Mashinky is a transport strategy game about trains. The goal is to create your own transport empire on a procedurally generated map. It’s a unique blend of realistic graphics combined with an isometric construction mode and board game-like rules.
Recent Reviews:
Mixed (18) - 61% of the 18 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (846) - 85% of the 846 user reviews for this game are positive.
Release Date:
Oct 6, 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?

“Mashinky will be in Early Access on Steam for one or two years. This is the best way to engage with the Mashinky community through the early development of the game.I still have a long list of features I want to add into the game. I’ve already taken a test version to game conferences and gathered feedback (and a couple of awards!) which has helped to improve the game immensely. My goal is to work closely with the Mashinky community, providing players the opportunity to take part in the creation of the best Railway strategy game ever!

The first version of Mashinky that will be available through Early Access will feature 2 of the 7 planned historical eras. At this point the focus is on polishing core gameplay features and optimizing and balancing the game’s mechanics. In the meantime, work will continue on new features (such as the implementation of a multiplayer mode) and additional game content ( historical eras, industry chains, new vehicles and transport types). In this state, you might encounter bugs or performance issues – the most critical of these will be fixed to ensure the test version is playable. Others will be logged for fixing; these could be as simple as a diesel engine that chuffs like a steam train, so raising them is important to ensure the game is polished for its release!”

Approximately how long will this game be in Early Access?

“Release of the full version is planned for 2019. Until then, the game will be updated on a weekly basis, introducing new content, features and challenges.”

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

“The full version of Mashinky game will include historical eras full of trains, industries, big cities and challenging sandbox quests
- 7 eras from the steam age to the future
- 21 different industries
- 28 railway engines
- Tons of scripted sandbox quests
- Mod support
- Multiplayer modes and other types of transport are also on my to do list! ;)”

What is the current state of the Early Access version?

“Mashinky is a unique combination of realistic graphics combined with an isometric construction mode and board game-like rules, which already guarantees an addictive mix of gameplay to keep you occupied for many hours!

- Procedurally generated sandbox mode full of transport possibilities, fully editable
- 2 historical eras
- 7 industries
- 8 engines, 16 different wagons
- Many challenging sandbox quests
- Three gameplay modes: construction, realistic and driver view”

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

“The Early Access version will be cheaper than the final release, to reflect the game’s ongoing development, and to thank those who support it.”

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

“Players can connect with us on Facebook and Twitter and we’ve already started a Discord Server where developers can connect with the community to discuss ideas and future plans. Since we are using Discord to communicate within the team, we’re online most days; everyone is welcome to ask questions, raise bugs and even suggest new features”
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Recent updates View all (29)

June 29

Distance bonus & Second track type !

Hello respected community

Today I have a new build for you and this time it is quite interesting one :)

It was for the first time I've utilised Experimental branch to find as much issues as possible and I would say it worked better than expected! - Thanks to all of you who participated and let me know any issues, ideas, opinions - together we are making this game far better then I would be ever able to.

In this build, there are few main highlights:

  • Distance bonus for passengers and mail (with visualization per wagon in train window, train map icon, train list)
  • Distance bonus for other cargo included in industry buildings rules (bonus computed according to closest resource on map)
  • Second "High speed" track type (including upgrade tool, new signals, smart shortcuts respecting last track type used)
  • Language can be selected in splash window (+ game branch visible in splash window and ingame)
  • New track & road smoothing (including construction mode and lod in a distance)
  • Many fixes

Hope you will like it as much as I do, since the distance bonus and second type of track was quite a challenge to finish due to all UI / AI / save&load / balancing / assets changes. Now we have a solid base not only for future track types.

