Drive trains and build your career in a vast railway network. Make your way through the harshest of railways in old, beaten up locomotives. Sense the fine line between a smooth ride along a scenic route and hurling off a cliff. One thing's for sure - the view will be astonishing.
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Jan 18, 2019
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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 five-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 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?

“At the time of Early Access release, Derail Valley will in a fully playable beta state, offering two locomotives (diesel-electric shunter and a heavy freight steam engine), a 256 km² world with a complex railway network occupied by NPC trains, procedural missions and a compelling challenge.”

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

“With every major update, the game price will increase. We will have more information on this closer to the Early Access release.”

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.

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: January 18, 2019

This game will unlock in approximately 4 weeks

 

Recent updates View all (10)

December 5

Release date, world map, industry chain, inventory

Hi everyone!

You’ve all been eager to hear about the release date, and we finally have one! Before diving into it I'd like to apologize for not having it sooner. Due to a problem with track building that caused a month delay (we had to rewrite it entirely), it was impossible to determine the date reliably until a few days ago.

Release date:

After many considerations we decided that Derail Valley is set to be launched in Early Access on January 18, 2019. With the tracks issue now resolved and optimization/balancing remaining to be done, we decided not to rush for December as any news of Derail Valley release would be overshadowed by Christmas sales and AAA releases. By launching a few weeks later we aim to avoid the clutter and have the much needed time to complete our press kit, share the game with influencers and press, make a new trailer, and generally prepare the stores for launch.

Moving the release a few weeks was a difficult decision for us to make, but we hope you’ll find the reasoning behind it understandable. Reactions of our Discord community where we initially disclosed the news have been warming, and this kind of support means a ton to us. Thank you!


Northern region of the Derail Valley world

World development:

We’ve done a lot of work on world development during the past few months. As of recently, Derail Valley features a nearly finished railway network of about 200 km, with 15 detailed industries containing their own yards and stations. You are free to move in this world as you will.


Terrain, railways and industries currently present in Derail Valley, covering a 256 km2 area


Sawmill station


Steel mill in the distance

It takes hours of gameplay just to visit all the places, and the track building rework now also makes it vastly easier to modify the layout in future updates. We made sure the railways are diverse, ranging from curvy uphill mountain cliff routes, to flat high-speed mainlines, all seamlessly connected.

Industry chain:

Derail Valley now simulates a realistic industry chain, featuring 36 resource types to be transported between industries. This makes a virtually infinite network of procedural jobs where you could, for example, transport iron ore to the steel mill, then steel slabs to the machine factory, then road cars to the harbor, and so on in a continuous manner.


Diagram showing industry chain in Derail Valley. Click for high resolution.

Each industry generates jobs according to supply/demand rules shown in the above diagram. Deciding which jobs you will take or which way you will haul them is entirely up to you. Job types range from shunting, (un)loading and hauling, and you can even combine multiple haul jobs where you see fit. Previously we wrote about how job taking works (grabbing physical job booklets in station offices), and you can also see this video to get a better idea. More examples coming soon.

To load or unload trains you will need to push a specific lever, found at every station.


Some types of cargo can be seen exposed on flatcars

Inventory & money:

As Derail Valley requires dealing with multiple items, like the switch remote or job booklets, the game now features a 10-slot inventory that you can carry items in. This is particularly useful outdoors as, apart from going for the slots directly, you can also reach behind your back to add or retrieve the last used item. This makes actions like yard switching very simple.


Reaching for the wallet in a nearly full inventory

Completing jobs will issue bundles of money, which you can then place in your wallet. To pay for items or services such as refuelling and repairs, you will need to physically bring the wallet close to the cash register. More on that in gameplay videos soon!


Derail Valley money

Community help:

As many of you know, our goal with Derail Valley has not only been to make a cool game, but really to push train simulators and VR to the next level, in as many aspects as possible. There’s only so much we were able to do as a 5-member team in this short time, and we would love to do so much more.

Whether we will have a chance to continue this trend greatly depends on the awareness of the game prior to release. Your help in this regard would be greatly appreciated. In the little time remaining until launch, we are considering setting up certain community goals on our site, to be measured by social media activity (view counts, followers...). If you guys would be able to successfully complete them, we’d be able to give something back in return, as we’d have more time left for development. If it all works well we might be able to squeeze in the railbus to the game at release! More info on this soon.

Updated roadmap:

Recently we remade our Derail Valley and Altfuture sites. Check them out! We also updated our roadmap, now more accurately showing which features will be present in the game at launch and which are planned for later. Note that due to changes in development we won’t be featuring NPC/traffic trains at launch, but rather as a later update.



That’s it for now! We hope you enjoyed the update and until next time we will keep posting new videos and screenshots on our social channels. If you’re interested make sure to follow us on Reddit, Twitter, Discord, YouTube and other platforms (more links on the website)!

Thanks!

