This page serves to inform you about our future plans for Derail Valley. Please note that the list represents our current view, but is not a guarantee, and will likely be modified over time.
Milestones
- 2019 — DONE — Free — Foundation Part 1 — Early access release
- 2020 — DONE — Free — Foundation Part 2 — Overhauled
- 2023 — DONE — Free — Foundation Part 3 — Simulator
- 2025+ — WIP     — Free — Foundation Part 4 — To be announced
- 2025+ — WIP     — Paid — DLC
- 2026+ — TODO — Free — AI Trains
- 2027+ — TODO — Free — Passengers
- 2027+ — TODO — Free — Extras
The milestones may be reached through multiple game updates or individual major ones, as may turn out necessary. Please read on for more information on what each milestone entails.
Subject to change
Please bear in mind that we are a small team working off of the game's sales. There's no giant funding behind us — only hard work and clever ways to optimize the production. This worked for us for many years so far, but a long road lies ahead, the world is changing, and no one can guarantee success. All these plans are a subject to change.
Foundation Part 4
Development is in progress, being released in small parts. The remaining plans for it include:
Trains
- New vehicles
- 2 locomotives — DH6-880, WE6-960
- 2 work trains — PM1-060 (Speeder), DE1-080 (MOW Equipment)
- 3 new cars — Bulkhead, Centerbeam, Powder
- New simulation elements
- Electric powertrain simulation
- Twin control stand support
- Knuckle couplers — option to choose the coupling system in-game
- Train modding improvements
- Documentation
- Steam Workshop
Environment
- New locations in the existing map
- 10 new industries
- 2 new cities
- 27 villages
- Bonus yard
- Railways rework
- Layout modifications
- Better map coverage
- Adaptations to accommodate new features and locations
- Future-proofing for AI trains, passenger transport and customization milestones
- Double-tracks, passing sidings
- Sign placement improvement
- New types of bridges, viaducts, tunnels and landslide walls
- Electrification infrastructure
- Passenger stops — in villages
- Track age variation
- Roads
Gameplay
- Advanced economy simulation
- Reactive ecosystem with dynamic supply and demand
- Economic strategy features — to be announced
- Delivery order system revamp
- Order permanence
- Advanced car/cargo compatibility logic
- Incentivizing longer, mixed trains
- New UI for order management
- Many more features — to be announced
- 150+ new cargo types
- Track defects/maintenance — simplified, to be announced
- 200+ additional hours of playtime, drastic repetitiveness mitigation
UX
- UI-based navigation for comfort players
- Hands in non-VR
- External view and related UI features in VR
- Support for more peripherals, key mapping UI
DLC
This milestone is intended to further financially support our efforts, by providing substantial new content to the existing users. The work on the US DLC is ongoing and expected to be released at the end of Foundation Part 4.
Trains
- US-inspired train pack
- More train packs — to be announced
Environment
- US-inspired map
- Deserts, mesas, pine hills
- 50+ additional hours of gameplay
- Localized designs of road vehicles and some buildings
- More details to be announced
- More maps — to be announced
Gameplay
- Tunnel and ferry connections between maps (with loading screen)
- Trans-map deliveries
AI Trains
This milestone is intended to make the railways more busy and alive. The work on this should soft-start as part of late Foundation Part 4 development.
Trains
- Route-setting logic
- Train-driving logic
Environment
Passengers
This milestone is intended to bring passenger and timetable transport to the game, providing new challenges and making the world more alive. The work on this will start after Foundation Part 4.
Trains
- New vehicles
- 2 railcars — DM1P-150, WE2P-380
- Finished coaches
- New simulation elements
- Air conditioning simulation
Environment
- Station and industry workers
Gameplay
- Passenger transport orders
- Timetable-based orders
- Passenger models and behavior
Extras
Extras are features that we feel are important and possible to do, but which would be wasteful if done before the core structure is finished. Work on this would naturally be done in the final stages of the project, if at all.
Environment
- Pedestrians
- Wildlife
- Road traffic
Gameplay
- Human mechanics for hardcore players — Eating, ability to get hurt, etc.
- Optional physical rerailing using cranes and rerailers
Why don't you change the milestone order?
Our plans are designed in a way that's the most efficient to develop. Doing things in a different order would take more time.
It takes too long!
We're working on Derail Valley as hard as possible. It's a very complex project and there is no way to do it quicker, which is why no one else has caught up with a similar game in the years we've been doing it. These things, they take time.
I don't see an X feature listed
The aforementioned milestones are those that are realistically achievable in Derail Valley. If we were to do more (e.g. multiplayer, track building, etc.), we'd have to do it in a separate product. The more success we have with Derail Valley, the higher the chance for us to make more products or additions.
How you can help
We have a clear path towards the proposed milestones, and we're only held down by the available resources. Here's some things that you could do to further help us:
- Spread the word about Derail Valley.
- Buy Derail Valley for your friends — LINK
- Buy our music — LINK
- Buy Switchcars, our previous game — LINK
- Buy our merch — Later
- Buy our DLC — Later
Thank you for your support! Without you, we wouldn't be here today. Please consider following our progress on:
Steam News |
Discord |
YouTube |
Reddit |
Twitter |
TikTok |
Instagram |
Facebook |
LinkedIn