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Whispers of the Rail: A Glossary of Hysterra

Recovered from a rust-stained carriage, found adrift on the Endless Railways.
Entry #7 – Lexicon of Hysterra


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[h2]Great Old Ones[/h2]
Some call them gods, but I refuse. They are calamities given form, vast and ancient. When they returned, Earth wept blood. Each reshaped the land into their vision of what a playground of madness would look like.

Yes, I wrote returned intentionally, for this was not the first time that they roamed the Earth.



[h2]Dreamers[/h2]
They are the sleepers, led by Lovecraft before the Great Old Ones returned. They gathered in secret and were sent to the Dreamlands to find a way to save the earth and humankind - but in a way that would become real in the Waking World.

It was in the Dreamlands that they created the RailGods, and how the RailGods came to reality.


[h2]The Endless Railways[/h2]
The Endless Railways is a marvel of oneiric engineering, a self-repairing track of living metal that wraps around the entire planet forming an endless, undying loop.
Forged in the Dreamlands, it channels eldritch energies through its stations, casting great protective domes over the towns it touches.

[h3]Sub Section: Oneiric engineering[/h3]
This is a form of advanced, dream-based science and technology that operates according to the principles of the Dreamlands rather than conventional physics. It allows the creation of structures and mechanisms that would be impossible in the waking world.


[h2]RailGods[/h2]
The RailGods are our salvation…terrible salvation. Sentient locomotives were made when shoggoth-plasm and steel were merged. Their origins lie within the obscure sorcery of the Dreamlands and with the willpower of the Dreamers.



These engines travel the Endless Railways and are fueled by sacrifice and sorcery. As they travel the Endless Railway, they trace a signal/mesh that blocks the Great Old Ones from our realm.

[h3]Sub Section: Shoggoth-Plasm[/h3]
This is a refined extract from the dreaded Shoggoths (an ancient horror that we dare not speak of). The Shoggoth-Plasm allows us to bond flesh and machinery, ultimately creating the RailGods. It thinks, grows, hungers, and evolves.


[h2]Stations[/h2]
Similar to the train stations from before the Old Ones returned, but now with a much bigger purpose.
Each Station is a conduit of the Endless Railway’s living current, and by using that power, they cast a shield around them, a shield that protects the fragile remnants of humanity.
Within the shield dome, the whispering chaos and madness are held at bay, and only here may the RailGod rest, and the Dream breathe without madness pressing in.


[h2]Conductor[/h2]
A Dreamer who has returned from the Dreamworld and is now tethered to the RailGod. Some say that they drive the train, others say that they are subjugated to her, but those who meet them know…they do not drive the RailGod, they live in symbiosis with it.




[h2]Hysterra[/h2]
This was once Earth.
Now, under the reign of the Great Old Ones, it has become twisted, poisoned, and seeped in madness. After conquering the world, the Great Old Ones divided the land between them and twisted it beyond all recognition. Each god terraformed its territory to its own liking.


[h2]Dark Gifts[/h2]
Dark Gifts are the powers granted to Conductors by the RailGod. These abilities are far beyond what a human dreams of, but they come at a cost to the Conductor. With each Dark Gift, the Conductor loses a part of their humanity.


[h2]Madness[/h2]
To walk the lands of Hysterra as they are now is to invite madness. The twisted presence of the Great Old Ones is always felt, not through sound or shape, but through a pressure on the soul.



While aboard the RailGod, and within the domes cast by the stations, the Dreamer is safe. But during exploration, Madness slowly rises, a response to the ever-present influence of the Great Old Ones, the warped environment, and the horrors that roam it.

Regular humans quickly succumb to madness, however, Dreamers are different. They have the RailGod on their side, it can cleanse the Dreamer of their madness, and in doing so, the RailGod learns more of the horrors that exist in Hysterra. And as the RailGod learns, she will be able to grant you the Godkeeper Skills.


[h2]Godkeeper’s Skills[/h2]
Unlike the Dark Gifts, the Godkeeper Skills are non-combat abilities gained through the RailGod’s growing awareness of the world’s horrors.

They help the Dreamer become a more efficient Conductor, allowing faster movement through carriages, expanded inventory, improved resource collection, and more.



Godkeeper’s Skills reflect care, control, and adaptation, not violence.

https://store.steampowered.com/app/3201910/RailGods_of_Hysterra

[h2]Heed the whispers of the RailGods — your fate awaits![/h2]

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April 23 – The Dreamers Awaken

When the Great Old Ones returned, the world was shattered. Billions perished. The
survivors? Scattered, half-mad, clinging to remnants of reason. Time, space, and even memory were twisted under the will of ancient gods who reshaped Earth beyond recognition.

