Lay track one hex at a time. Haul wood, brick and smoked fish out to towns that grow hungrier the better you serve them, and stay ahead of the Providential Bank's interest. In co-op you share one company, which means you share the bankruptcy too.

Sign in to add this item to your wishlist, follow it, or mark it as ignored

Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are 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?

“Whistle Stop is a game about an economy that keeps surprising the person who built it, and that only really works once other people are running railways through it.

The map is complete from the coast to the mountains, and every chapter is playable end to end. What Early Access is for is the part no amount of solo testing settles: which hauls feel worth making, which town demands are satisfying to chase, where a mountain pass stops being a puzzle and starts being a chore, and whether the Bank's tone still lands after forty hours. That feedback shapes what gets built on top of the game instead of arriving once it is set in concrete.

I am building this the long way round, and I would rather do it in the open.”

Approximately how long will this game be in Early Access?

“There is no fixed date.

The full map is playable today, so the remaining work is depth, polish and whichever of the ideas listed under the full version survive contact with players. A date would be a guess dressed up as a promise. I would rather keep this section updated as the picture sharpens.”

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

“Early Access ships the whole map: four chapters on one continuous world, from a fishing camp on the coast to a locomotive works in the mountains, with the town ladder running from a first camp to a Capital. The full version builds on that, not beside it.

I make no promises about what gets added, in which order, or when. What I can share is what I am exploring: campaign types with their own map and rules, with a historical Belgian campaign as the first idea; passenger traffic between towns; towns and facilities handing out their own jobs; an unlock series for the locomotives, and engines that need fuel; depots where a train is made ready before it leaves; a signal box that reroutes trains around congestion; Art Nouveau town architecture; co-op worlds that live on a server so anyone can carry on without the host; and Steam Workshop for the mods the game is already built from. Some of these will ship, some will change beyond recognition, and some will turn out to be bad ideas. Most of the models that still stand in as placeholders will be replaced by finished art.

What I learn during Early Access decides the rest. If a supply chain turns out to be tedious rather than interesting, it changes.”

What is the current state of the Early Access version?

“A complete, playable game across four chapters, not a demo or a prototype.

Playable now: the coast, the plains, the badlands and the mountains, each with its own goods and supply chains, from fish, salt and timber through grain, wool and cattle to nitrate, coal, iron, steel, tools and machines. The town ladder from camp to Capital. Freeform and piece-based track building, one-way blocks and chain signals, multi-lane track, the survey balloon that opens new country, and a mountain wall you blast a pass through. Patents bought with standing, town bridges, and harbours where ships take goods off your hands.

Also in: drop-in co-op where you share a single company and a single treasury, a guided tutorial, three difficulties plus a custom one, the Order Book listing every town's outstanding demand, the Ledger, photo mode, full controller support, achievements, the modding tools and map editor, and the whole game in 20 languages. Everything in the game is mod data, including the starting map.

Some models in the later chapters are placeholders. This section gets updated as the game grows.”

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

“Yes. Whistle Stop costs less during Early Access, and the price goes up when it leaves.

The people who buy in early are the ones whose feedback shapes what gets built on top of the game. They are getting a rougher game than the people who arrive when it is finished, and they should pay accordingly.”

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

“The game's Discord is where development happens in the open. Every build posts its changelog there automatically, so you can see what changed and when.

There is also a feedback form built into the game itself. A report you send from inside Whistle Stop becomes a thread I answer, which means you never have to leave the game to tell me something is broken. The Steam discussions and the subreddit get the same updates.

I read all of it. The Order Book, which lists what every town is waiting for, exists because a tester said the middle of the game left him guessing.”
Read more

Download Whistle Stop Demo

This game is not yet available on Steam

Planned Release Date: To be announced

Interested?
Add to your wishlist and get notified when it becomes available.
 

Report bugs and leave feedback for this game on the discussion boards

See all discussions

About This Game

The bank has approved your charter. Try not to embarrass it.


You start with a loan, a woodcutters hut, and a camp of settlers who would very much like some firewood. Everything else is yours to build, one hexagon at a time: the track, the trains, the towns, and the industry that feeds them.

Whistle Stop is a railway logistics game about turning an empty frontier into a working economy. Lay track edge to edge, place stations where they earn their keep, sort the traffic with block and chain signals, and keep the goods moving. Deliver enough and a camp becomes a hamlet, then a village, then a town. Each one wants more than the last.

An economy that lives without you


Entrepreneurs open sawmills and brick kilns near your rails, hoping you will serve them. Serve them and they grow. Ignore them and they go quietly bankrupt, leaving a wreck on the hillside for the others to think about. Towns demand goods they have learned to expect. Surveyors mark deposits worth chasing. The frontier keeps unrolling as long as you keep earning.

  • Endless map. The land expands as your railway does. There is always another valley worth a branch line.
  • Supply chains. Wood becomes planks, clay becomes bricks, and fish becomes something that keeps through winter. Every facility keeps its own books.
  • Real signalling. One-way blocks, chain signals through junctions, dual track where it pays. Your network is a puzzle you built yourself.
  • The Ledger. Income by good, construction, rolling stock, upkeep and interest, filed by the year. The bank insists.

Co-op: one company, one money pool


Invite a friend from your Steam list and they drop straight into your world. No addresses, no port forwarding. You share a single company: one treasury, one railway, one credit rating. You will see their cursor, their half-built stations, and their pings when they find something worth your attention. When the money runs out, it runs out for everyone.

Bankruptcy is just more paperwork


Miss enough payments and the Providential Bank forecloses, files the outcome, and then, after a suitable pause, offers you a fresh charter. Your bankruptcies stay on record. So do your commendations.

Everything is a mod


Goods, facilities, resources, locomotives, town ladders, tiles, even the starting map: all of it is data that the base game happens to ship with. The in-game map editor and the modding tools are there from day one, so a total overhaul lives in a folder. You never have to fork the game.

Also included

  • A guided tutorial that shows you the exact hex, and a game that explains why a placement is refused.
  • Full controller support.
  • Photo mode, because the 6:40 to Woodbarrow deserves a portrait.
  • The Railway Gazette, reporting on your railway with the enthusiasm of a local paper with one reporter.

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Parts of this game were made with AI assistance. AI-assisted coding was used during development, and some artwork was AI-generated and then edited by hand. The translations from English into the other languages were made with AI and checked against a glossary; the English and Dutch text I wrote and reviewed myself. The design, the systems and the writing are my own.

System Requirements

Windows
SteamOS + Linux
    Minimum:
    • OS: Windows 10 64-bit
    • Processor: Dual-core 2.0 GHz (x86-64)
    • Memory: 4 GB RAM
    • Graphics: Direct3D 12 capable GPU (Intel HD 620, GeForce GTX 660, Radeon HD 7750 or newer)
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Additional Notes: Singleplayer works fully offline.
    Recommended:
    • OS: Windows 10/11 64-bit
    • Processor: Quad-core 3.0 GHz
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 1050 / Radeon RX 560 or newer
    • DirectX: Version 12
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    Minimum:
    • OS: 64-bit distribution, glibc 2.31+ (Ubuntu 20.04 or newer)
    • Processor: Dual-core 2.0 GHz (x86-64)
    • Memory: 4 GB RAM
    • Graphics: Vulkan 1.0 capable GPU and drivers
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Additional Notes: Singleplayer works fully offline.
    Recommended:
    • OS: Ubuntu 22.04 or newer
    • Processor: Quad-core 3.0 GHz
    • Memory: 8 GB RAM
    • Graphics: GeForce GTX 1050 / Radeon RX 560 or newer
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
Review Filters