Train Sim World® 3: Thameslink BR Class 700/0 EMU Add-On · published

A quick summary for those who don’t want to go through the whole article. There are more details on all these points within the Roadmap.

Find out more about Train Sim World 3 by following @trainsimworld on Twitter, Instagram, Facebook, YouTube, Twitch, and TikTok.
We are pleased to confirm we’ve approached 25 of our applicants for the beta forum earlier this week. Please check the email you supplied with your application if you haven’t already!
Thank you to everyone who took the time to apply – we had over 300 applicants, and tried to cover a breadth of platforms, interests, and locations in order to get as wide a spread of feedback as we could. For those who applied and haven’t yet had a response, we will of course keep your application on record for any future expansions of the beta program.
Last month, we asked James to give us an update on the Class 700, and he went ham on it. This time around, we have a release date for you, pricing information, sounds, and a teaser video sharing what you can expect.
James: "That’s right it’s me, back at it again with Class 700 news, and let’s kick things off with the most important update of the day, everyone’s favourite Desiro City is coming to Train Sim World 3 on July 11th!"
"The Thameslink BR Class 700/0 will be available on all platforms, for £12.99/ €15.99/ $16.99, and we will also have bundle options available to pick up the ultimate Kent High Speed experience!"
"As the countdown begins for more commuter action in the Medway Towns, I also have another little gift up my sleeve for you all, foster your foresight into the inner workings of the Class 700 with the manual! Be prepared for July 11th by familiarising yourself with the cab controls, procedures and included gameplay."
Download the Class 700 manual!
"To get a glimpse of the 700 in action, we will have a RailfanTV preview stream in 2 days' time, July 6th at 1800 UTC, where Matt, JD and yours truly will showcase the all-new unit. If you just cannot wait that long though, never fear, as we also have a walkaround video which we can share with you today. See the Class 700 in action, including its dual-voltage capabilities"
"With the Class 700 releasing in a week’s time, the unit is essentially feature, physics and sounds complete – the Desiro City’s are certainly interesting to drive, much like the Class 395 the difference between AC and DC acceleration is noticeable, but what is a common factor throughout are the brakes. They, have, oomph; the fastest I’ve personally approached a station so far is close to 50mph, and I still made the stop! So while being daring is not a recommended driving practice, it’s certainly good fun to put the 700 through its paces in various conditions."
"For the sounds, a mix of sources have been vital to our efforts, including files from the detailed Armstrong Powerhouse soundset. The distinctive DC traction motors are my favourite, with an extra twist compared to older UK Desiros, the motor phase sound change happens at 28mph rather than 20, which makes it a handy notifier for your speed approaching the limit through the dense Medway towns!"
"The Class 700 will complete the passenger experience on Southeastern Highspeed, bringing an additional 80+ services and a bumper-pack of 7 scenarios. Being a familiar sight to thousands every day, including many of us here at DTG, it’s been a labour of love – the seats might be a bit stiff, they might just be a way of getting from A to B, but they’re solid, effective, and plain old good fun!"
Thanks, James! We have some additional things worth mentioning, which we’ll discuss more on the preview stream on Thursday.
During the testing window, we’ve identified some difficulties with performance on certain consoles (specifically Xbox Series S) with all the new services being added to Southeastern High Speed. As a result, we will be providing a full timetable, and a smaller, less memory-demanding timetable, which will mainly remove some static stock and less-visible AI services.
Players will have the smaller timetable by default in Journey Mode, and the option to try the more memory-intensive timetable in the services menu!
Work is continuing on the German loco. No further news at this stage.
We’re continuing work on the improved New York-Trenton timetable. By way of a status update, we’re waiting for a Core Dispatcher improvement in order to complete development on the timetable.
It then needs to be tested and iterated on, so it’s a little while off yet. To check out a description of what we’re aiming towards for improvements, check out May's and June’s Roadmap articles.
Midland Main Line Patch #2 - Released today!
Linke Rheinstrecke update #2 - Released today!
HST Livery Designer Functionality and GWE tweaks - Released today!
Niddertalbahn post-release patch
Tutorial fixes for Nahverkehr Dresden, Bakerloo Line, and Hamburg-Lübeck
Remaining ‘spawn on foot’ issues for Southeastern High Speed
Other updates without a current release date (no particular order):
Updates from some of our Partner Programme developers. This month, we have an update from Adam at Skyhook Games after Midland Main Line’s release, and from the team at Just Trains.
Midland Main Line
Following our latest update to address player feedback we have continued to monitor things and prepared more improvements for the route. We have completed updates to the Class 158, High Speed Train, Scenarios, Timetable, Signalling, Safety and Passenger Information Systems. With the help of DTG we hope to have these improvements rolled out to players as soon as possible.
USA Scenario and Livery Pack
Work progresses towards completion for this locomotive line up. We are currently finalising gameplay development and moving into the localisation and testing phase.
Another month, another detailed update! Alex from the Just Trains team gives you an update on what they’re working on. And some more teasing pictures!
Summer has arrived and it’s the perfect time to go on your holidays and this is just the kind of thing that you will be able to do virtually in the upcoming Just Trains Train Sim World route whether it’s wet or dry. Do you want to head towards the coast or visit a city to see the sights? It’s been a bit of a roller coaster ride, but the Just Trains Team are making fantastic progress having completed 38 miles leaving only 10 miles left to detail.

