule will now be shown when an active contract item is clicked in the contracts panel
UPDATE: Improved invalid configuration sprite
UPDATE: Localizations (nl: achievements; no: research, ui; zh-Hans: research, tutorials, ui)
UPDATE: Localizations (nl: research, tutorials, ui; no: ui)
UPDATE: Localizations (nl: tutorials, ui; zh-Hans: tutorials)
UPDATE: Localizations (no: research, ui; cs: ui)
UPDATE: Moved interface configuration and automated contracts manager toggles to general bottom bar
UPDATE: Non-stopping trains enter border stations only 10 seconds ahead of their passing time (was: 1 minute)
UPDATE: Passing station visit logged once train enters the platform (was: once whole train was there)
UPDATE: Penalties on new contracts on timetable maps created in editor are disabled by default
UPDATE: Player is now notified that station reachability calculations might be inaccurate in editor when level layout has been edited
UPDATE: Red tier 2 threshold requirement lowered to 10 from 15
UPDATE: Removed limitation of non adjustable stops on one-off contracts
UPDATE: Returning to contracts menu from editing a contract now scrolls list to that contract
UPDATE: Reuse button removed from train bottom bar
UPDATE: Schedule computed from max speed rather than expected speed for Freight contracts to have realistic schedule
UPDATE: Shifting of all first station passing times one minute earlier when pre-Update-18 timetable map is started to counteract shortening of train's prepare time
UPDATE: Shunting Track building moved into Connections
UPDATE: Sprites for all sensors updated
UPDATE: System upgrade context menu is no longer hidden when clicking near the tier progression bar
UPDATE: Train does not move even in shunting mode until departed from station
UPDATE: Transfer time between stations in contract schedule can be set to zero (was: min 1 minute)
UPDATE: Updated play map modal to new UI style and added gamepad support to it

FIX: Bottom left binding hint was shown over menus
FIX: Bottom left context actions where overlapping the bottom bars
FIX: Bottom left menu buttons where interactable when new map in editor was not created yet
FIX: Construction actions were doubled when Exit Construction action was initiated with Stations panel opened and then Platform button was clicked on it
FIX: Creating contracts for timetable map in editor did not have braking penalties enabled by default
FIX: Difficulty of a custom map is not updated until the game is closed and opened
FIX: Experience point for trial train was not awarded if contract schedule was shifted earlier during contract acceptance
FIX: Go to platform command did not have support for multiple stations reachable
FIX: One-time trains showed contract repeat time in contracts menu
FIX: Rejected Urban Transit contract train was removed from Coach Yard but reappeared after save&load
FIX: Reward displayed in Contract Configuration for offered contract was initially not calculated according to schedule based on to pre-set waypoints - True reward was displayed only after any change in the schedule.
FIX: Stabling sensor did not automate trains coming from a different platform of the same station
FIX: Subtasks where not localized upon loading a save
FIX: System upgrade context panel did not update localization or tutorial completed status upon opening the the upgrades menu
FIX: Train heading to Sink failed to display the shunting queue
FIX: Train label was visible trough offered contract panels on board
FIX: Tutorial task icons where shown under menu buttons
FIX: Unlock new station task limits the time to speed x1 if you did not have the money for the platform
FIX: Waiting train icons and train labels overlapping info panels on board

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

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

Hotfix 1.17.18

UPDATE: Viafier Retica initial traffic streamlined to prevent conflicts

FIX: Map was not loadable if it contained an arrival sensor referring a deleted platform
FIX: Regional train in shunting mode leaving the map caused broken save
FIX: Train on platform did not move with 'Go to platform' shunting command to other platform currently executed
FIX: Tunnel length value was not accepted in Editor

Rail Route Update: Introducing Loco Coupling & Enhanced Editor Features!

Hey Rail Route Community,

We're back with another update on what's new in Rail Route. Let's dive into the details of our latest features.

Loco Coupling: Advanced Train Handling




We’ve introduced the Loco Coupling system, a game-changer in train management. Here’s what you can do:

  • Attach/Detach Loco Shunting Command: Gain direct control over locomotive positioning.



  • Customizable Shunting Sensor: Tailor sensor settings for specific train compositions, like having a locomotive at either end.



