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Enginefall News

Dev Diary

[p]Dear Passengers, [/p][p]We’re currently working on a feature to tint and customize your clothing in any color you desire, bringing your Freerailer’s style to life like never before. Let’s dive into what’s coming your way! [/p][p] [/p][p]The Vision: Express Your Style [/p][p]We believe that every player should be able to own their look. Whether you want your outfit to scream chaos in neon pink and green or radiate elegance in muted tones, you’ll have the tools to make it happen.  [/p][p]As part of this plan, we have taken the first step in giving you the ability to choose the color of your clothing, allowing you to pick any color you prefer. As this is just the first iteration, you'll only be able to customize one large region of your currently equipped clothing, with one color. The eventual goal is to allow you to change the colors of each part individually, with more granular control allowing for even more expression of your own personal style. [/p][p] [/p][p] [/p][p][/p][p]Future Developments [/p][p]We will eventually be moving away from team color and the UI will be updated to further flesh out this feature. So for now, when playing in a team, you will still inherit the color chosen by the party leader, but eventually you will be able to keep your fashion uniquely yours. [/p][p]Future improvements to the tint and dye system may include: [/p]
  • [p]The ability to sample and reuse past colors for easy matching. [/p]
  • [p]Copying color values from one clothing item to another for perfect consistency. [/p]
  • [p]Expanding support for additional outfits. [/p]
[p] [/p][p]Stay tuned for more info as the tint and dye system approaches release. Leave a comment and let us know what color you’ll dye your outfits![/p][p]See you on the train, [/p][p]Chris Bruin [/p][p]Senior Character Artist – Enginefall  [/p][p][/p][p]Want to see the new changes and the Devs playing live? Don't miss our live stream.[/p][p] [/p]

Dev Diary

[p]Dear Passengers,[/p][p]Fancy taking another peek into the engine room here at Red Rover? We’d like to share some more upcoming changes, so that you know what to expect and have some insight into our process.[/p][p]Over the next few weeks, Enginefall’s combat sandbox will be expanding in a big way. A series of updates will be rolling out throughout the coming month or so, introducing new weapons, rebalances, and design overhauls that aim to make every firefight more distinct, tactical, and satisfying.[/p][p]Before we dive into the details, let’s talk design intent![/p][p]This ongoing series of updates has one simple goal: to ensure every weapon in Enginefall has a clear role and a place where it truly shines.[/p][p][/p][hr][/hr][p][/p][h3]Overall Aims[/h3][p]Right now, our existing lineup covers close-to-mid range combat. We’ve got:[/p]
  • [p]A Pistol line for trusty sidearms.[/p]
  • [p]A Shotgun line (Mossberg-inspired) for close-quarters carnage.[/p]
  • [p]An SMG line (Vector-inspired) for spray-and-pray situations.[/p]
  • [p]A Rifle line (M4 Carbine-inspired) for balanced, mid-range flexibility.[/p]
[p]That leaves a clear gap in the long-range department, and it’s time to fill it.[/p][p][/p][p][/p][p]
[/p][p][/p][p][/p][hr][/hr][p][/p][h3]The New Recruits[/h3][p]Here’s the incoming batch of new toys making their way into Enginefall over the coming updates (you may notice that they’re inspired by some real-world guns and familiar gun types):[/p]
  • [p]DMR - A designated marksman rifle that pushes the limits of mid-to-long range play, rewarding precision and patience.[/p]
  • [p]SMG2 - A steadier, more controlled SMG that bridges the gap between the Hector and M4.[/p]
  • [p]Desert Evil - The long-requested hand cannon. (Thank me later Caramel)[/p]
  • [p]Bolt-Action Rifle - The king of long range…[/p]
  • [p]AKA47 - For those who want raw power over finesse. Heavier recoil, lower fire rate and packing a serious punch! (Thank me later Flak)[/p]
  • [p]PDW - A fast-firing PDW for those who like their fights close, chaotic, and personal.[/p]
  • [p]Double-Barrelled Shotgun - Two shells, two opportunities! Expect this to redefine close-range combat.[/p]
  • [p]Light Support Gun - The old Plastic Rifle filled this role, but after a redesign to be more of an M4 Carbine in design, we noticed that players really missed the older, slower-firing, higher-damage, longer-range option… So, we’re bringing a full line to fill this role and to bridge the gap between the M4 & DMR![/p]
[p][/p][p][/p][p]
[/p][p][/p][p][/p][hr][/hr][p][/p][h3]Design Philosophy[/h3][p]These weapons are being introduced to do more than fill gaps in Enginefall’s combat sandbox - they’re also about choice, strategy and personal flair. This broader selection will give players tradeoffs to choose from and lead to differing preferred builds for each scenario.[/p][p]The ultimate goal is to give players more agency in their playstyles and allow individuals to really customise their approach to combat - and the experience they get in return. People used to say ‘there’s more than one way to skin a cat’ - well in Enginefall, there’s more than one way to shoot a rival Freerailer in the face! Besides, what did cats ever do to you?[/p][p]The DMR, Bolt-Action & Light Support Gun finally give our long-range players the reach and precision they’ve been jerry-rigging through the 3x scope on the M4 until now…[/p][p]The MP5 and MP7 bring new pacing to the SMG family. One deliberate and controlled, one fast and frenetic.[/p][p]The Double-Barrel and Desert Eagle crank up the close-range intensity for players who like their fights loud and decisive.[/p][p]In short, every addition has a clear role and a clear counter. Variety and balance remain at the heart of Enginefall’s design.[/p][p][/p][hr][/hr][p][/p][h3]Looking Ahead[/h3][p]Alongside this expanded arsenal, we’re also deep into development on a complete attachment system overhaul. This will open up far more customization and fine-tuning options, letting you truly make each weapon your own. Tinker with recoil, spread, handling, range and more.[/p][p]We’ll be rolling these changes out gradually, testing and adjusting as we go. Each step will bring us closer to a more expressive, tactical, and rewarding combat experience.[/p][p][/p][hr][/hr][p][/p][h3]Final Notes[/h3][p]These changes are currently in active development and will continue to evolve as we gather feedback and fine-tune the balance. Your insights have been crucial in shaping Enginefall’s combat so far, and this next phase is no different, so please let us know your experience.[/p][p]In short: get ready to lock, load, and experiment. The battlefield is about to get a lot more interesting![/p][p]See you out there, Aiden Combat Designer - Enginefall[/p][p][/p][p]JOIN NOW[/p]

