

0 followers · 0 likes · 0 posts today
Steam News · 5d
Devlog #12 — First Tutorial TestHi everyone,Today we want to show one of the first tests of the tutorial for Speed Rivals: Model Trains.The goal of this tutorial is simple: introduce Jeff, the train driver, and teach the basic actions the player will need before starting real missions.Meet JeffJeff is not locked inside the train.You can move him around the map, get off the train and interact with ...
Steam News · Aug 28
Devlog #11 — First Co-op TestsHi everyone,Today we want to show one of the first tests of co-op gameplay in Speed Rivals: Model Trains.Until now, most of the updates have focused on the editor, rail placement, missions, Jeff and Steam Workshop support.But the game was always designed around the idea that model railway layouts are more fun when they can be shared.Playing TogetherIn this first co-op...
Steam News · Aug 21
Devlog #10 — First Steam Workshop TestsHi everyone,Today we want to show an early test of something very important for Speed Rivals: Model Trains:Steam Workshop support.One of the main goals of the game is that players will be able to create their own model railway layouts.Until now, most of our devlogs have focused on the editor itself: rail pieces, snapping, placement rules and the systems neede...
Steam News · Aug 13
Devlog #9 — Programming Jeff, Our Train DriverHi everyone,Today we want to show something different from the railway editor.We have started programming Jeff, the main character of Speed Rivals: Model Trains.Jeff is the train driver. Most of the time, he will be riding on top of the locomotives while the player controls the train.But Jeff is not just a visual detail.He can also get off the train, m...
Steam News · Jul 29
Demo Update After Train FestHi everyone,Train Fest was a very important week for Speed Rivals: Model Trains.We released a very early version of the demo so players could try the first version of the main gameplay loop: completing missions by picking up wagons and delivering them to the correct destination as fast as possible.Since that first version, the demo has changed quite a lot.We have contin...
Steam News · Jul 25
All aboard for the first mission of Speed Rivals: Model Trains!Experience the demo from start to finish in an uninterrupted gameplay showcase. Take control of the locomotive, navigate the railway, switch tracks, manage your speed, and complete the mission before time runs out.Just pure train-driving action.Play the free demo and wishlist Speed Rivals: Model Trains on Steam!
Steam News · Jul 22
The First Public Demo Is Live! 🚂Today we're releasing the very first public demo of Speed Rivals - Model Trains.We wanted this to be more than a traditional closed playtest. Instead of only gathering feedback from a small group, we'd rather let everyone experience the core gameplay loop and help shape the game from the very beginning.Please keep in mind that this is a very early demo. The purpose ...
Steam News · Jul 19
Devlog #8 — From Rail Building to First Playable DemoHi everyone,In the last devlogs, we showed how the editor is evolving: rail pieces, snapping, placement validation and a more stable building flow.Now we are moving from “can we build tracks?” to a more important question:Can we already test the main gameplay loop?Train Fest DemoWe are happy to announce that Speed Rivals: Model Trains will parti...
Steam News · Jul 8
Devlog #7 — Smarter Rail PlacementHi everyone,In the last devlog, we showed how the editor is moving toward a piece-based layout system.This time, we focused on making rail placement clearer before confirming a piece.Smarter Snap FeedbackWhen a rail piece is in preview, the editor now checks nearby connection points and shows which snap option will be used.This makes building easier to understand:...
Steam News · Jun 27
Hi everyone,In the last devlog, we focused on real-time rail editing.This time, we want to show a smaller but very important part of the editor: how rail pieces start becoming part of a real railway network.When building a model railway, placing tracks is only half of the problem. The editor also needs to understand how pieces connect, which direction they follow and whether the result makes sense...