This system allows you to handle Intercity trains more effectively during station stops. Increase the stop time, which doesn't impact your rewards, and use the attach/detach command to reposition the locomotive. This feature is perfect for the turnaround process of Intercity trains, offering more control and flexibility without affecting your station's efficiency.

The New Editor: Enhanced Timetable Management




We've updated the Editor, making it easier to manage your railway network. The new UI aligns with the improved contracts configuration flow. You can now:

  • Access the Contracts List: The panel from Endless mode is now integrated into the Editor.
  • Edit Timetables: Similar to contract editing in the game, add new stations and move times with ease.




Timetable View: Organized Train Lists




The timetable mode is now structured as a set of one-off contracts, allowing you to see a list of trains similar to the Contracts panel in-game. This integration provides a more coherent and streamlined experience in managing your railway network.

Updated Train Bar: Intuitive Train Control




We’ve integrated the train control buttons into the train bottom bar for a more cohesive and intuitive control experience.

In Conclusion


That's the scoop for this week! We're excited to see how these new features will enhance your gameplay in Rail Route. Remember, all these features are currently in our #staging version, our playground for the most active and passionate community members. Here, you get early access to new features and can help shape the game's future.

Want to be part of the community and get a first-hand look at upcoming features? Join us on Discord and ask for #staging access. We're planning to roll these features into the Unstable version next Monday, so stay tuned!



See you next week with more updates, and keep those trains running smoothly!

- The Rail Route Team

Hotfix 1.17.17

UPDATE: All platforms and all shunting tracks in a group light up when hovering over a got to platform or shunting group command
UPDATE: Localizations (nl: tutorials)

FIX: Contract with locked stations could still be accepted
FIX: Errors thrown upon rejecting a train causing trains to stop moving and train bottom bar would still show contract info
FIX: Experience points cycle report broken after unlocking all tiers with cheats
FIX: On-board train's color was not immediately updated when rejecting a contract
FIX: Rush Hour might have variable traffic with the same seed across game version
FIX: Video for Shunting Commands upgrade was not displayed
FIX: Wave finish modal didnt display unlocked items correctly
FIX: using the modifier key to open track details failed to open configuration focus view and prevented showing configuration panels

Celebrating our community with "The Shanghai Rail Riddle" contest

You, our community has been the foundation of Rail Route's success, and we're thrilled to have you on board. Announcing that we are leaving Early Access and releasing 1.0 in February is a huge step for us. To mark this milestone, we're announcing "The Shanghai Rail Riddle" contest on the endless map of Shanghai. What better way to celebrate than by testing your rail dispatching skills in one of the world's busiest train hubs?

The Challenge: Keep 'em on time!
Starting today and running until Thursday the 30th of November, we invite you to join "The Shanghai Rail Riddle" contest. Your mission is to keep as many trains running "on time" in cycle 10. It's a challenge for those who enjoy solving puzzles and optimizing rail systems.

🌟How to Join the Contest 🌟
  • Load up Rail Route and select the endless map of Shanghai.
  • Dispatch trains and aim to keep as many as possible punctual in the 10th cycle.
  • 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
"The Shanghai Rail Riddle" is a chance to connect with fellow Rail Routers. Share your strategies, tips, and experiences on Discord.

Hop aboard the Shanghai adventure, tackle the Rail Riddle, and join us on Discord to share your experiences. We're excited to celebrate with you as we journey towards Rail Route 1.0!

Link to map: https://steamcommunity.com/sharedfiles/filedetails/?id=3092248341

A special request - Vote for Rail Route!
Before we sign off, we have a special request. As we celebrate our progress, we'd be honored if you could take a moment to vote for Rail Route in the Steam Awards category "Labor of Love." Your support means the world to us, and it's your love and dedication that keep us moving forward.

Vote here.



All aboard for the future
As we approach the 1.0 release, we want to thank all of you who have supported Rail Route's development. Your feedback, enthusiasm, and dedication have shaped Rail Route to what it is today.

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 announces in our Discord-channel #contest and the channel is also a place to show of your skills and strategies with fellow rail fans.

Thank you for being part of our community. Together, we'll continue to shape the future of train dispatching, automation, and optimization in Rail Route!

Stay on track and happy dispatching!


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

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