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Derail Valley News

Simulator status update

Hi everyone,

Many of you are curious about how it’s going with our next major update, Simulator, so this post is intended to bring you up to date.

In the past five months since the previous post, there's been a lot of progress made on the update. It is currently in the final stages, and we are putting a lot of effort to release it as soon as possible. That said, there's still plenty of work left to do. We think we're about 3-5 months away from the release. Please understand that this is an estimate based on the current status, and it still may change.

It's been a very productive and busy period, which brought us significant improvements to graphics, UX, train simulation and bug fixes. Our team, which grew from six to nine members last year, has further solidified its coordination and workflow in the meantime, and has been hard at work continuously.



What made it difficult to share our progress more openly and establish a reliable release date is that, as we were developing Simulator, we were also cleaning up the project on the fly, which is a rather unpredictable process. As we explained in the previous post, we took this direction now because we see it as the most valuable course of action in the long run.

That is still part of the reason why we don't share more screenshots and videos about the update - it'll all be displayed when it's done. Another, bigger reason, is that with the release of Simulator, the price of Derail Valley for new buyers will be increased to $35.99. We want to delay the update as long as necessary until we're sure that our game is undoubtedly worth that price. It is because of this, too, that we want to attract attention after the update is released, not before.

All that contributes to us being more quiet than usual in this period, but rest assured that the update is in continual full development. It already is the biggest project we've ever worked on. While some of the upcoming features have been announced before in broad terms, at this point we can list them in a bit more detail:

(open images in a new tab for higher resolution)

All of the listed features and content are either done or nearing completion. They will be showcased in full detail in our In-Depth video series in days prior to the release.

At this point we’re past the major reworks too. For a few months already our daily work has been revolving around bringing everything together to a coherent whole. That alone is a challenge in terms of coordination, UX and performance and will take at least a few more months to finish and test properly. We also want to have enough time to dedicate to marketing, once it is all stable.

With that I'd like to remind everyone that we’re still a small team living off of the game’s sales and not a high-budget AAA studio that some are comparing us to. Our gateway to more resources and increased production is Simulator itself, which is why we are so careful to do it right, and to not overhype it before it is made publicly available.



During the development of Simulator we’ve also managed to work on things that are yet to come after the update, such as new industries and cities, new cargo types, new locomotives and cars, gameplay improvements and other, mainly of art and design nature. We'll probably have more information about those later next year, after Simulator.

If you're wondering about Simulator beta - please note that we already have a very helpful, carefully assembled closed beta team. It is small, but sufficient for our needs, and has already helped us shape this update, significantly. Our bottleneck has always been in production, not testing. We will, however, further expand the beta team as we get closer to the release with winners of the upcoming translation contest. We'll have more information about that later, as first we need to finalize the game texts/features in order to start the translating process.

As always, thanks so much for your support and patience over the years! We'll see you in a few months with more information.

-Slobodan

Simulator will take several months longer to be released

Hi everyone,

Making this news post doesn’t come easy, as undoubtedly some people will be upset, but I think being honest and transparent is the right way to go about it.

Over the past couple of months, during development of our next major update, Simulator, we saw an opportunity to improve upon various small things in the game, beyond the scope of what was originally planned. This includes things such as the expanded brake simulation, better inventory system, water physics, a massive game manual and many others, which weren’t initially considered for this update, but do shape the overall quality impression of the game.

We chose to do this now because doing these improvements on the fly, along with other changes necessitated by Simulator, showed to be much faster than coming back to them in the future. There’s also a high quality bar that we need to meet, and we can clearly see that community expectations for the update are higher today than when it was announced last year, especially with the large influx of new players as of late.

The scope expansion did bring the risk of not meeting the March release date, but ultimately, we did it to make Derail Valley a better game. At this point we can see that we won’t make it till March without rushing, and have decided to postpone the release instead.



Despite the postponement, development is progressing very well. The team is bigger and more productive than ever, and we’re already close to a feature freeze, with the added quality improvements. The reason for the postponement is simply - we are tight with time to tidy things up and don’t want to rush the finishing stage. Even after development is done, there are activities that need to fall into place, such as translating, creating press material and other. We want to have enough time to properly deal with everything, instead of rushing like we had to do with every former major release.

We know many of you would like us to release smaller updates more frequently, or at least write a monthly developer journal, to ease the wait and make it shown how much work is really being put in. Unfortunately, neither would help with getting things done faster. On the contrary, both would add significant friction to our decision making. Smaller updates aren’t feasible when doing core rewrites of the game, and developer journals lead to premature or too high expectations from the community. We’ve done both, so this is talking from experience.

We do however actively answer questions on our Discord, and with it being a more real-time based platform with less eyes pointed at any particular chat message, I do tend to reveal more information about our plans and ongoings there, rather than here on Steam and other social media. Ironically, our community member SmashedFinger just compiled some of the quotes from Discord into two lists, Unlocks and Future Plans, and they are actually quite a good overview of minor bits of information, for anyone interested.