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The gods divided what remained among themselves and each began terraforming their territory to their liking.

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[h3]Yet not all was lost.[/h3]

Before the world fell, one man, H. P. Lovecraft, saw the signs of the impending doom. He gathered Dreamers from across the globe; visionaries, mystics, and outcasts, all united by a single purpose: to save humanity. Together, they hid themselves in mausoleums and crypts, suspended themselves in a supernatural sleep, and descended into the Dreamlands. There, beyond the reach of the Great Old Ones, they sought knowledge from ancient priests, brilliant polymaths, and forgotten professors, until finally, in the city of Sarkomand they forged a plan. The plan was the Eternal Railways and the instrument of that salvation?
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[h3]The RailGod.[/h3]

Born of Dreamland knowledge and bound in steel and shoggoth-plasm, the RailGod is no mere machine, it is a living god forged for one purpose: to carve a path of survival through a world consumed by madness.



And now, the time has come.

On April 23rd, the Dreamers shall awaken.
The RailGod will rise.


And salvation shall thunder across the rails of Hysterra.

https://store.steampowered.com/app/3201910/RailGods_of_Hysterra

[h2]Heed the whispers of the RailGods — your fate awaits![/h2]

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Guns N' Foes: Choose Your Weapon, Embrace the Chaos

RailGods of Hysterra is not your average survival game. Instead of a cabin in the woods, your home is a living, tentacled train, a monstrous RailGod that you are symbiotically bound to.

You are a Dreamer, part mage, part scavenger, part god-touched survivor, and you'll be exploring Hysterra as you set forth on the Eternal Railways with your RailGod to gather resources, and expand your mobile base… all while managing your sanity in a world corrupted by the Great Old Ones.



Combat in RailGods of Hysterra is a fusion of early-industrial firearms and forbidden magic, granted to you by the RailGod itself, though there is a price to pay if you choose to accept its gifts - your humanity!



The latest trailer, Guns'N Foes, showcases many of the weapons and combat styles in the game, from handcrafted pistols, Victorian rifles, mystical blasts, and even your bare fists (if you're brave enough).

[previewyoutube][/previewyoutube]
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March 26 draws near... and with it, a revelation. Mark your calendars, and prepare yourself for that day, you won't want to miss what’s coming.


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https://store.steampowered.com/app/3201910/RailGods_of_Hysterra

[h2]Heed the whispers of the RailGods — your fate awaits![/h2]

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Lovecraftian survival game RailGods of Hysterra shows off its weapon arsenal

We've seen a lot of survival games in the past couple of years. While some stick to Valheim and The Forest's tried and tested formula, we've seen Nightingale put a 'gaslamp' spin on the standard fare and, of course, Palworld's viral creature-collecting. RailGods of Hysterra, however, is changing things up yet again, placing your base on a roaming steam train that houses a Lovecraftian god. You'll make your way through the Dreamlands, power yourself up, and collect resources to expand out your home away from home. Oh, and you'll also be collecting sacrifices, but it's not as bad as it sounds, trust me.


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Embracing the RailGod's Gifts

"You could stay human. You could keep your fragile sanity intact. Or… you could take the gift offered by the RailGod. But to gain power, something must be given in return, that something is your Madness.
For those who serve the RailGod, Madness need not be a burden, it can be a currency. The question is, how much are you willing to spend?"


Before you can wield Madness, you must understand it.

In our previous article, Of Madness and RailGods, we explored the origins of this mechanic. We spoke of how Madness evolved from a punishment into a choice, even becoming something akin to a currency that can be traded for power, and how it manifests not just as a mechanic, but as a psychological experience. If you haven’t yet read that article, we recommend starting there to grasp the full weight of what Madness truly means.

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For this article, we will be diving into Madness again, but this time it will be more of an explanation of how it works. We'll be covering how Madness becomes fuel for transformation: how it is gained, how it is spent, and how it unlocks the forbidden God-Keeper Skills. We’ll also explore the mysterious Magic Wheel, the strange mechanism by which power is granted - or denied.

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[h2]How to Gain & Control Madness[/h2]

Perhaps the most important thing to know about Madness as a mechanic in RailGods of Hysterra is that it is not random, it is the result of a series of choices. The goal is simple, every interaction should come with a cost.

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[h3]What Increases Madness?[/h3]
Madness can be gained through various actions, some intentional, some unavoidable.
  • Remaining away from the RailGod for too long
  • Exploring corrupted lands where reality is unstable
  • Witnessing eldritch horrors that should not exist
  • Reading ancient texts filled with knowledge mortals were never meant to understand
  • Interacting with artefacts infused with the energy of the Great Old Ones

As you trigger any/each of these points, Madness will build and it will gradually alter the way that you perceive the world.

