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A full day on the Railroad in Keystone - CoS March Devlog

6 miles out, 6 miles back; new sim, functional industries, making money, tons of new UI, the list of bullet points to touch on was exceedingly long and we still might've missed some things...

Plus, I decide to choose violence and leave boiler explosions on for a 2 hr+ vlog. What could go wrong?

Comments

Hi! It would be very nice to be able to turn off the payment for the jobs to your own industry, just for the feeling that your making something big. Cheers, Igor.

Totti Von Lotti

This certainly sounds interesting. I don’t know if this would make “initial release” (v1.0) but it certainly sounds like something that would be a “cool feature” to have for a v1.5 (or later) game update. This would force players to lay down at least two rails (and in some instances, even three rails especially for high-speed passenger service / time-sensitive cargo freight).

Mark Malewski

This is certainly interesting. I would make this an optional feature that can be turned on and off. Almost like a Sim City or Skylines option that allows for natural disasters like forest fires, tornadoes, heavy snow; ice and various other things that can happen “natural disasters” that could damage the tracks or locomotives / wagons and cause trees and rubbish as well as track damage. Would be interesting to have to manually repair (and even have an option to pay money to have to repair the lines that are damaged). Seems like an interesting concept and I like the idea of being able to make our own maps, map editor, SDK, and love the idea of natural disasters that would cost us money to repair (having to build more sheds to protect locomotives from storms and also having to repair railcars that are damaged during storms). There is some great YouTube videos of train consists being knocked off the tracks as tornadoes pass through (especially here in the Midwest). I do like the idea of weather and natural disasters being added to the game (as a feature that can be enabled / disabled) and hopefully we can choose which natural disasters we want to turn on / off. (Flooding, Tornadoes, Mudslides, Hurricanes, Earthquakes, Snowstorms, Wild Fires, etc).

Mark Malewski

This was largely discussed in the February Dev Vlog. For the most part, 2-4 locomotives is right about where we are balancing the game scaling as far as the maximum amount of locomotives you would need to operate with the world sizes we have scoped out, and corresponds to the roster sizes of prototype NG railroads (or sections thereof) of that size. One or two locomotives active for revenue service plus one down in rotation for repairs is common for shorter lines, but anywhere that undergoes a major change in the track alignment, whether a steep sustained grade or a sharpening of curvature or a change in weight or clearance restriction, or a combination of these factors, may necessitate the stationing of an additional engine for a specific use case. For example, the Sierra Nevada Wood & Lumber Co. used rod engines on the shallower grades from Hobart Mills to the outer edge of the valley, and then handed trains over to geared steam for the steeper climb up to the log landings. A similar handoff was demonstrated in our Shay Dev Vlog, but overall, we intend for players to have highly detailed and personal experiences with small rosters, rather than impersonal and distant ones with large rosters. In a time where AI is encroaching on art and minimum human involvement is becoming an uncomfortable norm, we want to buck that trend and get people's hands on the throttle to appreciate the nuance, intricacies, challenges, and joys of railroading on a smaller and more human-friendly scale. When you have a ton of carbon-copy engines, they can feel expendable. But if you have a couple that feel unique to you and have their own personalities, they will matter a whole lot more and you'll want to take good care of them. - Tom

Studio346

IIRC they've said before that they don't really know yet.

Ridgeeway Spark Arrestor

Not so much a question as a comment. Unit reefer trains (full of lettuce) we’re a vibe here on the Monterey peninsula 60-70 plus years ago. There’s still a 1-ton ice block ice plant here in town. Such a cool scene. (Also little Connie’s are glorious pulling a hill till you corrugate them crown sheet as Gilbert “Snap” Lathrop would say 🤣)

Drew Barker

Question for a future Q&A: Will there be gameplay reasons for owning a bunch of locomotives. I can see maybe owning 2-3 for the most parts, but what kinds of things would necessitate owning more.

Matthew Hume

Are you guys planning on support for Discord's Rich Presence feature? I found a neat mod for Derail Valley recently that adds support, which displays what type of engine you're operating, what type of freight you're hauling, the weight of the consist, whether or not you have a caboose tied in, and how many jobs are active. I'm not a dev, so I don't know how simple or unrealistic it is to add to something like this, but it is neat to be able to see what someone is doing at any given time.

Pauwer!

Loved seeing what game play outside of driving the trains looks like. Hope to see else you add and passenger train operations in the future. Also can't wait to see multiplayer so Mark is slightly less likely to blow things up.

Pineycreek

I think back in the paint customization vlog they said they would have some sort of guide to help those who wish to create a look for their fictional railroad that follows historical precedent. I would imagine, and this is just a educated guess, that similar to how locomotives and certain appliances can be gated by year, paint can probably also be gated by year if the player were to so chose.

The California Poppy

Had an interesting question come up while discussing the Baldwin styles with friends -- the CoS team has a crazy amount of knowledge about styling eras, what locomotives wore what types of paint, et cetera. Can we expect the game to ship with some sort of guide to these styles and what each was typically used for? I'm a bit of a fictional railroad aficionado and would love to make my locomotives in CoS feel like they could've actually existed, era-appropriate schemes and all. Love what y'all are doing and can't wait to see more. Cheers from PA.

Harrison Bailey IV

They covered this before in a different video. They did say you'll be able to change almost every aspect of a locomotive to your own liking, I believe they said theres like over 6,000 customization options for each train, I could be wrong about the number but its a lot.

RockyGaming11

Love seeing all the amazing progress, but it is kinda hard to hear the other people, even hard to hear you at times Mark. That being said, can't wait to play the game! Quick question though, do you guys have any idea what kind of pc hardware will be required and/or recommended to run the game? Like CPU and GPU specs for smooth gameplay. Thanks!

Moldenhaus

The last video talked about fully remappable keyboard controls and controllers.