-Slobodan
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October 5

Teaser trailer, new world, locomotion, missions & general status

Hi everyone!

As most of you probably know, we’re nearing our newly-announced Q4 2018 Early Access release (exact date TBA). While a huge amount of work has been done on the game already, there’s still a lot remaining to be done, and we want to keep you guys up to date with general status:

First off, Derail Valley now has a teaser trailer!

https://youtu.be/irovFD2meTc

Revamped world tech:

Over the past year we completely revamped the world tech, due to the need for more control over terrain sculpting. The world now features rivers, gorges, viaducts and tunnels, which were missing in the previous iteration. Needless to say, graphics improvement has also been significant!






You can travel anywhere in this world by train, or even climb a mountain if you enjoy a good view. As stated in the past the size is 256km2. After the revamp it turns out to offer a lot more room for railways than we originally anticipated, so for now we will be sticking to this world size, even though technically the game supports a much bigger size if need be.

Complete train simulation, damage and servicing:

With the two locomotives planned for release (shunter and steam) all planned train simulation features are now complete. The aim is to make them enjoyable to both newbies and veterans. Taking into account the remaining development time available, we distilled the essence of train driving into various individual features, without going too deep into details.



For example, to drive the shunter you’ll have to start its engine first. Running the high RPM will heat the engine up, and if it overheats it could shut off or cause damage, which will then cost you money to repair. The engine will cool down faster if you are getting air through the radiator.

Going uphill while pulling heavy cargo might require deploying sand, or the wheels will slip and potentially get damaged. Fuel and oil levels need to be monitored too, and you will need to refill your locomotives at service stations. Make sure you don’t hit something hard, because apart from damaging the engine and wheels, you can also break the windows!



The steam locomotive will have you shovel coal, light up fire, regulate water level and generate steam with optional help of blower and draft valves. The cut-off will regulate ratio between power and top speed. We aimed for a fine balance between the steam locomotive being realistic and fun, with simple instructions to players who are not familiar with the inner workings. Veteran skills will make your trips more efficient, but everyone should be able to drive the steam locomotive.



To gain access to the steam locomotive, you’ll need to earn it first. Completing train driving jobs will earn you money, with which you can buy an appropriate license to unlock the locomotive. This will also apply to the other three post-release locomotives that we’re cooking.

Teleport, Smooth Locomotion & Non-VR controls:

We put a lot of effort to make controls feel right in Derail Valley. Being a VR game, we opened up a number of options to play it, and for each we aimed to make it as high quality as we could.

https://youtu.be/AwAk_t5iPWY

With the combination of teleport and smooth locomotion, you’ll be able to play in very tight, seated playspaces, as well as standing, room-scale, teleporting or strafing, or using both simultaneously, with optional comfort tunnel and snap rotation. Finally, a non-VR option will allow you to play the game without VR, in case you don’t have a headset yet (more on that in the future, as it is still in development).

Missions (jobs) and career:

Design and technical basis of missions (or rather jobs as we call them) are complete. To get a job you’ll walk into a station office and pick one up from the table. Currently we have shunting and freight haul jobs, each clearly describing the steps to be taken in order to be completed. Completing a job on time will no longer be a requirement, but only a money bonus.



The jobs will earn you money that you can spend on licenses. As you acquire licenses for heavier trains, you will unlock more difficult jobs as well. Eventually during Early Access this will progress further into passenger transportation.

The game world now features a specific cargo chain of cities and industries, which will generate all the missions through supply & demand (more on that in a future post, as this too is still in progress).

Pushing the limits - the genre’s, and our own:

Making Derail Valley is tough. We ran into countless obstacles, some of which we’ve overcome and some of which still remain. Pretty much all of them are bound to us needing more time, but the time is up. That said, it feels the timing is right to explain why we are doing what we’re doing, and what our concerns for the launch are.

Back in 2012, as a couple of friends, we used to play train sims. While initially it was a lot of fun, as time passed by they didn't seem to age all that well in our eyes. A point came where we found ourselves wishing for what they could be, rather than enjoying them for what they are. Dated graphics, physics, limited gameplay and complicated manuals made us think that even we could make a better game.

It just seemed logical that a train simulator could be built in a modern engine, with more immersive controls, graphics, sounds and seamless, fun gameplay. It could have proper derailments and a simple interface with clear instructions that everyone would understand.

Then VR happened. It showed great potential, but missing lengthy games, that could be played for hundreds of hours, allowing you to get lost in a large world to explore and have something new going on every time you play it.

Throughout the past two years that we’ve spent developing Derail Valley, our aim remained to do all that. Very ambitious, but we went for it because we wanted to make train sims and VR better for everyone.