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[h3]The Effects of Madness[/h3]
Displaying the effects of Madness to the player is not as easy as it sounds. After all, as we described in the previous article we wanted to move away from simply relying on visual tricks, and instead, have the mechanic be something that has a direct impact on the player's experience by distorting what they see, and make survive a challenge.

  • Eyeballs appear in the inventory.
    This is to give the player the impression that, as they go "mad", they lose memories of what they have. That herbal tea you once had in your inventory? Well, now you no longer know what it is. Don't worry, once you relieve yourself of the madness, you will recognise it again.
  • The world is bathed in red mist.
    To show the player's vision is impaired, a red fog closes in on the player.
  • The Mini-map becomes useless.
    This works hand in hand with the previous two points. It is another layer that makes players feel like they are forgetting what they once knew / they begin to question what is real and what is not.

These are the features that we have right now, however, we are constantly looking to build on this. So for the future, know that we are likely to add more ways that Madness can impact you, especially if it ultimately results in the player feeling disoriented, lost, and vulnerable.

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[h3]Managing Madness[/h3]
As we've mentioned a few times, we've always wanted to include some form of "choice" when it comes to Madness. Not by means of whether it affects you or not, but by means of what you can do with it.



The first step in doing this is to have a way that players can manage the Madness. This means that there has to be a way for players to purge themselves of its creeping grasp.

Ways to cleanse Madness include:

  • Returning to the RailGod
    The act of offering Madness to the RailGod will reset the Dreamer’s mind, for a time. However, in doing so the player will walk down a path that sees their humanity slowly be eroded.
  • Drinking Herbal Teas
    Certain concoctions help suppress Madness, though their effects are temporary. This method will dissipate the Madness, removing it from the player's body entirely. By taking this method, the player will retain their humanity, but they won't get anything in return from the RailGod.
  • Avoiding eldritch corruption
    There are places no sane Dreamer should walk. Some step into the darkness and never return. Whether or not this is always possible is a different point entirely.

Ultimately, for those who wish to hold on to their humanity, managing Madness is a constant battle.

For those who don’t, there is another path.

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[h3]God-Keeper Skills – The Gifts of Madness[/h3]
"To wield power beyond mortal understanding, one must first accept the cost. The weak fear Madness. The strong wield it."

The God-Keeper Skills are gifts granted by the RailGod, but only to those willing to surrender their Madness in exchange.



Unlike traditional RPG abilities, these are not passive perks, they are transformative. The more a Dreamer embraces the RailGod’s power, the less human they become, but in doing so, they become more powerful than they could possibly imagine.

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[h3]How Are God-Keeper Skills Obtained?[/h3]
God-Keeper Skills are not freely given, they must be earned by offering Madness to the RailGod. It is through this mechanism that we turn Madness into something far more than just a debuff.

However, one must know that acquiring power always comes at a cost, each ability pushes the Dreamer further from what they once were.

The Most Sought-After God-Keeper Skills

The most powerful abilities allow Dreamers to transcend their limits, but none come without consequence.
  • Teleportation
    The most praised ability. Allows Dreamers to instantly return to their RailGod but at what cost?

  • Gathering Tentacles
    Enhances resource collection, but replaces the Dreamer’s arm with something… other.

  • Unveiling the Map
    Clears the fog of war, but does the Dreamer truly see the land as it is… or how the RailGod wants them to see it?

Dreamers may find themselves wondering: Did they make the choice, or was the choice made for them?

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[h2]The Magic Wheel[/h2]
The Magic Wheel is the interface for the powers that the RailGod has granted you.



[h3]How It Works[/h3]
  • When the player gets a power from the RailGod, they need a way to access/use that power.
  • This is handled by the "magic wheel", think of it as a power selector.

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"The strongest warriors of Hysterra are not those who resist Madness, but those who wield it."

Madness is not an obstacle it is a tool, a currency, and a path to transformation.
Dreamers must decide:
  • Do you control the Madness, or does it control you?
  • Do you embrace the gifts of the RailGod, knowing you will never be the same?
  • Do you spin the Magic Wheel, knowing you may never return to what you once were?


https://store.steampowered.com/app/3201910/RailGods_of_Hysterra

[h2]Heed the whispers of the RailGods — your fate awaits![/h2]

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► X (formerly Twitter): https://x.com/RailGodsGame

► Reddit: https://www.reddit.com/r/RailGods

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