Matthew Hume

Mark, I just gotta say... Those whistle echoes are the most glorious sounds that have graced my ears. Just when I think I couldn't get any more excited for this game, you and your team put something like this out and I start smiling like an idiot all over again. Looking forward to the future of this project with ever more gusto! Thank you so much for your hard work.

James Mapes

I have a question will you eventually implement the Xbox controller as a way to control the game

Carter Kissinger

Customization question here but can we add/alter smokebox handrails/grab irons on our steam locomotives, like adding D&RGW inspired grab irons for the smaller engine like 340, 346, 168 etc. on the 10-26D and other locomotives? And are we able to extend the smoke box on locomotives like the 8-18c and the 10-23E?

T-12 Productions

hello Studio346 are you going to be animating loading & unloading of cargos. if you can not say i understand. thanks for all your hard work.

Nick Porter

Locomotives are always going to be hot and ready in the sense that when they are parked in the roundhouse or enginehouse they are basically in a state of stasis. They are automatically kept ready to go. The fire won't be raging but it will be up enough to maintain pressure and keep appliances moving. This is a concession to keeping gameplay moving. There are no plans for cold starts.

The California Poppy

Hello Studio346! Typing on a phone here so hopefully it doesn’t look too bad! I wanted to ask after watching this, more on the steam simulation side of things, as a current fireman on many steam locomotives, my favorite thing is hostling and getting the engine ready for the day! So I guess this brings me to my question, will be be able to do any hostler related things to steam engines? Turn the air pumps on, fill sand, maybe ready the fire (coal burner)? I’m happy to see a proper coal firing simulation now! Hope to hear back from you all and can’t wait to see more progress!

Matthew Flanagan

Yes, you'll not be forced to move between Eras if you do not want to, we totally understand the desire to start in and/or stay in certain Eras.

Studio346

Noted! Thank you, it's pretty difficult without having each person record their audio then sending it together for mixing. As you hear us all in a Discord call in the recordings. We'll see if there's something that can be done on that moving forward :)

Studio346

I just got to comment. I like your guy's dev logs, but please for the love of god, please fix the audio levels. It would be ideal if everyone could be heard clearly in the logs without the engine drowning out the people talking. Other than that, good!

Jordan Witmer

Forgive me if y'all have touched on this before, but out of curiosity now that we've got "1920s" shown in the UI, is it going to be possible to, for the lack of a better term, "lock" a save in a given timeframe or does time march on whether you like it or not? Got my heart set on a late 1800s Ponderosa save...

Joey Ferrito

One thing I miss about railroad simulators are NPCs. People I have to talk to. Also a thing I only saw once are orders I have to take (Derail Valley). I'd love to see something like this 😊

MrKlamma

Great video! There's a couple questions that have been on my mind for a while. First, in an previous devlog you were talking about explosions, and whatnot, and how you were making them big and exciting, and launching cars hundreds of feet into the air. If I want a more realistic handling of such things, will there be an option? Also in regards to things like loading, which you touched on a bit here and in previous vids, will we get the choice to determine if they sit for a realistic amount of time for loading/unloading, or will it be, like you hinted at previously, that it will be set to be short, wait a short bit and the car is ready to go? The way my mind works, and I prefer to do this sort of stuff, I would probably rather it be a longer term thing, I leave the car at the industry for a day or so, then pick it up later.

Lena the Dreadful

This was an awesome video. Best so far. I'm currently on my second watch through. One thing I'm really excited to learn more about is maintenance. It seems like there are a lot of little things, the packing on the fireman's side, out of quarter valve gear in another video. The fun part of simulation is throwing some off-nominal parameters into the mix :)

Matthew Hume

I'm glad that there will be simulation of boiler maintenance along with the running gear. The lovely thing about a game is that water testing and chemical prescription isn't likely to be as annoying as irl. Also the blowdowns look very fun. On ship the boiler blowdowns just go overboard, usually at or below the waterline depending on load, not nearly as dramatic.

Mark Johnston

There are plans for character models and vehicles have been shown. Those though are lower on the list of priorities.

The California Poppy

So in playing railroader and RR online my question is will the world feel alive? Or just a desilant void where the trains are the only thing that have life. Great work guys look forward to seeing the release.

Andrew Treece

God every Devlog just gets me more and more stoked for the game, you are all doing gods work here! Chears!

Railraider

I've got some ideas on how to make it work in a non-frustrating way. :) - Mark

Studio346

With multiple users in a discord call and recording software that gets... quite persnickety if you try and record more than one "source audio track" it definitely gets challenging to balance as there's not any way to deal with it in post - I understand the frustration, and we'll give it a little more setup next time. - Mark

Studio346

Paul - thank you so much for the detailed feedback. We ran out of time to get the Industry UI set up for the vlog, hence the auto-magic loading being required. Rest assured, there will be quite a lot of player agency in how things move on, though I know we'll have some discussions about automatic loading and unloading in certain situations. Particularly thinking about LCL freight, the player *must* be able to pick how much and in what cars, etc. - our loads were just pre-set knowing that the Industry UI is still in progress. Look forward to the May Vlog - there will be a lot more information about industries themselves then. Cheers! - Mark

Studio346

Yup! The echoes are based on your distance to the surrounding terrain and what that surrounding terrain is. Was a fun bit of kit to put that together. - Mark

Studio346

Well, it should in the future... lol! At the moment, the injectors do cool the boiler down overall which reduces pressure, but I don't have considerations for the increased flow throughout based on the convection currents... yet. *yet*. That'll be especially important when we get some more modern steam with some steaming efficiency devices... more to come. :) -Mark

Studio346

... darn. lol! - Mark

Studio346

Appreciate the feedback, and know there is much more to go on industries to be seen in the future. - Mark

Studio346

Minimum Specs will be TBD as we continue to optimize things - as soon as we know we'll publish it. My rig has an Intel 12700K CPU and an AMD Radeon 7900 XTX GPU. - Mark

Studio346

Loving everything I love how the cars just wobble as they go down the rail and I have a question for whenever you do a Q&A. It's a question about the round houses I'm wondering if they'll accumulate dirt or smoke over time from the locomotive being in there like the roof becoming a black void of nothing from all the soot and coal smoke.

