1. Enginefall
  2. News

Enginefall News

Playtest by the Numbers

[p]Chaos. Glorious, community-powered chaos in 5 days of Playtest 💥

Here are a few very scientific highlights from the playtest:
[/p][h2]🎯 Player Kills: 71,440[/h2][p]Violence was chosen.

[/p][h2]💀 Deaths by Type[/h2][p]Some of you went out heroically. Others… less so.
[/p]
  • [p] ⬇️ 10,660 Players fallen to their death
    [/p]
  • [p] ☠️ 9,404 Players choked in poison
    [/p]
  • [p] 🚪 2,946 Were squashed by doors
    [/p]
  • [p] 🥾 237 Players super-stomped
    [/p]
[p]
[/p][h2]🔨 Items Crafted: 612,000[/h2][p]Hobbies are important.

[/p][h2]🚂 Conductors: 877[/h2][p]Tickets were not checked.

[/p][h2]🧱 Base Pieces Broken: 227,900[/h2][p]Structural integrity was… more of a suggestion.

[/p][h2]🪙 Credits Spent: 413,300[/h2][p]Seriously splashed the cash.

[/p][h2]🔬 Tech Tree Unlocks: 13,550[/h2][p]Tech was advanced. Consequences followed.

[/p][hr][/hr][p]
Seriously though, thank you ❤️

Every match played, core stolen, base shattered, and bug reported helps shape the game into something better. Your feedback, clips, memes, and general mayhem mean the world to us.

More updates and surprises are on the way. Until then, stay sharp, watch your corners, and maybe trust slightly less. 😉

Join our Discord community to share your feedback and report bugs! Discord Server[/p]

Final Night of the Enginefall Playtest + Patch Update

[p]We are entering the final evening of the Enginefall Playtest. The playtest will officially end on December 17 at 07:00 AM GMT.[/p][p]Before the final push, we are rolling out a small patch based directly on your feedback to improve flow and reduce friction for new and returning players.[/p][h3]What’s in the Patch[/h3]
  • [p]Fixed an issue where players could become frozen while extracting or get stuck on the tracks[/p]
  • [p]Fixed a bug that prevented items from being deposited into the Dagger Vault[/p]
  • [p]Added a new entrance into C8 to make forward airlocks into C7 easier to find[/p]
  • [p]Added lighting to better direct new players to Airlock and Tech Tree terminals[/p]
  • [p]Added tutorial terminals on the Titan Train to help players learn core systems[/p]
  • [p]Server selection now correctly routes NA & Asia players to their regions[/p]
[p]Thank you to everyone who jumped in, shared feedback, and helped stress-test Enginefall at scale. If you have not had a chance to play yet, now is the time to make one last run on the rails.[/p][p]See you on the Train![/p]

Enginefall Playtest: 3 Top Tips

3 Tips to Thrive on Titan Trains
[p]We are halfway through Enginefall’s largest playtest ever. Thousands of players have joined the rails, but knowledge is what can transform Freerailers from cleanup crews scavenging C8 to conductors who rule the Train.[/p][p]Here are three tips to help turn your next Titan Train run into a loot-filled climb forward.[/p][hr][/hr][h2]1. Move Forward and Use the Airlocks[/h2][p]It is easy to get stuck looting the first carriage you enter. Better rewards are always further ahead.[/p][p]Each carriage has four forward airlocks that move you from C8 toward the Engine. The main airlock is usually found on the upper levels near the center of the carriage. There is also a large airlock in the poison gas maintenance area, which requires a gas mask, and two smaller airlocks down the forward stairs that do not require one.[/p][p][/p][p]Every three carriages, you reach a new class boundary at C6, C3, and the Engine. To move past these points, you have a few options:[/p]
  • [p]Craft a Class Ticket to access First or Second Class[/p]
  • [p]Break through the blocked gas airlock[/p]
  • [p]Place a Breacher to enter the Conductor Room[/p]
[p]Class Tickets are unlocked automatically. Breachers can be unlocked in your tech tree and crafted at a primary crafter.[/p][p][/p][p]Once you enter a new class, you will always respawn at the start of that class. You never have to return to the earlier carriages you left behind. Each class also grants:[/p]
  • [p]Better Gear Unlocks[/p]
  • [p]More Tech Tree Points[/p]
  • [p]Refilled Life Pool (but with a lower max cap)[/p]
  • [p]More Valuable and Abundant Resources[/p]
[p]Moving forward is always worth it.[/p][hr][/hr][h2]2. Build a Base, But Do Not Settle In[/h2][p]Your Dagger shuttle is your real home. Bases on Titan Trains are more like temporary camps that help you craft, store loot, and recover while you push forward.[/p][p]Use the build tool in your inventory to find valid build areas highlighted in green. Upper floors usually offer the most space. Start by placing a floor, then use the scroll wheel to choose walls, doors, windows, or stairs. You can right-click with the build tool to deconstruct recently built pieces if you want to adjust your layout.[/p][p]At a minimum, your base should include:[/p]
  • [p]A Bedroll to Set a Spawn Point[/p]
  • [p]A Crafter to keep gear flowing[/p]
  • [p]A Base Core[/p]
[p]Always place a Base Core and keep it supplied with upkeep. A maintained core prevents others from building nearby and keeps your walls from degrading. Bases without upkeep quickly become weak and easy to break.[/p][p][/p][p]Once unlocked in your Tech Tree, which you can access via any crafting bench, resource relays and weapon or armor benches can link through the Base Core. This lets automatically use resources you desposited in the resource relay to craft new gear without needing to take it out.[/p][p]You can also improve security:[/p]
  • [p]Build a small airlock with two doors in a row to stop intruders[/p]
  • [p]Reinforce destructible train walls with your own player built walls[/p]
  • [p]Unlock higher tier walls in your tech tree and upgrade your walls by right clicking with your build tool[/p]
[p]Just remember: Titan Train bases are not permanent. When it is time to move up, grab your loot and placeables and relocate. Bases are cheap. Advancing to a higher class is almost always worth it.[/p][hr][/hr][h2]3. Ask ASCII When You Are Unsure[/h2][p]Every Dagger shuttle has an ASCII tutorial terminal stocked with short videos covering key systems on the Train. If something feels confusing, there is probably a video that explains it.[/p][p]You can also join our Discord, where experienced players are happy to answer questions or help you learn the ropes.[/p][p]
Titan Trains are dangerous places, but with the right knowledge and a bit of luck, any Freerailer can rise through the classes and claim a place among the conductors.[/p][p]The playtest runs until Dec 17 at 07:00AM GMT, so get out there and put your new knowledge to use! [/p]

