[h2]The Launch[/h2]
Hello again, everyone!
Thank you for all the positivity and feedback following our Early Access launch. It's wonderful to see so many people enjoying the game and creating many different ways to beat the game. Release was quite stable, but with some problems nevertheless.
Please continue to share your feedback and suggestions in Discord, we read them all.
Feedback shows that the biggest issue is the late-game balancing and difficulty curve. This leads experimental players to thrive, while others struggle to progress, The first update will tackle accessibility and QoL, ensuring the base game is more fun with added polish. This will include, but is not limited to:
- Unlock Tree UI
- Various production stats UI
- Train Presets/Depot UI rework
- Difficulty settings with proper sandbox mode
- Steel bridges that can have rails underneath them in any variation
[h2]Going Forward[/h2]
I want to continue the blog posts I started prior to launch. However, I will start sharing what I've been working on over the past few weeks. It has only been a week since I shifted from purely bug fixing and adjusting the v.0.2. There is still one bigger update in the pipeline, but after that - only bug fixes will be uploaded until the v.0.3, which arrives later this year.
[h3]⚠ The following additions & changes will be released in future updates
[/h3][h3]Station[/h3]
One of the biggest changes is that people now wait at stations. This is a purely visual change to identify if people can be loaded. In an ideal world I would love to make animations for boarding trains, but at this moment that is unpractical, as workers do not know at which platform a train will stop until it arrives.

[h3]Village[/h3]
The most requested feature was connecting village roads to station platforms or bridges; this is now possible. I did not enjoy seeing square villages with stations at the edges, and when you minimize mountains to remove terrain difficulty, this becomes the most optimal way to build. I have plans to remove village expansion distance limitations altogether, allowing you to have one enormous village through your playthrough. It will require a lot of balancing changes to not make the game trivial, like making farm placement more strict based on the biome. But more on that later.

[h3]Platforms[/h3]
People did not rotate station platforms in build mode and because of that, I made them automatic. You can still rotate them, but this will be useful once more station types are available.
[h3]Workers[/h3]
Stations now hold enough people for required work based on routes instead of the full train capacity. I have tried to tackle trains loading enough people for their trip as well, but the logic approach was not enough due to how the current system is optimized. This is still on my mind, just need to think through what will be the best way to approach this.
[h3]Map Mode[/h3]
Some of you wanted to see station names on the map. You will be able to toggle them in settings if you want to see station and village names in the map mode. I have also added a dark mode which inverts the end of the map colors to avoid blinding people playing in the dark.

[h3]Wait conditions[/h3]
A new wait condition is added for people. You will be able to check for people's rest percentage, allowing trains to wait until their passengers are fully rested, fully tired or anything in between.
[h3]Requirement signals[/h3]
Finally, I have been working on requirement signals. The UI had a minor facelift. A block action was added to block passage for trains that fit the requirement; and on top of that, 4 new requirements:
- Multi-Drive - To allow passage for trains that can both move forward and backward.
- Route - To allow passage for trains that are using a specific route.
- Name - To filter trains based if they have specific letters or words in their name or route name. You could add for example 'W' letter for trains that are carrying wood and allow passage for only them.
- Copy - This will not work on pathfinding, but instead it will copy a signal block in front to other referenced signals. Priority merging or other tricks will be possible with this requirement as there are no limits on the number of blocks that you can copy or signals that you can copy to.

Until the next week!