Derail Valley is a highly immersive train driving simulator, letting you drive trains with your own hands! Deliver a variety of cargo between industries in a vast open world. Earn money, buy new locomotives and try to stay on the tracks!
Recent Reviews:
Very Positive (15) - 93% of the 15 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (333) - 86% of the 333 user reviews for this game are positive.
Release Date:
Jan 25, 2019
Developer:
Publisher:

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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 small team we think early 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 two years 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 countless hours of gameplay.”

Approximately how long will this game be in Early Access?

“The longer we can keep going, we will do so. Our goal remains to make Derail Valley the best train simulator in the world.”

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

“See our roadmap, detailing all the features and content we want to add during Early Access, which includes new trains, and other significant features. 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?

“Derail Valley is in a fully playable beta state, offering hundreds of hours of play time. Some optimizations, polish and features remain to be done. For a full feature list, see our roadmap.”

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

“The price may increase when we leave Early Access. We have not determined this yet, and will announce it in more detail when more information is available.”

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

“We love community feedback and suggestions! There are many additions and improvements that we've planned for Derail Valley, and being a small team, each comment, forum discussion, gameplay video or stream will be very helpful for us in deciding what to do next.”
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Recent updates View all (47)

June 20

Build #78 - Optimized item spawning, alt-tab pause, many bug fixes

Hey everyone,

For many months now, we've been working on an upcoming major update, known as the "Hazmat update". In the last few weeks the whole team's been working on it exclusively, so the number of isolated fixes ready to release in the meantime was limited. Still, today we've accumulated enough of the fixes to constitute an in-between update.

Notable improvements:

Today's update mostly focuses on bug fixes, such as:

- Fixed the camera tilt bug
- Fixed VR belt points taking items when they shouldn't
- Optimized item spawning
- Alt-tab now pauses the game
- Pause stops the sounds too

Progress on the upcoming Hazmat update:

Despite being called "Hazmat" (short for Hazardous Materials cargo), the update will include a lot more. We grew the scope, so its primary mission would be to reach a stable version - as if we were releasing Derail Valley for the first time. Apart from explosions, the main improvements will include the overall fidelity and game-play improvements (more goals, more challenges, better tutorial). This will involve a complete coupler rework, speed signs, new licenses, among many more additions. We will have dedicated news posts for each feature subset, as we near the update release.

At this point, most of the core features for the Hazmat update are near completion. About two weeks ago we started testing them and are now doing optimizations and general polish. That's the current status, but note that this will take a while. There is no release date estimate yet.

In the meantime we are likely to release a few more smaller bug fixing updates, such as this one!

Full changelog:

Bug fixes:

- Fixed the recent bug with camera tilting while in a locomotive cab
- Fixed VR belt point getting stuck in grab mode
- Fixed sound playing when the game is paused
- Improved prevention of falling through ground when teleporting to steep slopes in VR

Misc:

- Optimized item spawning
- Game will now pause when switching windows (alt-tab)
- Controls booklet now dynamically adapts to current input device
- Fixed being unable to zoom with a booklet in hand in NonVR
- Extended remote controller battery life
- Command debug.toggleui now also disables in-game tooltips (NonVR)
- Shunter’s reverser can no longer be changed when throttle is applied, in NonVR
- Increased NonVR crosshair and interaction text font size on high-res screens (e.g. 4k)
9 comments Read more

May 22

Build #77 - Fixed tunnels, various bug fixes

Hey all,

We've got more bug fixes this week! There are many more changes in progress, but they are mostly piling up for the big Hazmat update coming next month, so stay tuned!

Fixed impassable tunnels for good:

As "caved in" tunnels have been a recurring issue, we took the time to entirely rework how the game determines tunnel holes. This change should eliminate the possibility of trains hitting terrain in tunnel entrances, and also prevents visual glitches where holes would disappear, fully or partially.

There are still a rare few tunnels placed in such a way that terrain can be still seen in them (e.g. east of Harbor), but this will be fixed separately in the next world update and is now harmless.

Bug fixes, improvement to controls and performance:

We're continually working on bug fixes, and the goal is to reduce them to the absolute possible minimum by the time Hazmat update rolls out.

Notable highlights are that we fixed frequent CPU spikes in VR (actually caused by third party code, thanks for this video), as well as the bug in NonVR where items would drop out of hands and become unable to be picked up again, among other fixes.

--- Full changelog: ---

Railway:

- Reworked tunnel entrances
- Fixed tunnels missing holes sometimes (looking caved in)
- Fixed colliding with terrain at tunnel entrances sometimes
- Fixed tunnel holes being visible (terrain faces sticking out of tunnel walls)

Performance:

- Reduced CPU spikes in VR, caused by 3rd party code (console, VRTK)

Controls:

- Fixed being unable to teleport to shunter from its right cab side
- Fixed a bug where mouse-look could make held item untakeable
- Fixed mouse-look being usable during stashing/unstashing animations
- Fixed locomotive remote battery indicator showing as not charging

Misc:

- Fixed car ID plates having no spaces in cargo names
- Load machine now displays its corresponding track’s ID
15 comments Read more
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About This Game

The era of bland, uneventful sims is over. Derail Valley is a train simulator focused on immersion, career gameplay and player freedom. Operate controls with your own hands, go anywhere, choose jobs and deliver a variety of cargo between industries in a vast open world!



Shunt or haul dozens of cargo types modeled after a realistic industry chain, spread across 256 km². Use the hard earned money to unlock licenses, refuel and service locomotives, or even buy new ones! Beware, trains can derail spectacularly if driven recklessly.



Derail Valley is developed by a small team, with full VR and nonVR support and represents a major upgrade to the award-winning 2016 prototype.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 64-bit
    • Processor: Intel i5-7500 or equivalent, SSE4 support
    • Memory: 12 GB RAM
    • Graphics: Nvidia GTX 760 (VR: GTX 1070)
    • Storage: 12 GB available space
    • Additional Notes: Best experienced in VR (Vive, Rift, WMR)
    Recommended:
    • Requires a 64-bit processor and operating system
    • Processor: Intel i7 or equivalent, SSE4 support
    • Memory: 16 GB RAM
    • Graphics: Nvidia GTX 970 (VR: GTX 1080)
    • Storage: 12 GB available space
    • Additional Notes: Best experienced in VR (Vive, Rift, WMR)

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