VoidElder

You can choose to take the car to the shops yourself regardless of difficulty. The teleporting is mainly for cars that end up in a river or off a bridge. They were just showing the feature off.

The California Poppy

The games looking amazing! I was wondering what the minimum specs you guys were thinking the game will need. And what have you been running the game with so far.

Willbur Effect

You guys are doing great! I'm loving the improvements with each release! A word of thought. The trains have such great animation and detail, but a large part of operating the railroad and gameplay is working with commodities and rolling stock. I think the addition of some simple animations makes the game so much more lively. Many simulators get this wrong and miss out on the gameplay aspects. As it sits, the gameplay portion of the game is very static feeling. All of the action takes place on the clip board. Adding some animations like box car doors opening and closing, goods being moved by characters (wouldn't have to be super detailed animations.) Just a visual representation of what's happening outside of the menu would be amazing. Use case in my mind is if you were loading a series of cars, but was maintaining the engine or doing some switching near by, it would be really great to be able to glance over and see the loading or unloading still underway. Or while loading coal or grains, seeing them moving down the chute and filling the hoppers in a way that you could push or pull a train of hoppers through to fill without having to stop at each car. Train simulators have missed out on this for years, nobody has ever really got it right. However, I think railroads online was on the right path with their animations. Again, it's not integral, but make the game world feel less static when compared to the shake and rock and roll of all the rolling stock. Surely if we go to that much detail on the trains, we can get similar or partial detail on industries. The game aspect if done right could attract even non-rail fans. Again. Loving what yall are doing and I get so excited for each dev vlog.

Austin Slater

With the possibility that it has already been asked: will the option «Send to shops.» be influenced by a difficulty setting, so that you have to switch the car yourself to a shop that’s nearby and it will not be teleported there?

Lord_Creepah

Not putting "Century of Cream" on the reefer was a missed opportunity.

Andrew Frame

Does the sim understand that new, cold water from the injector will fall down to the mud rings first before warming up, and thusly the water coming out of the blowdown is typically the coldest?

Andrew Frame

Was that a genuine echo at 46:56? 'Cause DAYUM.

Andrew Frame

Excellent video, the game looks and sounds superb, and the game appears to be really evocative of the feel of operating a loco and a railroad. Also the hard work of the team integrating all the features IS apparent, even if it isn't as immediately obvious as new assets, etc. - which are also cool. The main question that occurred to me during this vlog was some things related to loading/unloading and industry interaction that wasn't quite clear or shown fully, perhaps because it might still be work in progress or because there was such a lot to show off, was determining what was loaded into cars, or unloaded from them, and when. Regarding loading; it was mentioned that the industry had been told what to load into the cars, and how much, but not shown. Can the player control this, or is the loading now automatic (i.e. industry checks if there is a car spotted that can carry the commodity and starts loading it)? Instances where the player might want control might include having cars in the cut that it is intended be loaded with something else or at another location. Example include: *if there are two cars spotted and only a load for one available today, a player might want only the car nearest the access point loaded, *if spotting a refrigerated car at the dairy and a car intended for the farmers co-op is also in the consist and strays onto the loading location and ends up with 12lbs of cheese in it (answer: crew eats the cheese) because it started loading automatically, (i.e. cars having multiple potential intended uses, not just the one at the current location), *or if the farmers co-op has different commodities with different refrigeration requirements, a player would want the cabbages or animal feed to go in the car without ice, and the citrus to go in the ones with ice. Regarding unloading; in this vlog when cars arrived at industry/depot/team tracks they appeared to unload automatically. In some cases where it is a specific cargo destined for that destination, that makes sense as either an auto assist option or a design choice. However in some cases (depending on how it's handled) the player might want control (and not just to roleplay extended loading/unloading times), in the cases shown the ice and coal was destined/intended for player company use (and presumably the coal would have been manually transferred like the ice was), and the gasoline and Ford were destined for specific locations. However coal (and other commodities) could also conceivably be destined for an industry, or export to interchange/off map. Is that destination set at origin, for instance the player buys the coal from the mine as company owned as they specify it to get loaded onto an available car, or in another instance the mine output has a specific destination (export or industry) and gets loaded into a car with that destination associated with it. Or is the coal always without a pre-set destination and where it is unloaded is determined by where it is spotted (and if there is a demand there). A case were automatic unloading could be an issue, if all the coal doesn't have a pre-set destination, would be if taking a cut of coal cars to the export location, but wanting to keep one of the cars to go to the loco servicing point (or an industry), however it gets auto-unloaded at the export location while spotting the cars with the coal intended for export. There would be a gameplays ways around not having manual control of loading and unloading (and cases where it's unnecessary), such as carrying out the switching so as not to take the cars intended for another destination to the track where they would be automatically loaded/unloaded, but that wouldn't necessarily be the railroad way of doing it - the most efficient way of switching it might be to split the train on one of tracks with supply of/demand for that commodity. In the Shay devlog all loading and unloading shown was manually triggered, giving the player control, in this months devlog it wasn't immediately clear what all the potential circumstances where freight loading and unloading would be triggered manually or automatically. It's great that you listened to feedback from the Shay devlog, and it must be difficult to evaluate getting 10 comments on a topic because of the unknown number people who considered it in that detail, and not knowing if only 5 or 85 people would have commented an opposing view if it had been the other way around. This post isn't about the time required for loading and unloading, but control of loading and unloading also came up then. I appreciate the increased representation of railroad operations that having loading and unloading times has (and it is a balance you're experimenting with), in the previously shown system of manually triggered effectively immediately I was considering having someone go round to trigger the loading and unloading of the non-bulk freight after the train had gone (or some time latter). The approach of this game appears to be different from both RRO (player decides when to load and unload all cargo immediately) and Railroader (the destination of freight is determined by the destination of the cars and loading/unloading takes time), in that in CoS, at least for some of the freight, the destination of the freight itself is pre-determined and the player decides what cars to use. I can understand some players wanting automatic loading/unloading, and there are some cases where it is a specific cargo destined for that destination, that makes sense as either an auto assist option or a design choice. It might also make some/majority of processes easier to grasp if there are set destinations with automated actions - game did the thing automatically, I must be doing what I need to do. However it does potentially remove some element of player agency and interfere with how they operate, (except where it's what the player would have done anyway). Personally if it was a choice of full auto or full manual triggering of loading/unloading, I'd go for full manual, although that could still be a pain point, and if the devs come up with a more nuanced system that still enables control where it might be needed, I'm all for it. Anyway, I appreciate (I think Mark found my drinking game trigger word last year) the consideration that has gone into this topic and has been given to the feedback already. Also that with such a lot to cover it's not possible to give a full breakdown/tutorial, especially with things still being a work in progress. I look forward to seeing more on industries, and the rest of the game, in the May devlog.

