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 (85) - 87% of the 85 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (255) - 88% of the 255 user reviews for this game are positive.
Release Date:
Jan 25, 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 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 (35)

March 20

Build #66 - Fixed character drift, teleport to last loco and more!

Hey all,

We've got several controls-related fixes today!

Fixed player character drifting in moving trains:

For nonVR players (or those playing using smooth locomotion in VR), your character will no longer drift and suddenly move when they are supposed to be standing still in moving vehicles. You should also no longer be pushed up the tender as easily if leaning in VR.

'Teleport to Last Loco' menu button:

Using a menu option, you can now teleport back to the last used locomotive. Later on when we add the caboose, it will provide an option to teleport to it as well, making it an essential tool to teleport back and forth between two ends of a train (or map, if strategically located?). This feature is still in experimental phase.

Other features (invert mouse):

Those of you who wished to invert mouse Y-axis can now do so with the console command debug.InvertMouseY and setting it to either 'true' or 'false'.

We've also fixed an issue from previous build where quitting the game while using smooth locomotion in VR would mess up player position on game load.

Full changelog:


- Fixed nonVR player drifting when in moving vehicles
- Fixed player being nudged onto tender sometimes in steam locomotive
- Added “teleport to last loco” button to main menu (experimental)
- Added console command to invert mouse Y-axis
\ Debug.InvertMouseY (true/false)
- Fixed smooth locomotion save-state causing faulty game load as of #65

See you soon with another update!
14 comments Read more

March 19

Build #65 - Railway generation rework, improved job taking and more!

Hi all,

Railway generation rework:

We've completely reworked the way tracks are generated and rendered. They are now generated in real-time, in-game.

This brings many improvements such as significantly smaller build size (60% reduction), much faster build-making process and notable optimizations with all railways further than 350m being drawn with a simpler model, as well as GPU instanced rendering.

In future this change will allow us to further improve performance, dynamically change tracks in real-time and eventually make world mod support, if we reach that goal.

Improved job taking:

We streamlined many job-related issues with a very simple improvement that involves how players take jobs - by adding Job Overviews.

When you go to a station office, on a desk you'll find Job Overviews. Rather than this paper being the job, it only serves as an overview. Insert it to a job validator to accept it and only then it will print out a full-detailed Job Booklet. You can then validate this booklet afterwards, to print out a Job Report, like before.

This change eliminates numerous sources of confusion among new players, such as not knowing how to take a job, whether Job Report is a main booklet to take, or being unaware of when job timer begins ticking (now it starts when you explicitly accept the job). Job Overview system also prevents cheating (placing cars where they should be before accepting job), and might fix stuttering when nearing stations, due to having less pages to render.

Other changes:

There are a few more notable changes:
  • NonVR teleport console command
  • Selecting Seated VR mode now automatically recenters play area
  • Further improved WMR controls
  • Saving locomotion type in VR (e.g. smooth)*
*Warning: VR users who play using smooth locomotion - note that due to a bug, loading the game with smooth locomotion setting saved will spawn you under the world in this build. You will need to respawn if this happens. Until we fix this in tomorrow's update, it's best if you don't leave the game with smoothing locomotion turned on, to avoid this problem.

Video updates will become weekly:

We decided we'll be moving video updates to weekly instead of per build, so that we can be more agile with major updates. You can expect this week's updates to be covered next Saturday. This way weekly video updates will be able to include more stuff in the future, such as development shots, community highlights, etc. They will also provide update information to players who weren't able to follow updates during workdays.

Full changelog:

Railway rework:

- Railway is now generated in real-time, as you move around the game world
- Greatly optimized railway meshes outside of 350m radius from the player
- Optimized generation & rendering (Unity Job System; GPU instancing)
- Reduced build size 60% (from 10.6GB to 4.25GB)
- Allows major future improvements (reduced stuttering, in-game changing, better world-editing)

Job system:

- Reworked job taking
\ Stations now spawn Job Overviews
\ Job Overview is a single-page item, describing job essentials
\ Insert Job Overview in Job Validator to accept job
\ Job Validator will then print out an actual Job Booklet
\ Last page/step of Job Booklet says to validate job to complete it
\ Possible stutter improvement when nearing stations, for some players


- Locomotion type setting for VR users now gets saved
- Changing VR mode to Seated now automatically recenters play area
- WMR improvements:
\ Fixed the WMR controllers sometimes having unusual interactions with items
- Added pointer spheres to WMR controllers to always know where you are pointing
- Fixed occasional bug with controller being black and unresponsive

Item storage:

- Decreased range for item respawn to L&F shed to 200m


- Added teleport console commands (nonVR ONLY):
\ Debug.TeleportToPoint; takes desired x and z world coords (0-16384)
\ Debug.TeleportToPointNormalized; takes normalized x and z world coords (0-1)
- Updated to Unity 2018.2.21f1

That's it for today, see you soon with another update!
14 comments Read more
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About This Game

Derail Valley is a highly immersive train driving simulator, letting you truly be in a train cab and operate controls with your own hands! Choose jobs and deliver a variety of cargo between industries in a vast open world, using a diesel-electric shunter or a heavy steam locomotive. Explore the beautiful landscape of 256 km² filled with railways, industries and maybe even some secrets!

Freely choose step-by-step jobs found in offices of every industry. They include (un)loading, shunting and hauling, involving dozens of cargo types modeled after a realistic industry chain. Use the hard-earned money to refuel and service locomotives, or even buy new ones! Finally, try to stay on the tracks!

Derail Valley Early Access is a major upgrade to the award-winning demo from 2016, being developed by a small team. Features:

  • Built for VR from the ground up
  • Emergent simulation of a shunter & steam locomotive
  • 256 km² open world
  • Procedural jobs driven by industry chain
  • Derailment physics
  • Locomotive maintenance & basic damage

    Non-VR support:

    For players who are not in position to use VR, we include rudimentary controls for playing on a regular flat-screen PC, using keyboard and mouse. For the best experience however, we highly recommend using a supported VR headset.

    If you're wondering where's the old demo, it has been retired - more info here.

    If you have any questions, comments and feedback please let us know!

System Requirements

    • 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)
    • 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)

What Curators Say

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