Model Trains Playtest · published · build 24612513
Welcome to the new Model Trains release. This build covers our June and July work, and it is a meaty one. The headline is a big step toward modular rolling stock built on a real, parametrised physics model, but there are a lot more improvements all around: a rebuilt saving and autosave system, improvements to bridges and tunnels, and a serious upgrade to photo mode. We also cleared a long list of bugs and performance problems. Here is what is new.
A few items below were previewed in v0.1.12 and have now fully shipped. Those are marked so you know what is brand new versus what has landed properly.
We have, now, laid the foundation for modular rolling stock, where every locomotive and coach is described by a rich set of physical parameters rather than being a fixed model. Each vehicle now carries real, meaningful properties: gauge and clearance, tare and loaded mass, tractive effort, brake force and brake family, payload, traction type, and more. Whether a vehicle is a built-in preset, a modular variant, or an imported asset, it is normalised into the same parametrised model so the whole fleet behaves by one consistent set of rules.
In the Train Manager you can now browse this catalog and filter it by the things that actually matter: type, role, gauge, traction, brake, coupling, and region. Each vehicle has a detailed capability view grouped around the questions you naturally ask: will it physically fit, will it connect, will it stop, will it pull, what can it carry, how does it operate, and what did the game fill in for me. Because every value is explicit, the game can also tell you clearly when a vehicle cannot be used and why, instead of failing silently.
Alongside the rolling stock work, we spent this cycle sharpening the things you touch every day: saving, building, and shooting your layouts.
Saving got a full overhaul. Rolling autosaves now run quietly in the background as a safety net, and you can tune them in settings: choose how many autosaves to keep (1 to 5) and how often they run (every 2 to 30 minutes). The save screen is clearer too. Creating a new save and modifying an existing one are now distinct modes, the preview image updates instantly as you pick a save, and destructive actions like delete and overwrite ask for confirmation before they happen, with a friendly confirmation once a save completes. Under the hood, saves now use a compact single-file .mtsave format and migrate forward automatically, so your older saves keep loading after game updates.
Selecting a bridge or tunnel now highlights the entire span and shows its length and details, rather than just a single segment. Tunnels now bore cleanly through the full length of a hill, and bridges sit on proper girders supported by pillars.
Editing terrain around your track is smarter as well: changes reshape only the affected track sections, adding tunnels, cuts, fills, and embankments locally, instead of forcing a full rebuild. Terrain edits work around the tracks. And long unconnected tracks continue to render more efficiently in smaller sections (previewed in v0.1.12).
The Shape tool now supports both line and arc placement when laying out props, so you can build curved rows as easily as straight ones (previewed in v0.1.12).
Photo mode had received a major upgrade with the new Tilt Shift camera in v0.1.12. Tilt shift focus width now works correctly (previewed in v0.1.12), and on top of the fix you can rotate the focus region and move the focus center around the frame. You can also pick from four distinct blur styles: Soft Defocus for a natural photo look, Directional for a streaky effect, Cross for a stronger soft blur, and Bokeh for a rounder, more lens-like feel.
Depth of Field is friendlier too, with clearer feedback about your subject and what to adjust, plus an experimental continuous autofocus that tries to keep your subject sharp as you move. Disabled settings groups, such as tilt shift when it is switched off, now correctly grey out so you are not adjusting sliders that do nothing.
Placing a building no longer tanks your frame rate, and selecting a prop in prop editing mode no longer causes a severe slowdown, even with lots of props on the map.
We continued rolling out the new input system that sets the stage for better controller and device support (previewed in v0.1.12), and built new settings and analytics foundations that make the game easier to configure and help us learn what players enjoy.
Fixed manual switches not working on junctions created with loop tracks.
Pressing Escape now properly pauses the game.
The Report a Bug overlay now closes with the Escape key.
Fixed the Settings screen opening behind the Exit screen.
Scrolling the mouse wheel over the texture menu no longer also zooms the map.
Fixed a brief flashing between the launch disclaimer and the main menu.
Added a visible hint for exiting the Credits, along with smooth transitions.
The Prop Editing help box now shows proper tutorial text.
The Duplicate Prop button now works reliably and respects the terrain.
Loading screens now use your saved game's screenshot and fade from grayscale to color as the game loads (previewed in v0.1.12).
Refreshed the loading screen tips text (previewed in v0.1.12).
The Foliage tool no longer resets the tree count to 100 when switching from the grass tab (previewed in v0.1.12).
Clicking the ? on the Foliage tool now opens its help text (previewed in v0.1.12).
The Clear All Data confirmation popup can now be dismissed properly (previewed in v0.1.12).
The exit popup now cancels when you press Escape, matching other popups (previewed in v0.1.12).
Props no longer get drawn on top of tracks (previewed in v0.1.12).
Props placed with the path tool can now be selected (previewed in v0.1.12).
Let us know how the build plays.