Next-gen train simulation made for VR. Drive a train with your own hands. Plan your route and reposition rolling stock on time - unless, of course, you derail off a cliff!
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Release Date: September 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“VR train simulation of this kind has never been done before, and as a three-people team we think immediate community feedback will help greatly to keep the game on the right track. It will also make development a whole lot more fun and engaging!

With that said, we've spent many months making Derail Valley as feature complete as possible before launch to ensure it is a fun game worth purchasing. Already in its first version it will offer hours of gameplay.”

Approximately how long will this game be in Early Access?

“At least several months, and possibly for years to come. The longer we can keep going, we will do so. Regardless of the Early Access status, our ultimate goal is to make Derail Valley the best train simulation game, on many levels.”

How is the full version planned to differ from the Early Access version?

“As a lot will depend on eventual revenue, we can't make any specific promises - however, some of the things we would like to work on include new and larger maps, more rolling stock, NPC trains, going outside of the train, more improvements to physics, graphics and gameplay, potentially even mod and multiplayer support, and of course generally more polish.

Derail Valley can be expanded in countless ways, and we will prioritize our updates based on available resources and community feedback.”

What is the current state of the Early Access version?

“As can be seen in the free demo, initial version of Derail Valley will offer a 2x2 km square map with 4 train yards, one fictional diesel-electric shunter locomotive and 4 shunting missions.

Paid version will initially differ with the addition of procedural shunting missions (meaning they will be different each time you play!), more car variety and NPC trains! This will result in vastly increased replayability of the game, and of course, free future updates.”

Will the game be priced differently during and after Early Access?

“Respective to the amount of features and content offered with the game, the price increase in future is possible. While a lot of improvements are planned to be added to the base game for free during Early Access, there is also a possibility for paid extensions later on. We will inform everyone timely of such decisions.”

How are you planning on involving the Community in your development process?

“We'd love to hear community feedback and suggestions! We've been thinking of countless additions and improvements that can be made to Derail Valley, and being a small team, each comment, forum discussion, gameplay video and stream will be very helpful in deciding what we should do next!

Additionally, input from real life train experts is more than welcome.”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

Available: September 2017

 

Recent updates View all (3)

June 7

Status report: Demo update coming soon, Early Access release postponed

Hi everyone,

We’ve been too quiet lately (unintentionally), so just wanted to quickly share some information and keep you up to date with how things are going:

Is a new demo update coming soon?

Yes. It is quite considerable too, spanning over what we originally intended to be multiple smaller updates.

One of the reasons it took so long is that many of the under-the-hood parts of the game, which were rushed for the MSI contest, have been reworked. This will help us keep the game stable and easily expandable in the future. Many small additions and improvements are included too - you’ll hear all the details in the upcoming devlog!

The update is nearly complete. Actually the biggest chunk of work left to do is to prepare the accompanying devlog.

Is Early Access release still coming in June?

Unfortunately no. It’s been an uncertainty for the last couple of weeks, but we just made that decision definitive. Based on our observations and comments we’ve received over time, our idea of what the release should include evolved into something slightly bigger. We’ll be postponing the release a few months to include those changes. The paid game should be undoubtedly perceived as a larger game than the free demo, which is the primary reason for the postponement.

With those extra features implemented from the start, a steady flow of updates will be far easier to maintain from there on during Early Access, and at the same time we will have more information to accompany the Early Access roadmap.

Postponing will also help us avoid a potential clash with summer holidays and sales.

Roadmap for initial Early Access release

The advantage we have now compared to several months back is that while reworking many of the things for the upcoming demo update, we got a clearer picture of what exact features we want to have in the initial release version, as well as how we’ll implement them. Thus, at this point we feel confident to share the rough initial release roadmap with you. Of course, more detailed explanations will follow in the months to come:

Large world (proof-of-concept)

Without going too much into gameplay details (this will be further discussed in a future devlog), we want the release version to offer at least one long hauling mission (lasting ideally more than 30 minutes to complete). It would require a railway network spanning over many miles of realistic landscape, and include a few train yards where shunting missions will be available.

The large world will not be fully complete at the time of release, but its purpose is to prove the feasibility of this major feature and to let us confidently announce what’s yet to come at the time of release.

One new locomotive

We want players to strive for something specific in the game, and already in the initial release version we see the need for at least one new locomotive (probably steam-based). Players will need to earn enough money by completing missions in order to buy the new locomotive.

We plan to add several more train types after the release, but again, further gameplay features will be discussed in a future devlog.

NPC trains

While going about your business, you will encounter other trains along the way. This will include the signaling system (which has been made already and is coming in the demo update), as well as new cars (one is also coming in the update, others are in progress).

Improved train physics

Driving a train is going to be more dynamic. You’ll see big improvements to derailment (coming in the next demo update already), as well as more gameplay-specific elements such as wheelslip, engine overheating, brake pressure management, etc.

Walking / Teleporting

We think that being able to walk outside the train is a crucial feature in order to solve visibility problems, especially when shunting long trains. A lot of work has been done in the upcoming build that made it possible to start working on this as soon as the update is released.

This will also make it possible to come out of derailed trains and observe them, or just do some trainspotting.

Support for more devices

Oculus has supplied us with a free devkit of Rift and Touch. We want to officially support these devices at release date.