Many features in Derail Valley, though seeming logical to exist, have never been done before. There was no rulebook on how to do them, nor a comparable game to look upon, not to mention coming from a country where serious game development is only just picking up. Hence, we constantly learned, evolved our plans and vision, and it was difficult to keep everyone informed of the latest ongoings, especially after having secured funding about a year ago. Now that we’re nearing the release, some of our concerns are getting firmer and we think it’s a good time to let you know about them:

1) Our funding ends in January

In the past, we wrote that our funding will last us through Early Access. That is no longer the case. Initially the aim was to release a much simpler game to Early Access earlier, and that we’d spend the rest of the time going toward full release. However, having learned more about people’s expectations, we realized that a lot more under-the-hood reworks should be done immediately, and as a result postponed the release.

A lot of the said work will save time on updates during Early Access. Many features, content or designs planned for Early Access are partially done already. That said, once the game is out, we will not have the funding to back us up, and thus depend on the launch success financially. We will look into the possibility of getting further funded from another source in the meantime, to be able to complete the game to its full potential without depending on early release.

2) Pricing change

We’re thinking of launching at $19.99 USD (rather than the previous $15.99). This comes after reassessing the current situation, with the game including a lot more work done at launch than we originally anticipated, and considering that some players expressed concerns that previously planned price increase in several tiers during Early Access would not work out well. With this initial price, we would aim to probably increase it only once later on when it is complete. Please let us know your thoughts on this.

3) Completeness at launch

With the release date coming, we’re aiming to focus on polishing what’s already in the game, rather than adding new content. That said, there are still a few major features remaining to do: completing the railway network, non-VR controls, inventory, career-progression and NPC trains.

We don't know if all of them will be completed without hurdles in the weeks prior to release, but either way we’ll make sure that the game is fun at launch, playable and that it runs as well as we can make it.

Of course, being in Early Access, there will surely be some imperfections and bugs. During the previous year we made a good track record of releasing new builds to testers almost every week. We plan to continue doing so after release, providing fixes and new features on a regular basis.

---

Finally, we are so happy seeing how many of you share our vision of Derail Valley, and it’s a pleasure to have read and heard so much feedback from everyone over time. We read every single comment and email we get!

In the next period leading to the release we will be posting new media content daily (or almost daily), including screenshots, short videos and not-so-short videos!

See you soon with the next update!

-DV team
38 comments Read more
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About This Game

Drive trains and build your career in a vast railway network. Make your way through the harshest of railways in old, beaten up locomotives. Sense the fine line between a smooth ride along a scenic route and hurling off a cliff. One thing's for sure - the view will be astonishing.

Derail Valley is in development by a five people team.
  • True presence and immersion


    Be inside a cab. Operate controls with your hands. Feel being inside a moving train, even when it derails. Step into the nature and watch trains pass by. Derail Valley is designed right from the start for VR in terms of optimizations, controls and UI.
  • Realistic AND intuitive


    Whether you're new to trains or an engineer veteran, you'll find that it's fairly simple to set the massive vehicle in motion. Keeping it on the tracks and completing assignments however will challenge you.
  • Dynamic, engaging gameplay


    Build a career as a train driver. Choose and complete assignments created by an economy simulation, switch junctions, change locomotives, all in a seamless immersive experience. Make sure your train is safe and on the tracks! Earn money for that other locomotive you always wanted!
  • Vast railway network


    A single 256 km² world filled with meadows, fields, forests, lakes, hills and mountains. Seamlessly traverse it by mainline railway occupied by other NPC trains, or take a peek in various branches and train yards.
  • Different train types


    At your disposal are a diesel-electric shunter and a heavy freight steam engine, two entirely different machines. Electric and passenger trains will be added during Early Access.
  • Advanced railway simulation


    Get a feel for the railway and sense the bumps, joints and bends as wheels roll over them. Cherish the good condition of the mainline compared to the dark horrors of branch yards.
  • Derailment physics


    As a train driver, you'll find derailments to be your deepest fear. They are realistic, massive and dangerous, but also oddly spectacular and an amazing VR experience.

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 a middle of nowhere or a bunch of paperwork on your desk. At the same time it is a peaceful, coordinated and relaxing experience that gets increasingly rewarding with more skill.

Free Demo:

Derail Valley demo is an older, free, small-scale version of the game. It offers a shunter locomotive and four challenging shunting missions in a 4km² environment surrounding a lake. It alone provides a few hours of gameplay. Give it a try!

Future plans:

We're currently working on the upcoming Early Access release with features described above, which will also be accompanied by a roadmap describing what's to come until final release - stay tuned! In the meantime be on a lookout for our news posts and updates and if you have any questions, comments and feedback please let us know on our Steam forum or Discord!

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 64-bit
    • Processor: Intel i5-6500 or equivalent
    • Memory: 12 GB RAM
    • Graphics: NVIDIA GeForce GTX 1070
    • Storage: 4 GB available space
    • Additional Notes: Best experienced in VR (Vive, Rift, WMR)
    Recommended:
    • Requires a 64-bit processor and operating system

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