Paul Simnel

I understand that you guys don’t really love the “will ‘x’ be in game” questions, but I was wondering about some whistles. I know there are engine specific whistles such as EBT 17s. But will whistles like SRC 90’s reading 6 or C&TS 463’s 5 chime be in the game?

Mason Koczur

Love the video as always! Though I do think you may need to fix the audio mixing a bit, the game volume is too loud to hear what the people are saying sometimes. But the game itself is looking amazing lol

Saurischian

I know it would probably be too complex to implement, but it would be awesome if there were weather hazards you could enable on a session, like rain, snow, or even tornadoes that could effect or derail your train. Can you imagine trying to outrun a tornado?

Joshua Brunais

That was such an amazing devlog! Well worth the wait. It was cool seeing all the features, a quite a bit of gameplay. And at the very end when the music kicked in with that sunset. It was nice moment.

Umoado’s Gaming & Trains

I don't know if this has been asked but: Will the left to right feature on the water towers but optional? Because in RRO, it bugs me that I can't just put it down and quick fuel, like yours is now.

Hunter Wynan

Im loving everythign so far, but seeing yall actually running things gives me a heart attack lol

C. H. Smith

It's not ideal, but it's not really the end of the world for the locomotive either. If you go too hard with it, it can be bad for the engine, so it's usually discouraged, but for a lot of earlier locomotives, especially those without independent brakes, it was somewhat common practice - as well as some locomotives having special devices like the Le Chatelier brake we showed in the video, or the Drifting Throttles on the D&RGW modern power. Long story short: don't overdo it, and it'll probably be fine. - Mark

Studio346

I would definitely love to see more cargo to haul like, Heavy Hauls, Fragile cargo, Special cargo. It would also be nice to see like with some jobs have a shorter time limit like let's say, Important Deliveries that have the lowest time to be delivered but have a big payout for delivering it on time. Shunting jobs would also be nice to see also.

RockyGaming11

Depression era narrow gauge is certainly a vibe... and I know where I can find a whole gaggle for reference. ;) - Mark

Studio346

Dark tunnels was one of the things on the list we knew we wanted to change but didn't get to this vlog - it's on the list. Cheers! - Mark

Studio346

Only this one lifting style so far in terms of sim. There will be a few different styles at the very least; unfortunately for mapping and setting up the models making any type work on any locomotive is a significantly higher amount of work. It'd make the nerd in me happy, but unless it matches the prototype we're not liable to make that sort of change in order to not make the scope crazy - but in terms of simulating crosshead pumps, axle pumps, lifters vs. non lifters vs. inspirators, etc. - I do want to get that simulated as properly as I can for the injectors the engines do have. - Mark

Studio346

We wanted to specifically show the return to shop feature off in the vlog - it's definitely intended for the, "oops, my car has tumbled down the ravine a quarter mile from the tracks and is completely destroyed" rather than a switching move across town, and the fees associated will definitely reflect that, though as we test and balance it we'll see if there's a small adjustment to the overall allowance of the feature like you mentioned. Good ideas. :) - Mark

Studio346

We fixed at least *one* spelling of reservoir that cropped up somewhere - we'll go fix the other one. :) Unfortunately no Adelaide this trip, I appreciate the offer though! Sydney, Maitland, Lithgow, Canberra, Melbourne, and Perth on the list for me this go around. Something tells me it won't be my only visit down that way though. :) - Mark

Studio346

I'd absolutely love that myself; but the scope of the game is train crew. We do not have any amount of hostling / manual player repairs in the shop in scope. Would it be cool? Of course, but that's not what we're aiming for with the game. - Mark

Studio346

Right now my current plan is specifically to have towers control individual interlockings themselves, rather than a more extensive network setup; but we'll see how that feels once we get it put in. Might be fun to have things tied in like you are describing. - Mark

Studio346

An incredible devlog 😍 please tell me we have to pay for laying tracks, bridges and tunnels, so the game is economic difficult too 😍😮

MrKlamma

One of the questions I have had for a while is about the signals from one of the previous dev log (sorry if I missed the answer to this). Will there be the option for tower to tower operations for signals and switches for example in the three towns we visited each would have their own tower for signals (if there was signals) and then the signal towers would have to communicate to each other with train order and occupancy

Ben

Will "shopman" or "hostler" be available as a role? Someone with an oil can, grease gun, and a few tools. It would be interesting to have a difficulty setting or role where you diagnose and replace busted parts, feel for overheated bearings, etc.

Zach Liollio

Another stunning video - thanks to everyone concerned. Not to nitpick, and you have probably already caught it, but there is a spelling error on the Car Inspector UI page - it should be "reservoir" :) If you are coming to Adelaide, pm me and I can show you around the National Railway Museum at Port Dock. (I am a member there and work on site a couple of days a week) April is the BEST time to visit Oz. Cheers...