Additionally, thanks to your feedback we’ll include rudimentary support of keyboard & mouse controls, for players who would like to try the game but don’t own VR headsets or even just controllers yet. A lot of work was put already into making many systems in the game work with such controls.

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Now, we know that the release postponement might come as a turn-off for some of you. It surely is for us, and considering that the game is already playable it might not seem necessary. However the demo is still there and updated, and we think the game will have a better future if we ensure it will release with more content, more stable updates and more information regarding its future roadmap right from the start.

While the upcoming demo update will already provide a refreshment (it’s got entirely new missions, for example), for those of you who are absolutely eager to try the release version as soon as possible we might be able to sneak in beta access some time prior to release. :)

That’s all for this update. Please let us know your thoughts about this news and in the meantime stay tuned for the demo update coming very soon!

DV Dev Team

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February 22

Update 4 - Fixed derail & tunnel bugs, better controls, room recentering & more!

Hi guys!

The new update is up, fixing the most critical issues. With it we've also launched our first devlog video, so please check it out and let us know your thoughts! If the feedback is positive, we'll continue making these for every new update:

https://www.youtube.com/watch?v=MUzKT5uaX6g

Fixed derail glitches:

You've probably experienced cars unexpectedly derailing at some points on the map, even at very low speeds. That's been fixed and trains now feel generally stronger and more robust. Also, when derailed cars should no longer get stuck on track ballast and falling through bridges.

Fixed invisible tunnel wall:

Previously if any car would have derailed on the map, you would no longer be able to go through tunnels. Furthermore, if you'd try to come out of one, it would launch the locomotive flying! That's been fixed.

Improved controls:

Based on your feedback, we've moved the controller interaction point slightly forward making it easier to handle controls. The spherical indicator now glows when in range of an interactable object, and touching the coupler buttons will give vibration feedback.

Room-scale recentering:

It's possible now to recenter the camera in room-scale, in case you'd like to avoid standing close to a wall. Proper teleporting feature will be added later.

Generally, for small spaces we recommend playing in seated mode. In it, you can reposition yourself to four different corners of the cab, using the camera controls (they need some tweaking though).

Improved wheel sounds:

Interaction of wheels on railway has been made more prominent sound-wise, and now gives a better idea as to when you're about to derail. Trains generally feel more massive now.

Changelog:

We've added a newspaper-like changelog to the rear of the cab, in place of an obsolete old map (see devlog video for more details, the actual map is on the front desk!), where you will be able to see the list of main changes in future builds.

For smaller changes, check out the changelog.txt in the game files (there aren't many this time)!

---

That's it for this update! If you have any questions, comments or suggestions, either for the update or the devlog, let us know on the forum!

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About This Game

Derail Valley is a train simulation made for VR. Tasked to reposition cars on a tight schedule, you might find yourself grabbing the controls in panic. The thought of running off the rails will run through your mind, and in all likeliness that's exactly what will happen. No worries - next time you'll do better!

While still early in development by a three-people team, Derail Valley already brings some key advancements to the train simulation genre:
  • Made for VR


    You can drive a train with your own hands! Derail Valley lets you move freely in the cab, being embraced by nature and then derailing off a cliff. It is designed right from the start for VR in terms of optimizations, controls and UI.
  • Fun and dynamic gameplay


    Getting a train to move in Derail Valley is simple, but to accomplish complex maneuvers on time requires a lot of skill. You will plan your route, switch junctions and move cars between trainyards, all while racing through corners on the edge of derailment. The game is aimed to be fun and challenging to both hardcore train veterans and players new to the genre and VR in general.
  • Decayed railway simulation


    Rails aren't just perfect mathematical lines. They are pieces of metal that are imperfect, sometimes buckled by temperature changes, jointed together with wood and rolled over by other pieces of metal. We want players to really feel the track and be able to adjust their driving according to that feeling.
  • Derailment physics


    Derailments are serious. They are unpredictable, massive, and sometimes oddly spectacular. We want them to feel as realistic as possible, and as such the whole game revolves around that concept.
  • Immersive audio


    Sound effects are not just recordings that play in the background. They are individual bits and pieces, set in specific positions, that each react to some stress or force. Train wheels in Derail Valley will squeal differently depending on the force they endure, and passing every track joint will cause the cabin to shake.
  • Abandoned natural environment


    The world of rail transport is imperfect and in Derail Valley we want to let players experience that imperfection - be it through old rusty tracks, worn-out rolling stock set in beautiful nature, or a bunch of paperwork on your desk.

Future plans:



Our goal with Derail Valley is to bring something new to train sim and VR games simultaneously. Many upcoming additions are planned to significantly differentiate the release version from the free demo, such as procedural shunting missions, NPC traffic and more car variety! These and more updates will be regularly showcased as they come, so stay tuned for more news as we get closer to the release! Please see Early Access information for more details.

In the meantime, you can try the demo which comes with one multi-trainyard 4km² map and one fictional diesel-electric shunter locomotive. If you have any questions, comments and feedback about the game please feel free to post on our Steam forum!

System Requirements

    Minimum:
    • OS: Windows 64-bit
    • Processor: Intel i5-6500 or equivalent
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 970 / AMD Radeon R9 290
    • Storage: 4 GB available space
    • Additional Notes: Requires HTC Vive
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