Speed Rivals - Model Trains
Playing now
—First samples arriving
—of peak
All-time peak
—Tracking since the first sample
Playing now
—First samples arriving
All-time peak
—Tracking since the first sample
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Community | Devlog #9 — Programming Jeff, Our Train Driver Devlog #9 — Programming Jeff, Our Train Driver Hi 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… | — | |
| News | Demo Update After Train Fest — New Trailer and Upcoming Editor Playtest Demo Update After Train Fest Hi 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 ha… | — | |
| Esports | Speed Rivals: Model Trains – Demo Gameplay 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! | — | |
| News | The First Public Demo Is Live! 🚂 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… | — | |
| Community | Devlog #8 — From Rail Building to First Playable Demo Devlog #8 — From Rail Building to First Playable Demo Hi 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 Demo We are happy to announce that Speed Rivals: Model Trains w… | — | |
| Community | Devlog #7 — Smarter Snapping and Placement Rules Devlog #7 — Smarter Rail Placement Hi 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 Feedback When 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 un… | — | |
| Community | Devlog #6 — Building with Layout Pieces 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… | — | |
| Community | Devlog #5 — Building Rails in Real Time Devlog #5 — Building Rails in Real Time Hi everyone, The railway editor has taken a big step forward. Rails can now be previewed, edited and updated in real time using a cleaner spline-based system. A cleaner system We tested several ways of generating rail pieces, including separate logic for straight rails, curves and more advanced shapes. That worked for early testing, but it was becoming to… | — | |
| Community | Devlog #4 — Building the Railway Editor A/B connectors Another important part of this first beta is the connector system. Each rail piece has two main connection points: · Point A · Point B These connectors allow the editor to understand where a rail starts and ends. They are also the foundation for future snapping, route detection and railway network validation. Right now, the connectors are mostly visual and technical, but they are… | — | |
| Community | Devlog #3 — The Long Game Devlog #3 — The Long Game Honest update first: we're not going to make June Next Fest. We looked at the build, looked at the calendar, and the math doesn't work. Shipping something half-done at a festival that only comes around twice a year isn't the move. The target for the first public demo is now Steam Train Fest — July 20th . Eight weeks. Real deadline. The Library Until now every menu we b… | — | |
| Community | Devlog #2 — The Menus Are the Product Week 2 — The Menus Are the Product Two weeks in. The visual direction is locked, the main menu is running. Time to go deeper. This week was about a question we've been asking since Slot Racing: what if the UI system itself was a reusable product, not just scaffolding? A Settings Menu Built as a System SR_SettingsMenuWindow generates from a structured inspector definition. You author the main me… | — | |
| Community | Model Trains Dev Diary #1 — Starting from scratch If you played Speed Rivals: Slot Racing, you already know us. Two brothers, one coder, one everything else. Small studio, big ideas, questionable deadlines. Model Trains is the next game in the Speed Rivals franchise. Same creative DNA — build, share, compete — but this time it's railways. No racing. No lap times. Just you, a diorama, and a train that actually has to get somewhere. We made a de… | — |
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.