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Super Loco World - Cozy Train Automation News

Hotfix #1

[p]Hello Engineers,[/p][p]Thanks for playing so far. We hope you're enjoying your time in Super Loco World! We're Just dropping by to let you know you can now update the game with our first Hotfix.[/p]
  • [p]Fixed an issue with Warehouse traffic lights displaying an incorrect "Signal has no action" icon when an action has been set.[/p]
[p]Curve Trains 🚂 [/p]

Super Loco World is Out Now!

[p]Hello friends,[/p][p][/p][p]I'm thrilled to announce that today my game Super Loco World is officially launching as part of the Steam Automation Fest![/p][p]This is a very important and exciting moment for me — you never know how the audience will react to your game. Maybe everything will go well and I'll continue making indie games, or maybe I’ll have to get a “real job” (haha). But regardless, I’m proud of what we achieved with our tiny team (core team of 2). And while it might sound cliché, this is truly my dream game. I had this idea for a long time, and it’s exactly the kind of trains game I was always missing.[/p][p][/p][h3]Changes since the Demo[/h3][p]I admit that Super Loco World Demo wasn’t perfect. But we gathered and carefully analyzed all your feedback to fix problematic parts of the game. So let me share what was changed in the full game compared to the demo.[/p][p]The main issue almost everyone pointed out was the tutorial. So we completely overhauled it — now it includes video guidance and is split into separate step-by-step lessons to help you better understand basic gameplay concepts. We also added contextual hints about how to automate railway signals.[/p][p]Another big change was reworking one of the demo’s core mechanics — island creation. It sounded good on paper, but in practice it added unnecessary complexity and made late-game logistics clunky once you had multiple islands. So in the full game, you’ll play on one large island. And instead of creating new islands, a new and more elegant mechanic has been introduced: you choose where to found a town and where to place production regions. Of course, there are some restrictions — for example, lumber mills can only be placed near forests, and the fishing industry must be created near the ocean.[/p][p]On top of that, we made numerous small UI improvements, fixed most of the bugs and annoyances we could find, and even improved the graphics a bit. I’m sure you’ll notice and appreciate all these changes in the full release.[/p][p][/p][h3]Post launch plans[/h3][p]We’re planning at least one major update after launch that will include everything we wanted to add on release but didn’t have time for. More specifically:[/p]
  • [p]Accessibility improvements, including key rebinding and updated save system[/p]
  • [p]Difficulty settings, allowing both easy mode (e.g. transparent trains or infinite money) and harder game mode where you’ll have to count every coin[/p]
  • [p]Smaller improvements, like being able to take a loan when funds are low, and a display showing your current economy status[/p]
[p]I also see great potential in extending the game with additional objectives, gameplay scenarios, or even entirely new game modes. But I don’t want to promise anything just yet — first, I want to make sure you have interest in continuing to play Super Loco World after the main campaign is completed.[/p][p][/p][h3]Finally[/h3][p]Thank you for all your support and feedback! I’d also like to invite you to our cozy Discord server, where you can share your thoughts about the game and show off what you’ve built (I seriously can’t wait to see it!).[/p][p]So, if you’re into logistics games, automation, or just appreciate unique and unusual games — go get Super Loco World![/p][p]- Andriy[/p][p]
[/p]

Super Loco World Out on July 14th!

[p]Hello, Engineers, [/p][p][/p][p]We’re excited to finally share some big news. Super Loco World officially launches on Monday, July 14th.[/p][p][/p][p]It’s been a long journey to get here, so we’re incredibly excited for you to get your hands on the final experience. Filled to the brim with tons of automation, effortless building and dynamic economies that will shape your railroads, we hope you enjoy it all. Get ready to cozy up and let your automated train dreams run wild in just 2 weeks![/p][p][/p][p]We’d also like to say thank you so much for your support so far. It has been great to see all the positive messages and feedback from the demo. Don’t worry, there’s still some time to check it out if you haven’t already![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Mark your calendar and get ready as launch day is just around the bend! Make sure to wishlist to be the first to get hands on with the full game and join the Discord community here to exchange tips and tricks! [/p][p][/p][p]Curve Trains 🚂 [/p]

Demo Update v0.7.8

[p]Hello, Engineers! 
[/p][p]Firstly, we want to extend a huge thank you to everyone who has played our demo! Your feedback and suggestions are incredibly valuable as we work to refine Super Loco World ahead of its launch. 
 
We recognize there are elements of our tutorial/instruction elements that could use some improvements, and we’re actively implementing additional guidance in the demo and for the final game. Your feedback is crucial, so please keep it coming! 
[/p][p]Here's a quick overview of what we’ve addresses so far, and we’re just getting started! [/p][p][/p][p][/p][p][/p][h3]DEMO FIXES - V0.7.7![/h3]
  • [p]Tutorial improvements[/p]
  • [p]Rail signal UI improvements[/p]
  • [p]Added missing escape functionality to UI prompts[/p]
  • [p]Improved train UI[/p]
  • [p]Newly added manual override to traffic lights[/p]
  • [p]Substantially increased train interaction zone for depots[/p]
[p][/p][p][/p][h3]DEMO FIXES - V0.7.8![/h3]
  • [p]Small rephrasing adjustments in tutorials [/p]
  • [p]Trash icon added when erasing items to avoid it being mistaken for a close button [/p]
  • [p]Extended the demo with an additional island and extra goal to level up your town to level 4 [/p]
  • [p]Added correct Discord link [/p]
  • [p]Moving camera now possible with keyboard in the first tutorial[/p]
[p][/p][p][/p][p][/p][p]Thank you for being a part of this journey with us, together we’re building something we think is special, Super even!  [/p][p][/p][p]Wishlist and follow us here on Steam to stay up to date with all things Super Loco World! 
[/p][p]Curve Trains 🚂 [/p]

Demo Now Available & Demo Update

[p]Hello, Engineers! [/p][p]We hope you’re enjoying your time in Super Loco World so far.  We're dropping by with a thank you from Andriy along with an update to the demo. We've been listening to you and we've made a few changes based on the feedback we've seen so far.[/p][p][/p][h3]A WORD FROM ANDRIY - THANK YOU![/h3][p]"Thank you for picking Super Loco World among hundreds of other great games at Steam Next Fest! This is an exciting moment for me as it's the first public appearance of the game in over a year of development. Not everything went perfectly, I am aware of the tutorial and usability issues. Fixing those issues has been my priority in the last few days. I hope the most critical problems have been fixed in the latest 0.7.7 update which was released today. More to come, so please stay tuned!"[/p][p][/p][p][/p][p][/p][h3]DEMO FIXES - V0.7.7![/h3]
  • [p]Tutorial improvements[/p]
  • [p]Rail signal UI improvements[/p]
  • [p]Added missing escape functionality to UI prompts[/p]
  • [p]Improved train UI[/p]
  • [p]Newly added manual override to traffic lights[/p]
  • [p]Substantially increased train interaction zone for depots[/p]
[p][/p][p]Thank you again for taking the time to check out Super Loco World. If you're enjoying it, make sure to Wishlist the game to be one of the first people to find out more information as it comes in![/p][p][/p][p][/p][p][/p][p]Curve Trains 🚂 [/p]