December Playtest Updates

[p]Hi Freerailers,[/p][p]The December playtest brings our largest set of updates so far. Since the October test, we focused on three goals:[/p]
  1. [p]Make progression feel meaningful across runs[/p]
  2. [p]Strengthen the identity of each carriage[/p]
  3. [p]Improve the fairness and clarity of combat[/p]
[p]Here is a breakdown of what changed and what you can expect on your next run.[/p][hr][/hr][h2]Art and Readability[/h2][p]We improved visuals across the Train to help you read spaces and understand fights at a glance. Medium settings now show cleaner shapes, Safe Zones have a clear new look, and Third Class gained an open-compartment layout that puts you straight into the train fantasy. [/p][p]Key updates:[/p]
  • [p]Dagger shuttle received a Rust-Bucket pass to match the game’s survival tone.[/p]
  • [p]Breakable exterior windows in Second and Third Class[/p]
  • [p]New grappling gun for vertical routes[/p]
  • [p]Frozen biome added to exterior spaces to match the winter season[/p]
[p]These changes aim to make rules and danger visible without extra UI. If a space is safe, risky, or breakable, it should be clear when you look at it.

[/p][hr][/hr][h2]Audio Improvements[/h2][p]We updated sound across weapons, environments, and interactions to make combat easier to follow. You should now be able to understand the tempo of a fight a moment earlier, which often decides its outcome.[/p][p]Notable changes:[/p]
  • [p]Full audio pass on all firearms, including the grappling gun[/p]
  • [p]New ambience for the Conductor Room and Rust-Bucket Dagger[/p]
  • [p]Musical cue before jumping to your Dagger[/p]
  • [p]New free-fall and airlock warning sounds[/p]
  • [p]Low-ammo feedback added to the T2 Plastic SMG[/p]
[p]Sound should communicate danger, readiness, and intent so you can make faster choices in the moment.[/p][hr][/hr][h2]Economy and Resource Flow[/h2][p]The economy now rewards squads that organize their work on the Train. Resource platforms spawn type-specific nodes and a meganode for early arrivals. Costs for wall upgrades are cleaner and easier to follow. Uranium can now be refined into several fuel items or sold for Techpoints, and crafting recipes were trimmed to reduce busywork.[/p][p]Core economy changes:[/p]
  • [p]New Relics as rare items tied to progression and Dagger upgrades[/p]
  • [p]Rebalanced Yellow lootcases and general resources[/p]
  • [p]Carriage set dressing can now drop loot[/p]
  • [p]Roof resource nodes reward outside routes[/p]
  • [p]Updated Credits and shop loops[/p]
[p]If you plan, gather, refine, and make it out, your account will grow across sessions.[/p][hr][/hr][h2]Polish and Quality of Life[/h2][p]We focused on smoothing rough edges and improving clarity across menus and interactions. Poison Hazard and Safe Zone effects are easier to read, the item stats UI compares gear faster, and all doors (including player built doors!) now open during Enginefall to prevent traffic jams and add an extra bit of chaos.[/p][p]QOL improvements:[/p]
  • [p]Quickbar slots now work like full inventory[/p]
  • [p]Techtree terminals added to the Dagger, Receptions, Malls, and Conductor Room[/p]
  • [p]Updated Techtree layout, descriptions, and localization[/p]
  • [p]Many client and server performance fixes[/p]
  • [p]Party size capped at three for better pacing[/p]
[p]Simple rules and clear UI create smoother fights and easier decision-making.

