NIMBY Rails
Playing now
268−50 vs. yesterday
35%of peak
All-time peak
776Feb 2021
Playing now
268−50 vs. yesterday
All-time peak
776Feb 2021
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | Devblog for March 2026 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 schedules and line legs. Linux will become a supported OS! It will receive the same level of support as Windows, with simultaneous builds provid… | — | |
| Game update | Version 1.18.30 - 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 stored waiting signal ID. If the train was positioned exactly at or an infinitesimal distance distance ahead of the signal (which is legal) i… | — | |
| Game update | Version 1.18.27 - 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 the map but only if the map reservation mode is enabled | — | |
| Game update | Version 1.18.26 - 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, disabling train mods, and then editing trains which were using these mods - Fix: rare crash while rebuilding timetables | — | |
| Major update | Version 1.18 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 rules (in the form of new trains, tracks, etc), with no new mechanics possible. NimbyScript adds programmability to game mods, allowing t… | 21831132 | |
| Community | Devblog for September 2025 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 reservation boundaries, custom signal checks, and the holy grail, path changing signals with no restrictions, fully independent of lines and s… | — | |
| Game update | Version 1.17.11 - Fix: saved file validator was too strict flagging as corrupted some files with salvageable but invalid buildings or signals | 19482271 | |
| Major update | Version 1.17 Version 1.17 has been released 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 NimbyScript rather than the native C++ code. This test was successful in the beta branch and it is now being deployed for all players. NimbyScript will be used for cus… | 19411569 | |
| Community | Version 1.17 is now in the beta branch 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 NimbyScript rather than the native C++ code. If this test is successful, by not introducing instability or performance issues, then future vers… | — | |
| Community | Devblog for June 2025 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 and it is for now being postponed. 1.17 will feature NimbyScript, but it will be as a non-editable preview, since it's still too immature… | — | |
| Community | Devblog for May 2025 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. Read on for the programming nerd adventures in NimbyScript. WARNING: this is an extremely technical post of little to no interest to most pl… | — | |
| Game update | Version 1.16.16 - 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 while visualizing pax path routes on the map and at the same time deleting tracks or stations involved in said routes - Fix: attempting wor… | 18010498 | |
| Major update | Version 1.16 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 must now pay attention to train physical size and footprint when designing your track layouts. Unassigned trains The schedule system now… | 17952641 | |
| Community | Version 1.16 is now in the beta branch 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 collision system, so you must now pay attention to train physical size and footprint when designing your track layouts. Unassigned train… | — | |
| Community | Devblog for February 2025 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. Train collision has been finally overhauled with a new system that performs real geometric intersection tests. And a new, very major te… | — | |
| Community | Devblog for January 2025 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 different shift, following a set of rules. These new systems are all optional and build up from the existing schedule system, so you can… | — | |
| Game update | Version 1.15.17 - New keybind (unassigned by default) to promote the current track selection to a new station. Combine with Shift to instead assign the tracks as platforms of the nearest station. Combine with Alt to instead demote platforms into normal track. - Fix: pasting stations in the clipboard with Ctrl-Shift-V sometimes did not properly register as a new station and the station nameplate did not show up… | 16986457 | |
| In-game event | Version 1.15 Stations v3: persistent stations with explicit user editing The original design idea of stations dates back to five years, since the first pre-EA prototypes. Although stations have evolved in important ways, their basic building mechanics have remained the same. There's some aspects to these mechanics which are undesirable and were making game design evolution impossible, so 1.15 introduces a n… | — | |
| Community | Version 1.15 is now in the beta branch Stations v3: persistent stations with explicit user editing The original design idea of stations dates back to five years, since the first pre-EA prototypes. Although stations have evolved in important ways, their basic building mechanics have remained the same. There's some aspects to these mechanics which are undesirable and were making game design evolution impossible, so 1.15 introduces a n… | — | |
| Community | Devblog for October 2024 Multiplayer has always been problematic, and a major goal of 1.15 is to try to fix it as much as possible. In particular the synchronization of player edit actions has been completely reworked in 1.15, with a new, more reliable design. Fixing these issues also surfaced problems in other game systems, like undo and stations. Combined with how stations have been quite limited in their design and… | — | |
| Game update | Version 1.14.26 - Object drop downs in "Flat" mode like those used for trains, lines or schedules will now refuse to display the listing if there are more than 1000 items. This *only* affects drop downs and *only* for the "Flat" mode. Every other listing or mode is still able to display 1000 items or more. - Fix major performance regression in saves with many thousands of trains while having the line editor ba… | 15982664 | |
| Game update | Version 1.14.24 - Fix: syncing line and schedule edits in multiplayer did not properly refresh shift runs in some cases | 15905636 | |
| Game update | Version 1.14.23 - Fix multiplayer crash while deleting orders until an order list is empty - Fix crash after interacting with the file picker to import/export demand curves to files | 15904515 | |
| Major update | Version 1.14 The new Schedule system is now released! Version 1.14 revamps trains scheduling by introducing new concepts which make it both much easier and give more power for creating schedules, both simple and complex. It is also a new foundation to be able to keep evolving the scheduling features of the game. The old system strongly coupled orders to trains. While it was indeed possible to make any sched… | — | |
| Major update | Version 1.14 is now in the beta branch Game version 1.14 is now in the beta branch! The sole focus of this version is a redesign of the train scheduling system, to make it more powerful and promote it as an standout feature. A new design for train schedules Schedules are a very unique feature of NIMBY Rails. A well designed schedule is also something to be proud of as a player, so they deserve a highlighted and central spot in the g… | — | |
| Community | Devblog for August 2024 After some intense design work in July to remake train scheduling, it was time to implement the winning ideas during August. The core of the new design is making Schedules a new top level object and editor, and introducing Shifts, which decouple schedules from trains. Several new tools have been implemented to make creating new shifts preferable to just creating new schedules, including having… | — | |
| Community | Devblog for July 2024 July was devoted to design a revamp of the train order system. The goals are to make train schedules a more visible element of the game and to make the concept of train shifts more elaborated. A "blue sky" design was discarded due to the impact it would have on existing saves, and it was replaced with a compromise design, which keeps the current order system intact, but moves it to a new game o… | — |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.