It is a Steamworks title, which means it uses and requires Steam to activate and to deliver core game updates.[3] Steam is used to deliver additional routes and locomotives in the form of paid downloadable content.

The first major update to RailWorks was RailWorks 2: Train Simulator, released on Steam on 18 October 2010 under the name RailWorks 2. Retail versions were released later that year. The new version contained a range of new features and enhancements, including enhanced menus, the new RS Cab Control driver interface and new RS Career System scenarios. Players could earn Steam Achievements for completing scenarios, as well as compete and compare scores online via Steam Leaderboards. It also featured level crossing animations, among other improvements.[4] RailWorks 2 featured the same routes and content as the original game, and only one new route: TestTraK, based on the Test and validation centre, a German testing facility owned by Siemens Mobility used for technical acceptance tests and approvals of locomotives and rolling stock.[5] Contents in retail versions could vary in different countries to include local routes and locomotives. Owners of the original RailWorks received a free upgrade to the RailWorks 2 core technology via the Steam platform.


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RailWorks 3: Train Simulator 2012 was released on Steam on 23 September 2011 under the name Train Simulator 2012. Retail versions were released later that year. It contained a number of improvements and new features, including a new user interface, action-oriented loading screens, the new TSX game engine with multi-core and FXAA support and many graphical improvements, such as extended draw distance, improved lighting and shadows, enhanced sky and water effects, new depth of field camera focus effect and particle effects (e.g. rain drops on locomotive windows with working wipers), superelevation to allow simulation of curved tracks, improved track unevenness and cab camera movement increasing with speed, improved editing tools and others.[6][7] The base package contained nine routes,[8] and those who purchased from Steam or purchased the retail Deluxe Edition, also received the Horseshoe Curve route.[9] Contents in retail versions could vary in different countries to include local routes and locomotives. Owners of RailWorks 2 received a free upgrade to the TS2012 core technology via the Steam platform.

Train Simulator 2016 was released on Steam on 17 September 2015 as Train Simulator 2016: Steam Edition. This version provides a selection of new 'extreme' challenges set across a variety of different eras with the addition of the long-requested "Railfan" feature, which lets players create and play scenarios in which the only objective is to watch the trains go by from a vantage point (so-called "Railfanning" or "Trainspotting").[16]

Train Simulator 2019 was released on 11 October 2018. This version introduced a 64-bit core, making the game able to use more memory and generally have better stability. The game comes with 3 routes and 2 route extensions; Soldier Summit and Salt Lake City Extension, the Rhine Railway and Frankfurt High Speed Extension, and the re-worked Portsmouth Direct Line, now including London Waterloo station.

The game features steam, diesel and electric traction trains; keyboard, mouse or gamepad are used to control throttles, brakes and switches with Simple and Expert driving models for varying player skills. A variety of scenarios are available for Standard and Career modes, as well as an exploratory style Free Roam mode. Quick Drive mode allows a player to pick a train (or to put together their own by snapping together cars), choose a route, set departure and destination stations and decide on the time of day, the season and the weather. Cargo and passengers are animated, and weather changes dynamically with time. Steam Workshop allows players to upload and download additional user-created routes and scenarios.

A complete suite of tools is also available to create custom content. This allows players to create their own custom routes and scenarios with the in-game editor, or to create custom rolling stock and other 3D assets that can be imported in game via the Blueprint Editor. The route editor has the ability to import Digital Elevation Model data (DEM) to shape the terrain and has a built in Google Maps overlay. These two tools massively simplify creation of real world routes. Track laying is spline-based, giving almost unlimited freedom over the track shape. The scenario editor lets players create their own custom scenario, with a defined set of instruction, like having to make passenger stops, shunting and various other tasks. Scenarios can also have scripting, making simulation of possible failures and other unexpected events possible. The Blueprint Editor lets creators import their models and textures into the game. With this tool, creators can import pretty much anything in the game, like custom skyboxes, ground textures, track, roads, vegetation, buildings, track linked object (like signals) and various other scenery assets, and of course rolling stock too.