[/p][hr][/hr][h2]Onboarding and Tutorials[/h2][p]New players now meet ASCII, the AI of the Dagger, who guides them through their first run, first escape, and first shuttle upgrade. Signposting now shows why building and long-term planning matter. The goal is to teach through play, not walls of text.[/p][p]Improvements include:[/p]
  • [p]Guided flow toward Titan Train Raids[/p]
  • [p]Clearer steps toward escaping with your haul[/p]
  • [p]Early upgrade guidance in the Dagger[/p]
  • [p]Stronger framing for why basebuilding matters[/p]
[hr][/hr][h2]Bots and Anti-Camping[/h2][p]TRACE identifies players whose aggression risks the health of the train, highlighting them for others in the carriage, and can now spawn a Sentinel bot to discourage heavy camping. This system adds pressure to stale positions while still allowing stealth, ambush, and counterplay.[/p][p]Highlights:[/p]
  • [p]Sentinel bot is triggered only when camping conditions are met[/p]
  • [p]Balanced to push action without removing smart holds[/p]
  • [p]Works alongside updated TRACE rules and highlighting[/p]
[hr][/hr][h2]Progression and Metagame[/h2][p]Your long-term goals now have more weight. The Techtree pulls resources directly from your Dagger Vault, so every run feeds into future upgrades. Priority Boarding lets you start in higher classes by paying with fuel items, and boarding loadouts let you bring chosen gear onto Titan Trains.[/p][p]Major metagame updates:[/p]
  • [p]New linked Dagger and Titan Train Techtree[/p]
  • [p]Updated unlock prices based on fuel, resources, and Relics[/p]
  • [p]Larger Dagger Vault capacity[/p]
  • [p]Refreshed battle pass[/p]
  • [p]New ready-up sequence for clearer team flow[/p]
[p]Each session should change your account, and your account should change how you tackle the next session.[/p][hr][/hr][h2]PvP and Combat[/h2][p]Combat clarity improved across the full arsenal of weapons. Bandages and armor plates are more reliable, and every weapon received a balance pass along with new T3 attachments. The rusty pipe arrives as a heavy melee option for early game and tight spaces.[/p][p]Combat changes:[/p]
  • [p]New weapons: MP-V, Tundra Hawk, and SKR in plastic and scavenged variants[/p]
  • [p]TRACE now activates only in compartment carriages[/p]
  • [p]Sentinel bot can be triggered through TRACE for abuse detection[/p]
  • [p]Updated Base Raiding and Conductor Loops[/p]
  • [p]Weapons auto-unequip in Safe Zones to prevent baiting[/p]
[p]You should always be able to see who is pushing, who is holding, and why a fight resolves the way it does.

[/p][hr][/hr][h2]World Building and Train Layout[/h2][p]New rooftop routes and Third Class exit points create more interesting paths through each match. Level tweaks reduce extreme camping while still allowing smart defensive holds. Build zones were adjusted to support creative play while keeping flow intact.[/p][p]Key layout updates:[/p]
  • [p]New rooftop and exterior gameplay spaces including Conductor entrance paths[/p]
  • [p]Opened Third Class exit routes[/p]
  • [p]Many building and combat exploit fixes[/p]
  • [p]Anti-camping level adjustments[/p]
  • [p]Signs that guide squads toward key resources[/p]
[p]Knowledge and movement should guide success, not geometry tricks.

[/p][hr][/hr][h2]In Summary[/h2][p]This playtest brings Enginefall closer to its core vision: progress that lasts across runs, carriages with their own strong identity, and combat that feels fair and readable. The Train is more distinct, its routes are more varied, and its economy rewards players who plan their runs and make it out with their haul.[/p][p]See you on the Train during our December Playtest and remember to Wishlist and Follow for more updates![/p]

Dev Diary

[p]Lobby Progression - From Rustbucket to Riches!

Dear passengers,

The Dagger Shuttle is getting some attention this week as we look into improving the design and also adding more sense of progression and ownership. The Dagger will now begin in a much more dilapidated state (known affectionately as the Rustbucket) and, as players unlock more progression via the Tech Tree, will become more fixed-up and offer more space for customization.



With the Dagger being the lobby for our game, it’s important for it to feel like home. We wanted these steps of progression to help the player feel invested in their space and support the narrative lore, which is that the Dagger Shuttles players use are actually all stolen vehicles.



Originally, Dagger Shuttles were designed to service and supply Titan Trains and can even dock aboard them. They utilise the Shuttle Gauge tracks that run alongside all Titan Gauge tracks. The Grid was designed this way so that Titan Trains would be able to trade supplies, help each other with maintenance and allow people to migrate (or evacuate, especially during an Enginefall!). However, when stolen and installed with ASCII, the jailbroken AI, they also became a great way for Freerailers to live outside of the system and commit raids on Titan Trains.



Soon the Rustbucket will be yours to reclaim. As you collect resources, you clear rubble, restore damaged sections, and unlock new space for customization. Step by step, you can transform this derelict carriage into the fully upgraded and personalized Dagger Lobby - preferably with a player vault brimming with loot!



Let us know how the new lobby feels for you and please bear with us as we iron out the kinks on the track to perfection. Lucas Concept Artist [/p][p][/p][p][/p][p]

JOIN DISCORD[/p]