G In Oz

We talked about it a touch last vlog I believe - shift click ties in the hoses and anglecocks you're looking at, shift+control+click ties in everything that's coupled. Difficulty setting option, but it saves a lot of time for a single player. - Mark

Studio346

Absolutely incredible devlog <3 While I understand most would prefer a shorter video listing the developments and updates, personally I prefer these longer videos where the updates are demonstrated as they naturally happen in a gameplay session. I hope you can find a good balance to retain viewership, these videos deserve to be seen all the way through. One other thing; is there a sneaky airbrake cheat you're using? I definitely heard all the pins drop on those cars at the beginning, but you only tied one hose in. I recall shift+clicking will attach the hose and open angle cocks, but I thought that was per individual car? Definitely not complaining, that's a great QOL feature for any train game hehehe

JoePlanes7378

Watched this while riding through central and western PA. You guys absolutely nailed the vibe. Looking out the window and back to the video felt like looking through a Time Machine for where I was

grat1641

Question with explosive cars is it like the caboose with the explosive sign where it will automatically appear if the load is explosives or is it a manual edit?

Fred Kookaburra

this will be the dcs of train sims

caden rowe

Finally finished watching, a marathon episode to get through and a sense of a more complete game experience. I loved the Denver demo (in 2023 now was it?!) but I am realizing more and more that was basically a tech demo with some assets strung together to give something playable for the convention. The 2025 devlogs are the look at the "Real Game" and the vision we're seeing is incredible. Although I still pucker up every time Mark goes for those crazy dutch drops and car kicking, I might have to "penalize" employees on my railroad who try such stunts! My one criticism was the "send to car shop" teleportation moment. I get that use for that mechanic for when a car is derailed and impossible to get back on the rails, but for a car that is beat up but still standing I would much rather have a "return to shop" stencil slapped on it; and experience moving a bad order car to the shop or an interchange point it can then teleport "away" and return when fixed. Maybe limit the "on the rails" teleportation to specific locations, i.e. at the shop entrance, RIP track, or an interchange to encourage players to move bad-ordered cars down the line; and really make it only an option to teleport from anywhere when the car is off the rails, upside-down in a ditch and on fire.

ThatCrazyAssSkunkGuy

Rewatched it, and I gotta say, I think this is the train game I've been dreaming of. Especially with the company owned industries. That's kne thing I always enjoyed about Railroad Tycoon was the ability to have a railroad that, like irl, had other interests. Glad to see that's being incorporated and excited to see more of how it works in the future!

Wild Bison

IIRC they said that Ponderosa, the smallest map, takes an hour to run end-to-end without stopping. But it's very possible I'm remembering that wrong.

Ridgeeway Spark Arrestor

Based on my calculations, 24 in-game hours seems currently to be 200 real life minutes. Maybe it will be a variable setting in the future?

Juha Rasimus

Ayoooo, someone call the game doctor, cause CoS is looking SIICCCKKK! Amazing work yall!

Ez

Really looking good here! I love seeing the stock sway and rock and the locomotive waddling a bit with power strokes. The injector however makes me ask the question: are different types of injectors simulated yet? Could my railroad have a strong preference for Sellers non-lifting injectors, or Simplex, or Monitors for different reasons? Or will the injectors be an "upgradeable" part in the future of a locomotive?

Dan Silbaugh

You will be able to physically take the car back to the shop regardless of difficulty. The teleporting is mainly for if you send cars into a ravine or off a bridge. Or if you just want to speed up the process. They showed it here just to show off the feature.

The California Poppy

Will higher difficulties make us have to physically move a bad order car ourselves if we decide to send it to the car shop instead of just teleporting it?

WildEyedJagoff

Yes, they actually explained that in the previous devlog video. ;)

GeGe

That was an absolute blast to watch! The way this game is coming together is nothing short of epic.. it's shaping up to be something truly massive! It’s brilliant that the simulation isn’t static: just like the real thing, it can go from triumph to turmoil in a heartbeat! :D Quick question: will the tunnels be dark?

GeGe

Ya'll have to stop putting out such great content, it makes me just too giddy to see! Really great to see what the team has described as the design philosophy and goals start to become more apparent. I can really see how it's comming together, especially with setting out cars or not and trying to not have just unit trains (that I was a little worried about back in the shay devlog). I love that we will have lcl. Perhaps that means a certain family of geese will be on the roster if the depression hits? Really interested to see how the industries can scale and grow (potentially with new technologies like mechanical refrigeration?). Love the clipboard UI, such a nice touch. Great work as always!

Wild Bison

Question: I'm quite new to steam locomotives, so I might be wrong about this — but I often see you using countersteam braking in your videos. From what I’ve read, this method isn’t very good for the locomotive and could even cause damage. Is that true? And if so, will that kind of wear or risk be simulated in the game? I'd really appreciate an explanation if I'm misunderstanding something. P.S. I’m honestly blown away by the game — it’s amazing and truly one of my dream game ideas since childhood. Can’t wait for the release! Wishing you the best of luck with development — keep it up!

Walterberg

I’ve got a new question. Does this line you run in the video stretch the entire map or is the map bigger?

Emil Persson

"But I wanted to show off my cool tender water slosh sim!" ... oops. ;) - Mark

Studio346

That's a system I've considered; it feels a bit on the "mini-game-y" side but it's certainly not off the table. We'll see how firing feels when we get to multiplayer. - Mark

Studio346

It's on my list to make sure we help out on that in-game. Spreadsheets are fun, but having a tonnage chart for each engine and train helps. :) - Mark

Studio346

2.03.20 You got a break tied down? Mark - Shut up. 🤣🤣

Jim Yeetast

well done guys, would love to know if I can have a RR that conects to the rest of the world at both ends so I can take through traffic, I like the idea of running a nice quiet section of a larger network, and then suddenly 'Stock Rush be upon Ye' and I have to run about like mad to find enouth locos handle massive trains loaded with sheep!

