Of Madness and RailGods
"It begins as a whisper. A shadow at the edge of your vision. A distortion of time, of place, of reality itself. The Wastelands do not kill with teeth and claws alone—they unravel you. But where one mind breaks, another may bend. And bending? That is where the power lies."
Survival in RailGods of Hysterra is not just about defending yourself against the monsters of Hysterra, managing the madness of the unforgiving world plays a huge role.
In a world where the Great Old Ones have already won, where civilization has crumbled into isolated fortresses that cling to existence in a desperate struggle to survive, the greatest threat is often not what lurks outside, but what stirs within.
The culprit? Madness. An ever-present corruption that twists reality and tests the will of those who dare to travel the Eternal Railways.
But, in a world where the Great Old Ones reign supreme, Madness is not just a punishment, there are those who have learnt to use and control it. Madness is a choice, a resource, a currency, however, it is one that players must navigate and manage carefully.

[hr][/hr]
[h2]The Origins of Madness – Inspiration and Design[/h2]
When designing RailGods of Hysterra, our team drew inspiration from H.P. Lovecraft (stating the obvious, right?). However, for those of you who have not read his works, you may be surprised to know that they rarely feature monsters that kill outright. Instead, they tell stories of scholars, explorers, and dreamers who stare too deeply into the abyss and in doing so are forever changed.
That was the inspiration for Madness in our game. It was never meant to be just another debuff, we wanted it to be something that players could interact with, by manipulating and harnessing it.
From the beginning, we knew that Madness couldn’t just be a timer ticking down to failure. Instead, we asked:
This is how the Madness System was born.
[hr][/hr]
[h2]The Evolution of Madness – From Concept to Final Design[/h2]
Unlike many other survival horror mechanics where over time, sanity simply vanishes, we treat Madness as something much more reactive, even dynamic.
Players gain Madness when they leave the safety of fortified cities and venture into the Wastelands of Hysterra. The longer they stay, the more reality begins to warp and shift.
At first, the system was fairly simple, Madness built up over time and as it built up, it created hallucinations and some other minor effects. But during our early playtesting, we realized a few points:
If you've played our latest demo, you'll know that the Madness in the game is very different to what we just described. That's because as we realised those points, we redesigned the system.
Instead of being a simple debuff, we converted Madness a trade-off system of sorts, yes it can (and will) negatively impact you, however, it can be used. This changed madness into a choice.

The First Choice
This is where how the philosophy of Madness changed, from a simple horror mechanic to a player-driven experience.
Ultimately, it comes down to this, madness is both a pathway to power and the price one must pay to get that power, it is a choice:

[hr][/hr]
[h2]Manifesting Madness – Audio, Visuals, and Player Experience[/h2]
Core to all of this is how the player experiences the madness when they play the game. It is not simply a UI element/a number on the screen, we've made it in a way where players can see, hear, and feel (through their character of course).
The way that we achieve this is through:
[h3]Visual Distortions: Seeing What Shouldn’t Be There[/h3]
[h3]Audio Manipulation: The Whispers That Never Stop[/h3]
[h3]UI Disruptions: When Even the Inventory Lies[/h3]

The goal was to make madness not just a difficulty mechanic, but a more psychological experience. We wanted players to question the world we've built with questions such as:
[hr][/hr]
[h2]Survival vs. Surrender – The Player’s Choice[/h2]
We mentioned this earlier on, but madness is not a game-ending feature. Unlike many other horror games, where when one loses their sanity, it ultimately results in the player losing the game, RailGods uses it to give players a way to choose their path.
Resisting madness means staying close to safety, and refusing the whispers of the void. Do this and players can retain your humanity.
Or, the player can choose to embrace the madness. Instead of controlling it, players can offer it to the RailGod in exchange for forbidden strength.

This is the balance we wanted, this is why we say that madness is a currency, not just punishment. Ultimately, it is used to pay for power.
[h2]The Future of Madness in RailGods[/h2]
While the current Madness System is already deep, we are expanding it further.
Madness is ever-evolving, much like those who embrace it. So the question remains…
Will you resist the Madness? Or will you become something more?
Survival in RailGods of Hysterra is not just about defending yourself against the monsters of Hysterra, managing the madness of the unforgiving world plays a huge role.
In a world where the Great Old Ones have already won, where civilization has crumbled into isolated fortresses that cling to existence in a desperate struggle to survive, the greatest threat is often not what lurks outside, but what stirs within.
The culprit? Madness. An ever-present corruption that twists reality and tests the will of those who dare to travel the Eternal Railways.
But, in a world where the Great Old Ones reign supreme, Madness is not just a punishment, there are those who have learnt to use and control it. Madness is a choice, a resource, a currency, however, it is one that players must navigate and manage carefully.