With that said, for now, we can just ask for more patience. Derail Valley is in Early Access after all, and its development path is always evolving. We, too, are super eager to finally reveal Simulator - when it's done.



If you’re wondering about what’s coming in Simulator and after it, please see our previous post. When we're absolutely sure the update is ready to be further revealed, we will come out with new screenshots, a trailer and the definitive release date. It will take at least several more months to get to that point.

Those of you who may be interested in helping us community-translate Derail Valley from English to virtually any other language, and would have time to do so, please let us know on Discord, Steam forums or email ([email protected]). Soon we’ll organize a translator contest, and the best candidate(s) per language will be given access to Simulator beta. Many candidates contacted us already, and we're looking forward to seeing various new languages come alive in Derail Valley! We will have more information about the translator contest soon.

At the end I'd like to thank you all for the understanding, support and feedback, over the years. It motivates us greatly to do more, and better.

-Slobodan

Simulator closed beta started - Release in March 2022

Hi everyone!

We’ve got some news about Simulator, the upcoming major update to Derail Valley! Though you may have seen me share details about the update’s new expected release date on Discord and Steam forums in prior months, I wanted us to first start the closed beta and make sure things work as anticipated, before making an official announcement.



It’s been a bit over a year that we’ve been working on Simulator. As the headline suggests, we recently started the closed beta with our most trusted community members. This comes after a few weeks of testing internally by the dev team. We’re making improvements with weekly iterations, and so far, the progress has been going great! No major issues came up during testing, and we don’t expect any in the following period either.

That said, we are moving the release slightly from the previous announcement, namely to around March of next year. We’re doing this for a couple of reasons, but mainly to accommodate a couple more features and content than initially planned, and to avoid the Christmas press saturation. It will be absolutely worth the wait.



Currently, we’re working on a lot of things simultaneously. Some of those things will be part of Simulator, and others will come later. We’ve previously announced exactly what is coming in the major update (along with the upcoming price increase), but to avoid any confusion, here’s the full listing:

Coming in Simulator:
  • Day and Night Cycle
  • Dynamic Weather
  • Improved Diesel-Electric Simulation
  • Improved Steam Simulation
  • Revamped GUI
  • User & Save Manager
  • Sandbox Game Mode
  • Localization
  • Various smaller improvements, to be announced
In progress, but coming after Simulator:
  • Simulation of other loco types (DH, DM, E)
  • New Locomotives (S060, E6, DM1P, DE6 Slug...)
  • Locomotive Mod Support
  • New Cars & Cargo Types
  • New Industries, Cities & Villages
  • Revamped Railway Network (double-tracks, electrification, etc.)
  • Improved Gameplay (better job system and more)

Many of the features from the latter list get requested frequently, so we want you to know they’re taken care of and being worked on -- however we’ll only be ready to reveal more information about them some time after the release of Simulator.



As we are now deeply focused on the future and getting Simulator ready for release, we’ve decided to skip the next small build and merge it into Simulator instead. When we get closer to the launch in a couple of months, we’ll have a new trailer, new screenshots, in-depth videos and overall more details about the massive update!

In other great news, after a long search, we’ve recently grown our team with two additional highly skilled programmers. Our work output is notably ramping up and we can’t wait to start churning out the exciting new features and content in 2022!

Until then, thank you for your patience and understanding! We wish you a great holiday season ahead!

-Slobodan

Build #92 Hotfix

Hi everyone,

We've listened to all your feedback over the weekend, and have just fixed all the issues introduced in #92, regarding stability and vegetation.

Inventory order will no longer shuffle when you restart the game, items won't pop out of your hands or the Boombox, and belt orbs will work in VR now.



We've also done some minor fixes to vegetation, such as grass having too short render distance on the High setting, or it being too tall in yards. It was lowered just enough so that the rails are now clearly visible.

These were the issues with the vanilla game -- note that mods could cause their own issues.
Have fun playing!

-Your DV team


Stability:

- Fixed inventory order getting messed up, as of #92
- Fixed belt slots in VR not working when on vehicles, as of #92
- Fixed items falling out of players hands when going from one vehicle to another, as of #92
- Fixed cassette falling when placed in Boombox while on vehicle, as of #92

World:

- Increased grass render distance on High settings
- Reduced grass height in yards
- Reduced grass popping
- Improved shading and shape dynamics of green crop plants

Build #92 - New Vegetation & More!

Hi everyone!

Recently we’ve announced our next major update, Derail Valley: Simulator. The feedback was phenomenal -- we’re close to 1000 likes on that post, almost three times the amount Overhauled had when it was announced. Thank you! This makes us incredibly excited for the future.

