Last 7 days
Screenshots, achievements, specs, every price change and sale we've seen on Steam, and trading cards.
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Steam prices for United States (change the country in the top bar), and Steam keys from authorized stores.
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89% positive of 2,251 · Very Positive · Live from Steam
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Design and run your own railroads for the real world. Solve global transportation dilemmas. Unleash your inner railway engineer and transit policy manager.
Live data from Steam, tracked by SteamPlayerBase.
What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
Review score: 89% on 2026-11-01 → 89% today (2,251 reviews)
No authorized Steam key store lists this game right now.
Works, but may need extra effort. Results from Valve's own testing.
Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
Temporary beta branch
Obsolete version 1.18
Obsolete version 1.17
- Map rotation binding can now be toggled between shift + vertical wheel, alt + vertical wheel, and horizontal wheel - Fix: population palette mods did not always apply on loading a game - Fix: Linux native builds could not join Windows multiplayer hosted sess…
- Stop selection signals now again perform a (possibly redundant and unnecessary) goal stop selection at the last possible moment, both from a stop or a pass-by. - Fix: queue_train_drive_to() was fully resetting the Motion::drive component and zeroing the stor…
- Fix: script operator precedence for "!" and unary "-" was incorrect. You might need to review your code if you used these operators without parentheses. - Fix: crash when loading saves with potentially invalid demand curves - Fix: show again reservations on …
- Remove debug display of train reservations on the map - Fix: shared simulation multiplayer did not properly sync train motion state - Fix: wrong auto scroll listing position in some cases - Fix: more instances of possible crashes while pausing the game, disa…
- Fix: saved file validator was too strict flagging as corrupted some files with salvageable but invalid buildings or signals
- Fix: hang in train simulator when combining stop selection signals, platforms in series with the first platform being occupied, switches in the middle of platforms and trains too long for the stop area and being forced to stop over the switch - Fix: crash wh…
Version 1.20 has been in development for the past few months, and its theme is pax mechanics. It was time to look into pax behavior to make it more interesting, while trying to preserve sim performance and pathfinder quality.Pax will now be able to become comm…
Updated default mapThe default, bundled OpenStreetMap data has been updated to a newer planet database. It also includes a huge amount of data that was removed in previous versions. Building footprints are now visible at the highest zoom if they are mapped in …
Raster layers are now implemented in the new 1.19 map renderer. They use the same raster data as the current version, but adapted to the new coordinate system, which required a lot more work than anticipated.All the work cleaning up coordinate handling paid of…
Version 1.19 is shaping up to be one of the largest, most significant updates to the game. It will bring a long overdue redesigned train motion physics simulation with the aim of once for all fix all the inconsistent timing situations in the context of schedul…
Version 1.18 is finally released. This version has been a long time under development, also with a very long beta period, due to the complexity of its main feature, NimbyScript. Until 1.17 game mods have been limited to changing textures and adding new static …
Signal scripting is finally in a finished enough state to create new signals! During September a lot of decisions to adjust NimbyScript for general usability were made, and the first 3 examples of real new signaling features were implemented: custom path reser…
Version 1.17 has been releasedGameplay wise this is a very small version. It is intended as a public test of the future scripting system, NimbyScript, with the top level logic of path signals and balises now being implemented in NimbyScript rather than the nat…
Version 1.17 is now ready for testing the beta branch!Gameplay wise this is a very small version. It is intended as a public test of the future scripting system, NimbyScript, with the top level logic of path signals and balises now being implemented in NimbySc…
Development in June was focused again on NimbyScript. The language has progressed to the point of being usable, but it's still lacking some basic features. One of these features, memory ownership (think lists, allocating memory, etc) is a very complex subject …
The past two months have been almost solely focused on developing NimbyScript, the future scripting language for NIMBY Rails. It has been quite hard to get started, with some very lofty goals to achieve, and a lot of reading and experimentation was needed. Rea…
Version 1.16 has been released! This version is a direct continuation of 1.14, with new, optional features in the schedule system for advanced players. And for everybody, this release also marks the first time NIMBY Rails has a proper collision system, so you …
Version 1.16 is now ready for testing in the beta branch! This version is a direct continuation of 1.14, with new, optional features in the schedule system for advanced players. And for everybody, this release also marks the first time NIMBY Rails has a proper…
Work in 1.16 has continued in the month of February. Stacked train stops (sequences of stops for the same platform(s)) were not fully compatible with the new train logic in 1.16 and have been reviewed with a new, clearer set of rules which avoids some pitfalls…
The first devblog of the year is up, and it reveals the focus of v1.16: dynamic schedules. Or, in 1.16 terms, dynamic train dispatching. Trains can now be enabled in multiple shifts, and shifts can contain timetable "holes" which allow the trains to hop into a…