[hr][/hr]
[h2]The Origins of Madness – Inspiration and Design[/h2]
When designing RailGods of Hysterra, our team drew inspiration from H.P. Lovecraft (stating the obvious, right?). However, for those of you who have not read his works, you may be surprised to know that they rarely feature monsters that kill outright. Instead, they tell stories of scholars, explorers, and dreamers who stare too deeply into the abyss and in doing so are forever changed.
That was the inspiration for Madness in our game. It was never meant to be just another debuff, we wanted it to be something that players could interact with, by manipulating and harnessing it.
“In Lovecraft’s stories, those who seek knowledge often find only despair. But in RailGods, we wanted to offer something more, power. Madness is a curse, but it is also a tool.”
From the beginning, we knew that Madness couldn’t just be a timer ticking down to failure. Instead, we asked:
- What if players could choose to push deeper into Madness?
- What if Madness wasn’t just a punishment?
- What if losing your mind didn’t mean losing the game, instead it opened a door.
This is how the Madness System was born.
[hr][/hr]
[h2]The Evolution of Madness – From Concept to Final Design[/h2]
Unlike many other survival horror mechanics where over time, sanity simply vanishes, we treat Madness as something much more reactive, even dynamic.
Players gain Madness when they leave the safety of fortified cities and venture into the Wastelands of Hysterra. The longer they stay, the more reality begins to warp and shift.
At first, the system was fairly simple, Madness built up over time and as it built up, it created hallucinations and some other minor effects. But during our early playtesting, we realized a few points:
- If Madness was only a punishment, players would simply avoid it.
- If Madness was too chaotic, players would get frustrated rather than immersed.
- If there was no reward for taking the risk, there was no reason to engage with the system.
If you've played our latest demo, you'll know that the Madness in the game is very different to what we just described. That's because as we realised those points, we redesigned the system.
Instead of being a simple debuff, we converted Madness a trade-off system of sorts, yes it can (and will) negatively impact you, however, it can be used. This changed madness into a choice.

The First Choice
- Players can manage their sanity drinking herbal teas is a great way to do so, but this simply makes the madness vanish. The player does not “use” it.
- Players can intentionally let the madness grow, and in doing so, they can use it to power, knowledge, and abilities that no sane mind could comprehend.
This is where how the philosophy of Madness changed, from a simple horror mechanic to a player-driven experience.
“The best horror doesn’t just make you feel afraid—it makes you complicit. It tempts you. It whispers: ‘What if?’”
Ultimately, it comes down to this, madness is both a pathway to power and the price one must pay to get that power, it is a choice:
- Do I return to the RailGod and cleanse my mind?
- Or do I push further into the abyss and see what power awaits?

[hr][/hr]
[h2]Manifesting Madness – Audio, Visuals, and Player Experience[/h2]
Core to all of this is how the player experiences the madness when they play the game. It is not simply a UI element/a number on the screen, we've made it in a way where players can see, hear, and feel (through their character of course).
The way that we achieve this is through:
[h3]Visual Distortions: Seeing What Shouldn’t Be There[/h3]
- As Madness builds, the environment warps around the player's viewport.
- Shadows stretch where they shouldn’t.
- The world seems too bright, too dark, or simply…wrong.
[h3]Audio Manipulation: The Whispers That Never Stop[/h3]
- As Madness increases, sounds shift.
- You might hear footsteps that aren’t there.
- Voices whisper things that you simply cannot understand...yet.
[h3]UI Disruptions: When Even the Inventory Lies[/h3]
- At high Madness levels, your inventory becomes unreliable.
- Items are replaced with watching eyes.
- Some resources appear and disappear.

The goal was to make madness not just a difficulty mechanic, but a more psychological experience. We wanted players to question the world we've built with questions such as:
Can you trust what you see?
Can you trust what you hear?
Can you even trust yourself?
[hr][/hr]
[h2]Survival vs. Surrender – The Player’s Choice[/h2]
We mentioned this earlier on, but madness is not a game-ending feature. Unlike many other horror games, where when one loses their sanity, it ultimately results in the player losing the game, RailGods uses it to give players a way to choose their path.
Resisting madness means staying close to safety, and refusing the whispers of the void. Do this and players can retain your humanity.
Or, the player can choose to embrace the madness. Instead of controlling it, players can offer it to the RailGod in exchange for forbidden strength.

This is the balance we wanted, this is why we say that madness is a currency, not just punishment. Ultimately, it is used to pay for power.
“The strongest warriors of Hysterra are not those who resist Madness, but those who wield it.”
[h2]The Future of Madness in RailGods[/h2]
While the current Madness System is already deep, we are expanding it further.
- More Visual & Audio Distortions – Increasing hallucinations and reality shifts based on Madness levels.
- New Madness-Based Abilities – Unlocking even more eldritch skills for those who truly abandon their humanity.
- Madness-Based Events – Encounters and alternate storylines based on your level of corruption.
Madness is ever-evolving, much like those who embrace it. So the question remains…
Will you resist the Madness? Or will you become something more?