Train Trek · published
Hey Pioneers.
This one is big. We put holes in the world, we built a button that digs a train out of trouble, and we spent a week finding out whether a hundred and twenty-eight of you can share one sky. Also, reality kept doing what reality does, so there's a pile of fixes at the bottom.

A portal has two mouths and whatever goes into one comes out of the other. That part you can guess. Here's the part we're pleased about.
The far side can open over nothing at all. Not a tunnel, not a doorway onto more track. A hole in the air, three kilometres away, with no ground under it. Drive into it and your locomotive comes out into open sky.
Your cars do what cars would actually do. They cross one at a time, and the moment a car is through it stops being on a rail and starts hanging from its coupler, swinging under gravity like something on a chain. Keep going and the whole train follows, pulled through the hole like a rope over a pulley, each car dropping off the end of the world in turn.
If that sounds like a problem, it is. It's also the point.
A partial list of how not to do portals, every item learned the hard way:
Every one of those was on somebody's screen before it was on this list.
The first time a train went through into open air, the note in the design doc just says "glorious". We stand by that.
Every one of you has, at some point, put a train somewhere a train cannot leave. Off the rails, nose into a cliff, sitting in a field looking embarrassed.
There's now one button for that. It opens a portal in the ground underneath you and drops your train through onto the nearest track. It works on a consist that's only partly through another portal, which was harder than it sounds and came up more often than we'd like to admit.
We are aware this is the most useful thing in the update and that it exists because we kept needing it.
Sessions run two to eight Pioneers today. We want that number to be a hundred and twenty-eight, and this is the most up to date progress report rather than a promise.
The session capacity is already configured and enforced at 128. That part was never the hard bit. The hard bit is knowing whether the networking survives it, and you can't answer that by asking a hundred and twenty-eight people to stand in a field for you. Running 128 real copies of the game needs about 400GB of memory and mostly measures itself thrashing.
So we built ghosts. The game can now fabricate up to 127 fake peers that speak the real wire protocol, answer pings, join, leave, and drive real trains. Every gate they hit is the real gate. As far as the netcode knows, they're strangers.
Now the part we're not going to skip.
That density costs frames. We measured roughly 350 hitches over 150ms per minute at 126 trains, against nine per run with no ghosts, and that was two editors sharing one machine, so a real client pays less. We also haven't simulated realistic movement at that density yet, only presence, and we still owe ourselves a calibration run with a couple of dozen genuine game clients to check the ghosts aren't flattering us.
So: not a hundred and twenty-eight players today, and we're not going to pretend otherwise. What we have is a road, several of the hard problems solved, and numbers we measured instead of hoped for.
We got feedback about the pace. The polite version was about pacing. The less polite version involved people describing what a long straight did to their eyelids.
Point taken. Top speed is doubled.
The map got smaller in the only way that matters, and the stretch between two interesting things is now about half a stretch. Thank you to everyone who told us, and particularly to the ones who didn't put it gently.

Here's something you might not notice about this update. Every new control in it is a button or a key. Taking a turret, hopping between the guns on a car, holding fire, arming Focus Fire, calling the rescue. Not one of them is a mouse gesture, and that isn't an accident.
Anything you do by pointing precisely at a small target stops working the moment somebody hands you a thumbstick. Anything you do with a button survives the trip. So the guns moved onto buttons first, because that is the part that would have been miserable to retrofit later.
The goal is Great on Deck. We are not claiming it, because that badge is Valve's to hand out and we have not earned it yet. There's real work left, and the simplest example is our own: a HUD control has to be reachable by pad navigation rather than by pointer, and some of ours are not registered for that yet. But the controls are now the right SHAPE to get there, which was the expensive half.

Menus, tooltips, the tutorial, the button labels on the 3D dial, and every line your advisor says out loud, including the one about the metal running low. Twelve languages plus English have all of that, and in eleven of the twelve the advisor's lines are spoken aloud in your language rather than only written.
Fourteen more sit in the language menu with their interface and their tutorial finished, waiting on the advisor. His lines are the bulk of the writing, so those arrive a language at a time rather than all at once.
The story chapters and the later mission briefings are still English. They are the next thing we pick up, and we would rather tell you that than let you find it in chapter three.
Steam sorts language support into three boxes, so here is every language in the menu and exactly which
boxes it ticks. Interface is the menus, the tooltips, the tutorial and the labels on the 3D dial.
Subtitles is every line your advisor says, written on screen as it is spoken. Full Audio is that same line
spoken aloud in your language.
LanguageInterfaceSubtitlesFull Audio
EnglishYesYesYes
中文YesYes
हिन्दीYesYesYes
EspañolYesYesYes
Bahasa IndonesiaYes
PortuguêsYesYesYes
РусскийYesYesYes
日本語Yes
한국어YesYesYes
DeutschYesYesYes
FrançaisYesYesYes
ItalianoYesYesYes
RomânăYes
العربيةYes
БългарскиYes
HrvatskiYes
ČeštinaYes
DanskYesYesYes
NederlandsYes
EestiYes
SuomiYes
LietuviųYes
PolskiYes
SvenskaYesYesYes
TürkçeYesYesYes
УкраїнськаYes
Tiếng ViệtYes
Thirteen of those have all three. Fourteen have their interface and their tutorial, and are waiting on the advisor's spoken lines, which is the bulk of the writing and the part we are working through now.
Greek, Hungarian, Latvian, Slovak and Slovenian are further back and are not in the menu yet. They have their dictionaries and they are next.
Now the part where we ask for your patience.
We are a very small studio and we do not speak twelve languages. Somewhere in here is a menu item that reads like it was written by an enthusiastic tourist. Somewhere there is a word for "boiler" that means something else entirely, and we very much hope it isn't rude. If your language has grammatical assignments, we have almost certainly assigned the wrong one to a locomotive, and if it has formal and informal address, we have probably been far too familiar with you about a coupler.
So if you find one, please tell us. We will fix it and we will not argue, because you are right and we are the people who asked a computer how to say "bogie" in Estonian.
And where a line isn't translated yet, it comes out in English rather than in something we guessed at. So you may get an English quip in the middle of a French game. That is deliberate, and it is temporary.
In the meantime, in your own words:
Meanwhile, in the ongoing series where you find things we were certain about:
Go and put a train somewhere it shouldn't be. That's the whole feature.
See you out there, Pioneers.