In the meantime, we’ve worked on an intermediate small update, #92. As always it’s got one prominent new feature, and this time -- it’s the all new vegetation!

[previewyoutube][/previewyoutube]

Vegetation in Derail Valley has always been lacking in fidelity, so in our common fashion we decided to give it an overhaul. Not only does this greatly improve the look of scenery but it also adds a few additional types of flora and makes cliffs look more natural. Along with the beautiful plants themselves, vegetation settings were changed too.



[h3]Unchanged performance:[/h3]

While the new vegetation looks better, we were extra cautious not to impact performance negatively, and also to provide even higher levels of fidelity for those who have the hardware for it.

Formerly, the vegetation was meant to be fully compatible with VR, even at the highest quality settings. However, modern hardware can do so much more in regular non-VR PC gameplay. Thus, we’ve done some renaming. What used to be Ultra High is now simply High, retaining the same frame rate as Ultra once had, but offering more lushness and detail. This is what we recommend as the maximum setting for VR.



The new Very High and Ultra High settings, on the other hand, take things to the higher level of fidelity by taking full advantage of your GPU. We’ve confirmed with our beta testers that non-VR players of build #92 with GTX 1080 Ti and higher can max out all graphics settings and play at stable 60 FPS.

If you had your vegetation set to Very High or Ultra High in a former build, it will automatically be rolled one step back to compensate for the new higher fidelity. Players with low-end hardware will also benefit from this update, as vegetation set to Mega Low and Very Low levels will now render faster than it used to. In that sense the new vegetation now covers a broader spectrum of performance for all kinds of hardware, and we will tweak it further as needed.



Apart from revamping vegetation, we’ve also made some notable bug fixes and small improvements in this build. For example, we’ve added a new radio station - TruckersFM, we’ve improved the Boombox cassette file reading, we’ve fixed remaining cases where trains could get damaged unfairly, added a second row of cars to the job booklet for better clarity and made junctions highlight when aimed at -- to name a few. For the full listing, see the changelog below.



Finally, in case you missed it, we’ve recently updated the Community Unlocks with more details and information. Be sure to check it out!

That’s all for this update! As always, we’ll keep you posted as we get closer to another release. We’re most active on Discord, so make sure to join our server!

-Your DV Team


Build #92 - August 20, 2021:

Stability:

- Fixed trains getting damaged on game load if a consist was compressed
- Attempted fix at locos getting damaged very rarely when player spams teleport

World:

- Revamped vegetation
-- All new trees, bushes, grass and rocks
-- Added some additional types of flora
-- Modified vegetation settings (auto-reduces by one level if Very High or Ultra High)
-- Now defaults to High

VR:

- Fixed trigger and grip buttons getting swapped sometimes
- Fixed HP Reverb G2 having bad beam angles
- Fixed controllers being drawn behind menus
- Fixed couplers and brake hoses not following the "item grab" setting principle
- Fixed being able to feel map buttons during fast travel in OculusVR
- Changed default setting for movement orientation to Headset
- Fixed VR tutorial not pointing the correct inventory button on Vive Cosmos

Misc:

- Boombox improvements
-- Added TruckersFM radio station
-- Now can play .wav files
-- Now can play .mp3 files with embedded album art
-- Now can change volume with scroll or trigger+joystick when held
-- No longer stutters when changing songs from HDD
-- Fixed Boombox audio not ducking when overshadowed by explosions or horns
-- Changed cassette item collision sound
- Fixed several bugs that would prevent lost items from going to L&F
- Fixed items being unreachable when in interaction collider (e.g. lighter on firebox sill)
- Job booklets now show two rows of cars for better clarity, if train has over 10 cars
- Added highlight to aimed junctions (can be disabled in settings)
- Added item placing (R) to nonVR tutorial
- Fixed item placer gizmo getting stuck on screen if pressing esc while placing
- Fixed bad loco remote and world map orientation when item placing
- Fixed Boombox volume not working properly when mouse-scrolling
- Clearing the Caboose now moves it to depot together with items inside
- Fixed player movement being choppy when going down the hills
- Made the console key remappable (default ~)
- Fixed items in Caboose dropping through the floor when in drawers
- Made service station controls easier to use with mousewheel
- Fixed being able to cause an empty inventory slot with wallet by a certain action
- Fixed being able to squeeze into locked garages
- Fixed Item hanging in the air if the game is paused during telegrab
- Only show 'Press LMB to deposit' when a transaction requires money
- Allowed banknotes and coins to be used in nonVR for transactions
- Fixed clipping house floor in GF
- Flipped loco spawner orientation in FM
- Cleaned "missing script" log spam (OculusVR will still have some)
- Cleaned "There are no audio listeners in scene" log spam
- Fixed "Oxydizing" typo on a hazmat placard
- Updated Readme.pdf