EARLY NOVEMBER PLAYTEST

[p]Dear passengers,

Another playtest
[/p][p]3 full days. 24/7 server live. 1 MEGA train. Let's do this! [/p][p]This weekend, we will have another long playtest with 72 hours in North America (but all users already approved for the playtest can freely join).[/p][p][/p][h3]If you missed the important changes coming soon, you can read about them here

[dynamiclink][/dynamiclink][/h3][p] [/p][p]If you have any questions or technical issues, please join our Discord server for more info! [/p]

Dev Diary

[p]Dear Passengers!

We have some important notes to share today regarding changes to the in-game economy. You’ll see some hefty changes that impact how and when you gather resources, so we wanted you to know exactly what has changed and why.
First of all, these changes are coming as part of a broader overhaul of the economy, along with all our usual week-by-week iterations, so you can expect further changes as we test and balance - this is not the final state of play.
We’re seeking the best solution, not the quickest or easiest, so please bear with us. Rome wasn’t sacked in a day!

Overall aims:

First, we need to address some balance issues which have accrued during development:[/p]
  • [p]We have areas of great resource abundance which create "one stop" solutions for players to get everything.[/p]
  • [p]We have a feedback loop where the first movers get the most resources.[/p]
  • [p]We have some significant shortcuts which destabilise the flow of the game.[/p]
  • [p]We plan to overhaul which resources are used to do what, as currently it is not very intuitive.[/p]
  • [p]We wish to set up the Titan Train economy to better support Dagger progression, as currently we are missing meaningful choices around extraction.[/p]
[p]The end goal is to have a healthy economy which sets up interesting choices and tradeoffs for everyone, and allows you to feel resourceful, smart, and occasionally lucky!

So, on to the nuts and bolts. The specific changes going into this Friday playtest are:[/p]
  • [p]Resource Platform[/p]
    • [p]Always spawns one meganode[/p]
    • [p]Spawns one resource type only, varies per carriage[/p]
    • [p]Node resource yield is nerfed[/p]
    • [p]Exotic metal for now has the same yield as other nodes[/p]
    • [p]No Resource Platform in the engine carriage[/p]
  • [p]Dispensers[/p]
    • [p]Dispenser pickups are now worth 5 resources instead of 2[/p]
  • [p]Player Buildings[/p]
    • [p]Foundations now cost the same as walls/doors/windows, because they are also ceilings.[/p]
    • [p]T1 costs 5 metal[/p]
    • [p]T2 costs 25 plastic[/p]
    • [p]T3 costs 25 ceramics[/p]
    • [p]T4 costs 25 exotic[/p]
    • [p]Upkeep costs are 1/5 of total crafting cost, consistently[/p]
    • [p]Raiding bases will yield more resources - this is work in progress, but should encourage raiding[/p]
  • [p]Loot chests nerfed[/p]
  • [p]Trash nodes nerfed[/p]
  • [p]John Enginefall cannot be nerfed[/p]
[p]The aim with some of these changes is to balance the use of the Resource Platform vs. dispensers, and to encourage player movement between areas, so they can't just camp out in one location and get everything they need.We’re streamlining the train economy towards a more robust and dynamic experience, but first that means shaking things up a little. We’ll be monitoring the effect of these changes on Friday and as always are keen to hear your invaluable feedback.[/p][p][/p][p]JOIN NOW[/p]

🚂 Thank You for Joining the October Playtest!

[p]The October playtest has officially wrapped up and wow, what a ride![/p][p]Seeing your streams, videos and clips roll through our feed has been an absolute blast.[/p][p]You've shown us that the Enginefall community knows how to keep the hype train running full steam ahead![/p][p][/p][p]If you had fun during this weekend's playtest, don't forget to Wishlist Enginefall to stay updated with all the latest news.[/p][p]Our Enginefall PC Giveaway is also ending this week. [/p][p]Did you know that you'll get an extra 25 entries if you have played the game for 5 hours? Enter now before it's too late!
[/p][p]ENTER HERE[/p][p][/p][p]🔧 Enginefall is still in pre-alpha development, and your feedback helps us shape every rail along the way.[/p][p]We're already planning the next playtest, which will be announced very soon.[/p][p][/p][p]Thank you again for joining us on this journey.[/p][p]Your enthusiasm fuels our engines, and we can't wait to welcome you back onboard.[/p][p][/p][p]See you on the train. 🚂[/p][p][/p][p][/p]