TheNewIKB4472

Grand Trunk, but narrow gauge

Twitchy

I’m so happy the weight of each car is listed out in that neat lil cargo sheet. I get to do tonnage math!

Rumble the Imp

I love the new video, but I still have one question: CoS is about railroading from 1869 to 1969. Will the game end in 1969?

Columbus92

I love the new sounds, and I'm really excited to hear that there's as much effort being put into the economy as the train sim itself. I've found more recent games that tried to pick up the torch from railroad tycoon 2 and 3 missed the mark in many ways, so to have a game that can combine both that with realistic train sim gets me giddy. I do have one point of feedback. I really like the new industry spotting UI, but I think adding a visual change to the car overlay to show the car is spotted in the zone correctly ala Railroader would be the cherry on top. Just my two cents, I'll gladly defer to the professionals. I can't wait for the next dev blog

Chris

Very much appreciate the gameplay and how much was shown off, we haven’t had a experience of what the game is like with the ponderosa loop there was nothing to do, kinda the same as trainz and rail works, this really will help explain, hey you do cross loading, you do reefer service you run the railroad way more than those games and arguably do it better than railroader with all of the sim to manage

minegameman05

Honestly, I feel like I enjoy the surprise. Roadmaps can come for updates after release. Maybe have some firm details after they announce a release date, in the months leading up to it - But for now, I love the little surprises, the anticipation of never knowing what's coming next.

WasatchWind

I imagine this is the sort of QoL thing they'll be working on after they've gotten deep into the trackbuilding system. Would be a good help for sure.

WasatchWind

You've absolutely spoiled us with this one, this one was incredible. To say I'm happy with this one is an understatement, this was *the* video I have been praying you guys would make since the day the game was announced. From the way the Locomotive and cars bob back and forth on the railroad to the little details in the UI, this one was a treat. So many of the things you have simulated are things I've hoped you would do, but assumed they would be left out in fear of being "too annoying for players wanting that" for lack of a better word. The shay dev-vlog was great but I feel as though this was the really first time we got to see what this experience is like all the way around, and even though there's still a lot left to do it already feels incredibly fleshed out. As you've said, this is the closest anyone is ever going to come to running a steam locomotive without stepping into the cab in person. Also that part where you blew up after singing praises about the engine was one of the funniest things I've seen in a while lmao. Again this was incredible, Thank you all so much.

RF3985

Suggestion: if you want to make the fireman's job even more indepth, instead of the scoop queuing system you have now, make it so that you need to charge each individual throw by holding down your mouse, in order to determine how far into the box the coal flies. Basically, you'd have to sort of manually aim your throws.

Razzle

Fire Hot! 😃

Rex Anger

Tunnels will be something that will be user placed.

The California Poppy

Omg when it blew up after that emotional Rollercoaster 🤣. That is amazing I am so excited for this game lmao

Jay Field

Question: With the tunnels that are seen in the video, are those pre-placed that you can decide to connect to when building track, or can we craft our own routes to places without using them?

Andrew Greene

I say it every vlog, congratulations, team! The amount of work - especially the love given to the little details all add up to something that is truly beautiful. This run truly encapsulated a day on the railroad. While I am a mere announcer at my local tourist railroad, I see and feel that fight with every run. I do wish, playfully that we could pump out smells as Mark mentioned...because it really felt like I was there. I love the UI styles you have chosen. It is simple enough to figure out, but isn't hokey. Love the balance of the loading/unloading of commodities. It is JUST right. I appreciate the overall balance that is shown here. It's a nice chunk of time, but I won't have to do a true railroad shift to feel like I've gotten something done. Can't wait to see the little things continue to get fleshed out (compressor steam, etc) and learn about how the deeper economy ties together. Have safe travels, Mark! To the entire team, stay safe, prioritize yourselves and your health, and thank you for all you do!

Billy Rueckert

By all means you have the ability to deliver bad order cars yourself, but the return to shops button is there in case you drop something into a ravine and can't return it easily, or if you don't have the time to do so as a single player. Just some QoL for those who need it! -Tom

Studio346

Yes! Refueling your own facilities actually pays you a "crew wage" to compensate for the time and operating expense of refueling it yourself, that way there is an incentive to do so. As to the second point, something I really appreciate about the design of Spyro the Dragon is the amount of foresight they had for failsafe systems to prevent a soft lock either from movement or level geometry, so preventing soft-locks is something that we will be keeping in mind for our own systems as well. -Tom

Studio346

I really like that you can order coal/ice/stuff directly to buildings. I assume it'll be cheaper to deliver it via the railroad, but sometimes you either don't want to, or don't have time to do that. Also, I like that this presumably means you can't run out of fuel and soft-lock yourself.

Ridgeeway Spark Arrestor

I imagine teleporting to the shops is an emergency, 'I blew up the only working engine on the railroad' sort of thing. I would hope that it's cheaper to manually rerail it and tow it home, or that there's some other incentive to do it the hard/satisfying way.

Ridgeeway Spark Arrestor

After having finished watching the video now, I have to say, It was everything I hoped for and more! I love the scenery, the vibe, the literal atmosphere being all grey and cold when it's storming and that warm, yellow glow of the sun under a clear blue sky. I love the sounds of the engine and even nerded out myself and got irrationally angry that Mark added the Johnson Bar ticking. IT'S SUCH A SMALL THING, WHY DID YOU DO THAT YOU BEAUTIFUL MAN!!?! One of the engines I've driven had that and it brought back so many memories of that run immediately. If I were to add SOME nitpicking, I know from experience that rails can remain wet and slippery for up to an hour or two after rain without direct sun on them for most of that time. It also depends on temperature, how quickly the sun gets on it to speed up the process or if at all before nightfall, line usage, etc.. With direct sun, they tend to dry out within a half hour. Also, the particle effect for the brake pump is both following the acceleration and deceleration of the locomotive and jumping around at several points. Also, also, as someone who LOVES doing yard switching, I'm very disappointed that we can't transport ruined cars and engines to the shop ourselves. Would love to have it be where we can either transport the stock to the shop ourselves for free, or pay a small amount of cash to pay our invisible crewmen to do it instantly for us. But small nitpicks aside, I absolutely LOVED this video and can not wait to see what is in store in May!