All the large stations are completed, and work continues on the less grand examples, we even have one that is depicted in a state of disrepair. It looks absolutely amazing and is explorable!
The track side scenery looks fantastic, really immersive. Looking at some of the screenshots you need to take a second hard look to confirm its virtual and not real! We have started on placing the Over Head Line Equipment (OHLE).
The other assets that the route requires are all coming along very nicely and really add to the atmosphere although the real-world use of some distinctive sites near the track are unclear. Our rail vehicle is looking hellfire and is currently having its Simugraph (dynamics/animations) and sounds created for it. At this advanced stage, it’s good to see how the land lyes.

We are creating a product that will help recreate the days of British Rail with a focus on the timetable giving you an immersive experience with busy and varied operations that feature passenger, parcels, freight, and shunting.
When driving our route, you will find significant changes to the timetable you drive depending on which season you are driving in, thus providing a wealth of possibilities, alongside this, our use of layers, which will interact with other add-ons that you may own like the BR Class 31 spawning on passenger diagrams for example, will mean you will never be certain on what might turn up, just like the good old days of BR! We are so looking forward to you seeing it!
We’ve had a lot of questions around the process whereby we update our games. Why is something released before something else? How do we put content together? What complexities come with that?
Whilst we’re not going to be able to provide all the answers today, we wanted to give a brief summary in order to be as transparent as we can.
We have lots of pieces of content in our catalogue, and lots of really good feedback from you all (thank you!), which we’d like to get to you as quickly as we can. The realities of game development mean that, in practice, some things will take less time than others – for a variety of reasons.
We have to balance all these pieces of content against each other and prioritise in terms of severity of issue, length of time it's been a problem, and how sweeping the changes might be.
When content changes or patches are submitted for a particular piece of content, we review:
Severity – Is it resolving a gamebreaking experience?
Visibility – How many players will see it?
Viability – Is there an opportunity to fold it into an already-prepared build, or does it need to be treated in isolation?
Some will require what we call ‘content’ improvements, such as scenery improvements, or a non-functional button on a locomotive, that might only touch one piece of content. These are relatively safe, and easier to test the impact of. ‘Core’ improvements, such as Add-ons Manager or Dispatcher changes, will touch every piece of content in the game, and require much more comprehensive testing. Core improvements often also need to be tested in isolation, to remove any other parameters which might impact changes. Some might need a combination of both ‘content’ and ‘core’ improvements (such as Trenton’s timetable changes).
Once we have a queue, it’s time to test the content. We’ll do so with our QA team and team of brilliant Beta testers, and any flags issued will be sent back to Development teams to review. This can take several iterations, over several weeks, with several new builds until we have a build we believe to be robust enough to put live.
We then put this content into a suitable build, preparing for release. This a separate queue to the testing queue. It’s more efficient for us to collate content together in larger patches (for reasons explained below), so in most cases we’ll aim to release lots of content at the same time.
Then, when it’s that patch’s time to shine, we’ll book in times with the seven (!) platforms we release the game on, all of which have different processes, quirks, and pipelines we need to adhere to in order to schedule that time for release. We will, where possible, ensure all platforms are released at the same time (or as close to) for patches. It then makes its way to you to enjoy!
And, that is it, in a nutshell. There are, of course, other complexities we need to consider throughout these processes, and of course, certain content can ‘jump’ the queue if we deem it necessary to do so, for the reasons listed above. We hope that helps to provide a little more insight, and we’ll discuss this in more detail in tonight’s stream.

This month, we’ve added indicators to show how far along development various items on the Roadmap are.
These are forthcoming add-ons that are being developed by Dovetail Games. Where details are still being finalised for a release we are including the ID code for it when possible. This will give you a good idea of what to expect. For Train Sim World 3, we’ve amended these product codes. To see what these ID codes mean you can refer to our ID guide on the forums.
Next Arrival:
In development:
These are forthcoming add-ons that are being developed by teams outside Dovetail Games. Where details are still being finalised for a release, we are including the ID code for it when possible. This will give you a good idea of what to expect. To see what these ID codes mean you can refer to our ID guide on the forums.
In development:
In planning:
Core features are larger projects. These may be significant new pieces of functionality or changes that will affect players on one or several different platforms. Often requiring more time in development this list may move more slowly than others.
In development:
Projects that are being tackled by the Special Projects team. The additions or changes in the “upgrade” will include some or all of the following: station departure boards, animated crossings, platform climb-up functionality, improved track rendering, Rush Hour passenger density and appearance, support for RailDriver, contact signaller functionality, minor fixes to scenery, minor fixes to audio, minor fixes to gameplay, minor fixes to menu items, Livery Designer compatibility and Scenario Planner expansion.
We have included a ‘scale’ of the size of the work/features put into the update.
Next release:
In development:
Projects that players will notice but don’t fall into one of the other categories.
In planning:
At a red light:
Items that have been removed from the Roadmap. This is either because they have been completed, their status having changed or the project having been suspended.