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NIMBY Rails News

Devblog for April 2020

The (very) technical devblog for April 2020 is now available at Carlos' blog:

https://carloscarrasco.com/nimby-rails-april-2020/

Most of the month was devoted to implementing a new data storage layer for the game state, and in the short term this work has enabled an undo stack for the track editor. Longer term it will also form the basis of the multiplayer support, so even if it's low level plumbing that doesn't make nice screenshots, it's vital to get it right as soon as possible before work progresses further in other areas.

Devblog for March 2020

The technical and not so technical devblog for March 2020 is now available at Carlos' blog:

https://carloscarrasco.com/nimby-rails-march-2020/

Half of March was devoted to trailer production and launch related tasks. We are now back at development. In the short term most of the work is going to be low level plumbing to better support multiplayer or undo, but some more user-facing changes do get thru as you can see in the post.

Announcing NIMBY Rails!

Today we are announcing our new game, NIMBY Rails! It is a management sandbox for railways you build in the real world. We've working on it for the past 18 months. It is a very personal game, scratching a very particular itch: how would my city/country rail network would look and work like if it was designed just like this? If you ever wondered the same thing, or ever got into heated arguments about real world rail projects, then this is your game.

Check the trailer, screenshots and our game description, and learn more about the game in our ongoing forum FAQ:

https://steamcommunity.com/app/1134710/discussions/0/3096727701015143426/

NIMBY Rails is still in development and it will take some time to reach the Early Access release, but we have ambitious plans for it. In the meantime you can check this epic development retrospective with screenshots and videos of the prototype and pre-alpha phases of development:

https://carloscarrasco.com/nimby-rails-retrospective/