Samgineer

I think they've already done that? When leaving Colefield Mark accidentally triggers it.

Ridgeeway Spark Arrestor

Time after time Studio 346 has given us something incredible

Jared Stafford

So my big takeaway from this is don't abuse my engines like Mark, always top off the water.

Jonathan Ginsburg

Absolute cinema

JesseMG

Everyone on the team should be very proud of all the work that has led to this video! It's been extremely fun to watch over the past year and a half and I always look forward to the end of the month to see what you all have been up to! This was another fantastic video and I look forward to whatever is next! Thanks to all!

Paul Campanini

on a note about not knowing where the grade transitions are, will there be a way to inspect track after you've laid it to see what the grade/curvature is?

Haxorouse

Idea: You could make it so you can record a grade crossing whistle and save it to a keybind.

Luke Murphy

The little bits of movement are certainly great. Every little detail makes everything seem more alive.

WasatchWind

Oh man, what an absolutely jam packed vlog. The improvements to the engines and cars are phenomenal. Even just watching, the train looks and feels a lot more alive. More real. The world is just beautiful across all the maps, and the car/industry UI is leaving me hungry for more. Good things come to those who wait, but each vlog makes it harder lol. I know you’ve said you’ve got a decent understanding of pace and progress remaining at this point. Would it be possible in the next few months to gift us a roadmap or To Do checklist so we can follow along with what still needs completed before shipping?

Benstein

By the 1920s over half of all U.S. homes had electric power, so on a dark and stormy spring day I'd imagine it was nice to curl up next to a lamp with a book to pass the time. - Tom

Studio346

Fantastic video and I am delighted with the progress shown. Looking forward to the next videos in the future. Great showing of running over a full day and I got the question of, how long is a day in the sim?

Nick B.

Currently it traced to the nearest car, but we had a lot of UI things we planned but didn't have time to get implemented this month including finer control over the cargo transfer function, so that will be one of the first things we update for next time. - Tom

Studio346

I was thinking the same about that. Tutorial is gonna have to be insane but we also just don't really know how to read some of the GUI quite yet since it hasn't all been explained

Nick B.

Absolute cinema! Got a huge grin on my face with the call back to the announcement trailer. Y'all keep doing what your doing!

The California Poppy

i am so excited for this game. running a real steam engine is something i've always wanted to do but something i probably never will and im really hoping this game can scratch a good chunk of that itch. I am honestly blown away and a little intimidated by all the little things and attention to detail there is on the engines here and im looking forward to learning each engine's personalities as i play. Also, the timing of that boiler explosion couldn't have been *planned* better! Hilarious!

Luna Rose Brannon

I love the look of the u.i. i do worry a little bit about the transferring between cars. Like, suppose I had a car on either side of the ruined car, how would the transfer button know which car i want it to go to? What if I had two cars spotted next to it on the one side, but offset by about half a car? Shouldn't there be something to say "this will load to [this car]" do you want to proceed?" or let you select which car you want to transload to?

Luna Rose Brannon

would the lights on the houses be on during the day like that? If this is pre-household-electrification, wouldn't you want to save on oil or candles if you had daylight?

Luna Rose Brannon

Just... wow. I've loved watching this game's development, everything y'all have made has been cool - but this devlog really showed some idea of what it'll feel like to finally see the finished product at the end of the line. I am constantly delightfully surprised seeing all the little beautiful details on display. The great UI. The sound design, the atmosphere of the weather, all of it is fantastic, and makes me excited to see it look even better as it's further refined. It really is telling, that Keystone probably won't be my favorite of the maps, that I'm not the biggest fan of the look of this locomotive, but regardless the map is beautiful, the engine truly feels alive, and I had tons of fun simply watching. The thought then of seeing the game on the San Juan map, with a more modern locomotive, and sounding the whistle while I'm in freecam at the bottom of a gorge - I can't put it into words. And then at the end when the music came in, and I suddenly remembered, "shoot, I totally forgot for a moment about the awesome music in the game" once again took up the atmosphere an extra notch. I know that staying up late, working hard through bugs, game design challenges, and requests and criticisms from the community can be a lot to deal with - But all of you should be extremely proud of what you've made so far. From the easily visible beauty of the graphics, the models, the sound design and music, to all the mechanics of working with the locomotive, to all the immense work under the hood to get this game running right and feeling right - every person on the team deserves high praise. I wish you all the best of luck in the continued development of the game, all of us are behind you cheering you on.

WasatchWind

A couple of things I want to point out: - The game look amazing so far, love all the sim and visuals - With that level of complexity, you'll need one hell of an in depth tutorial. Cool sim quickly turns frustrating if the player does not know what visual or audio queues to watch for to understand whether their actions had the desired effect. Just watching the video, I was confused a few times where mark was putting the coal because it seemed to already be a high enough hill in that location, and I frankly do not know what else to look for. If you want people to be immersed, you'll need to teach them everything a real engineer and fireman would need to learn, and ideally have a quick reference handbook too. Player understanding is key to avoid frustration. - Two hours of devlog are nice, but I'd argue today was more of a dev update than a devlog, and not a particularly focussed one at that. It's a nice 2h podcast, but a large amount of time investment for just getting a lay of the land of the current state of dev. I'd suggest that you can keep them this long, but have an initial information segment, so people looking for info and not a bunch of gameplay can get that quickly.