Thanks to the freely available editing suite, Train Simulator has quite a large third-party creator community which has increased in influence and popularity in the past couple of years, with there being many third party add-on developers for Train Simulator, that produce both paid and free content. While third party content is mostly found on the authors' own websites or the various Train Simulator mod hubs, payware third party content can also be published on Steam as DLC, thanks to Dovetail Games' Partner Programme. Some of the more established third party payware creators are:

UK content: Alan Thomson Simulation, Armstrong Powerhouse, Precision Locomotive Developments (originally Bossman Games), Caledonia works, Digital Traction, Just Trains, Steam Sounds Supreme, Victory Works, Major Wales Design.

Significant third-party content can be found on Train Sim mod hubs. The biggest include Trainsim.com, Alan Thomson Simulation, DP Simulation, Railworks America, Rail-Sim.de, DutchSims, Train Sim Community Mod Hub, and Vulcan Productions.

IGN gave RailWorks a seven out of ten, or "good", stating that the game "doesn't bring a lot of new stuff to the genre" and graphically "lacks the high-end flair of today's top-level titles".[26]

I'm working on an arcadey train sim game for Playdate called Zero Zero: Perfect Stop. I am making this using the C API. Of course, the Playdate's crank is used to control the throttle and brake!

If people are interested, I'd be happy to chronicle aspects of development and answer any questions. Right now I basically have the pseudo 3D track and a functional HUD. Next I'll be adding in game elements like station stops and speed limits!

Have you seen this? Playdate game development in C by Alberto Benavent Ramn (found here). Check out section 6.7.1 where he describes a unique way of using the crank that could make a lot of sense here for increased immersion.

Basically, the "neutral" position is when the crank is pointing towards the front of the device. If you push the crank up from there, it engages the brake. If you push the crank down from there, it engages the throttle. If you brake all the way behind the back of the device, it engages the emergency brake.

I'm familiar with the series and actually was assuming that was what you were doing! I did not anticipate the part about the E break- if not for that, my suggestion would work. What Alberto's method prevents is the awkwardness of swinging around fully and going straight from E to 5 or vice versa, that's what I meant about "immersion." Another idea could be to dock for E. Anyway I'll stop telling you how to control this train and just look forward to a release (or beta?)

Ah yeah, that was a problem I immediately ran into My current solution for that is actually just preventing any direct shifts between throttle and brake settings, and instead always requiring a shift through neutral. That way you can push the crank all the way around the back and it will not suddenly flip over to Throttle 5, etc.

I have implemented a few new things since then. One is the track lookahead view on the left, it now shows upcoming speed limits and checkpoints. There is also now an indicator for the distance of the upcoming station.

I have also done a first pass implementing SFX for driving the train. In the interest of keeping RAM and Disk usage down, I have done all the SFX in mono 8-bit @ 16KHz (About on par with SFX for a GameCube or Wii game). Despite the somewhat crunched samples, I think it still sounds nice. I was also able to use the built-in TwoPoleFilter to do a bandpass and implement a dynamic wind sound effect.

First update in a while! I can only squirrel away time work on this project on weekends, and my past couple of Playdate sessions were spent digging into some bugs @matt reported on my PDFontConvert project

Anyway, I've been aiming to get the game loop functional before digging more into the game visuals. Yesterday I reached a good checkpoint! You can now complete a full cycle of departing, traversing a segment, then stopping at the station. Check it out in the video:

Testing out some power lines and sprite scaling! Now the "super scaler" 3D effect is starting to come alive. I managed to get decent performance on device by pre-scaling the sprites, but need to figure out a way to bake that into an asset instead of doing it on game load

Hey, good to see you adding more details. But I wonder if it would be possible to draw the cross beam with lines, because it seems to shift thickness due to the scaling. Takes away from the zen feel for me at least

I was talking about this with a friend, and came up with an interesting solution. If I originate the sprites as SVGs, I can set the strokes to maintain a fixed with when the image is scaled. Implementation is a little bit more complicated than that, but I tried it out in game and it looks much nicer 152ee80cbc

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