H Cat

Happy Birthday Andrew! :) - Mark

Studio346

it's all so thoughtful and beautiful, down to the smallest thing

a sad man

y'all nailed that Appalachian vibe in this map. I know its Penn inspired but it felt like I was headed up US 226 toward North Cove, NC in some parts. This show cased everything I wanted to see. How amazing. Great Job y'all.

Infidel 13

Also, I really like the fact that the reefers have different levels of weathering. That's something that I've always found really noticeable in photos of SP reefer blocks.

Brooks Moses

That makes me sound like an unimpressed jerk, that was not my intention. I am continuing to love everything I see y'all do for this game and I'm excited to see the progress. It's all so beautiful!

Admiral Dandy

Now I'm not the most knowledgeable car guy, so correct me if I'm wrong. But isn't the Ford Model B a 30s Ford, and today's vlog is in the 1920s?

Admiral Dandy

Right on my birthday too! This is all I could ask for for a day like today! Thank you yall! 😊

Andrew Bauer

This game is so gorgeous!! The UI (especially the clipboards) is awesome, y'all have put so much love into this and it shows. But next time, I think we'll understand if you need to get some sleep before recording a 2+ hour vlog lol Take care of yourselves dangit! We'll be here and just as giddy as kids on Christmas the next day

WidebrimWizard

Random thought: It might be nice to add a relative humidity readout next to the ambient temperature readout on the top UI bar. Just to remind those of us who are used to Colorado or California weather that it gets humid and sticky on the East Coast. :)

Brooks Moses

Wow. Love the UI for the industries. Just a few questions. 1. Will we be able to disable the abillity to teleport cars to the shop in the settings? 2. I noticed how fast the time of day changed will we be able to change that in the settings? 3. Any chance that we´ll see how the maintanece work soon?

Emil Persson

Just wow, all the team are truly putting their hart into it and this shows, the Jonson bar chatting is the best feature by far

Mich Geeson

So when does the "fighting with an engine" side of the sim include heat stroke while firing? Got to get that real immersion of climbing down out of the cab on a July afternoon and puking next to the shop! (In all seriousness, this one kicked ass, you guys are killing it – shoutout from the IRM steam gang!)

Joey Ferrito

Incredible devlog, simply incredible. Got the biggest taste yet of the primary and secondary gameplay loops that was talked about in the last Q&A. The scene on the grade, right before the boiler explosion, where you got the train bunched up on the last few cars and ripped the throttle wide - it reminded me of the video of the Glenbrook and Eureka on the C&TS during the Victorian Iron Horse Roundup. Then the bit right at the end, with the sunset running and the little consolidation hauling everything back to town and the main theme playing - the chills that went up my spine. Incredible. I'm so incredibly excited for this game.

sBinotto

While we're really happy with the car inspector, corner HUD, and facilities UI, we didn't have time to show absolutely everything we wanted to this month, especially on the Industry UI side of things, so we're hoping that May will be a continuation of our groundwork laid in this video. Ultimately the vlogs are what we were able to do in a month, so all considered it was still a very productive month!

Studio346

Will there be animations for not only rolling stock but the industries loading/unloading them some time in the future? Best example would be on reefers, you pull up to the ice house, the doors roll open and you see the ice inside get pulled out until it’s empty, and the doors close again. When you’re loading, the crane picks up ice from the house and drops them into the hatches on top of the reefers, filling the car with the ice blocks. Something to give a little extra continuity when loading/offloading, especially when playing with multiple people.

Megamikey75

Best dev vlog so far

Luke Murphy

Really couldn't have managed to make it anymore perfectly timed if we were *trying* to blow the darn thing up. - Mark

Studio346

Shush you. - Mark

Studio346

That was the highest high, followed by the lowest low, and I don't think it would've been as good if we *tried* to make that happen. - Mark

Studio346

That was one of the best dev logs so far I can't wait to see what industries we'll see in May, I'll see you all there 😄

KURT FORCUM

Thanks for the feedback! We got the same request internally to tone down the white circle, and do an adjustment pass on the brightness compared to our other elements. Stay tuned next time to see those updates :)

Studio346

Those whistles really sounds amazing

Pontus Häggström

Mark: Having a euphoric moment of celebration with his locomotive Locomotive: I'm gonna do what's called a pro gamer move

Derek

2 hours!? Sure it's half a week past my birthday, but this is still a wonderful gift. Keep up the amazing work everyone. It's shaping up to be an incredible game.

SaberMan

Mark definitely puts the "Huber" in "hubris"

Corey Gibson

As a Pennsylvanian, seeing the steam rising off the ground during the rain, and giant wall of the Alleghenies looming off in the distance...man, you guys really captured it. Great job.

Harrison Bailey IV

Studio 346, i cannot say just how awesome this Dev Vlog and im only 30 minutes in. I have to wonder if the Locals think the J&SG stands for “Just Send God” after that dynamite delivery

kyle pennypacker

I love the format! ive been waiting for keystone content. the city does look pretty barren though.

Totti Von Lotti

YEEEESSS!!! I have been waiting for the day we get to see how the game plays instead of just showcases of the engines and features! And for a more extended and in-depth look at Keystone! THIS is the video I've been waiting all this time for! :D

Samgineer

Yes sir, I am happy.

Potatonotosaurus

4:17 - very tiny critique - that white circle on the clipboard is a bit distracting, I think that toning down the brightness on it even just a little would make it blend much better as part of the background UI. That being said, the whole UI overall is fantastic. It explains some complex information really well, and y'all have considered important things like obvious symbols to indicate explosives. Loving to see the game side of things more fleshed out!

WasatchWind

over 2 hour devlog?! Lets go!

Richard Seymoar

Woooooo

Kory Bradley

DUDE

Ryguygaming06

Y'all take your time getting this game polished. I'll be one of the first to buy.

Iguanadon

A full day on Keystone? How did it go? Poorly judging by the previous post. Can't wait to watch this to see when to bomb under the table goes off. Edit: It went of with PERFECT comedic timing.

AllisonChainz3718


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