Full changelist:
  • Added: Distance delivery bonus
  • Added: Branch name is visible in splash window and in-game right bottom corner
  • Added: Language selection in splash window (when nothing set, game tries to use steam client language as a default one)
  • Fixed: Town growing
  • Added: Automatic vertex color generating also for lod - fixed all road / track smoothing issues in construction mode
  • Fixed: Track & Road & Other infrastructure smoothing finished and fixed all issues
  • Fixed: "Remove" shortcut
  • Modified: Reexport models for new smoothing shader
  • Modified: Colors a bit (trees, grass, fog)
  • Added: Script function GetRemoteQuestVariable able to read global variables of other quest
  • Modified: Depth of field shader improvements
  • Fixed: Default dof intensity
  • Modified: Avoid <1 numbers when unloading passengers in town by chunking these to whole numbers
  • Modified: Ballancing of distant bonus
  • Fixed: GetNumQuestsActive script function counts only visible quests
  • Added: Visualization of wagon profit estimates
  • Fixed: Rare crash when watching year statistics
  • Fixed: Rare bug with Invisible objects from some camera position
  • Added: Reward estimates also for autorouting
  • Fixed: Some object were not clickable
  • Fixed: Script function GetRemoteQuestVariable when used on director script or non-existing script
  • Fixed: Map coords computation for mouse cursor
  • Fixed: Invisible tool tip sometimes
  • Added: Estimated reward shown in train 3d icons
  • Added: Estimated reward shown in train list
  • Modified: All wagons available in editor
  • Added: Save/Load of last autorouting destination
  • Fixed: Crash when building depot upgrade for second track
  • Fixed: Async threads crash when rendering estimated reward
  • Fixed: UI padding insufficient after fixing of text length computation
  • Fixed: Visibility of track depends on track invisible option, not buildings
  • Added: UI remembers last track type and use shotcuts accordingly
  • Fixed: Proper bridge/tunnel/station speed limited by object and track together
  • Fixed: Speed weird peaks when too strong engine on a limited speed track
  • Added: Texts for on map tooltips (not localized yet)
  • Fixed: Building highspeed track tunnel
  • Fixed: Missing internal part of high speed tunnel
  • Fixed: Upgrading tool working for Tunnels
  • Fixed: Upgrading tracks on bridges shows proper track position
  • Fixed: Crash when computing distant reward for non-accepted cargo there
  • Fixed: Potential crash when searching for the best path backward
  • Fixed: Missing arrow in routelist
  • Fixed: Removing Steel bridge by remove tool
  • Fixed: Upgrading steel bridge
  • Fixed: Effects for high speed signals
  • Fixed: Upgrading when multiple tracks on a single tile
  • Added: New signals for highspeed track
  • Modified: Chain signals have real sign on them
  • Fixed: Signal construction switching visualization

Let me know if you like it and if everything works as desired. And thanks for your awesome support so far!

26 comments Read more

June 15

Decorative update

Hello respected community!

There is a new update for Mashinky. As promised, I keep updating experimental branch and once seems to be stable, merge it to default.

New content / features from the experimental branch:
  • Walls modification according to road presence
  • Decorative upgrades for your stations (it is rather proof of concept, more will occasionally follow)
  • Fixes for pathfinding (when using waypoints and force load / unload as well as some special cases)
  • Optimizations for rendering

These are rather small updates for you, since we are working on some major era #4 features and content. One of them (second track type) will come even before era #4 release, so stay tuned.

Full changelist:
  • Added: 3 new decorative upgrades for a station
  • Added: Third wall type
  • Added: Platform walls & Possibility to change walls elevation
  • Added: New tab in stop window with decoration upgrades
  • Added: Stop upgrades displayed in multiple columns according to window width
  • Added: More performance markers
  • Added: Performance dump enabled when "perf" command line param
  • Added: Performance for script commands including script name
  • Added: Possibility to render text with shadows
  • Added: Commandline arg "perf" (enable performance dump), "aidbg" (ai debug visualization)
  • Modified: When place depot, tool is disabled and depot window opened
  • Modified: If not alternative wall, use default
  • Modified: After manual turn around, train does not check available path
  • Modified: Improved AI debugger
  • Modified: Changed default start tokens and max loan from 1000/1000 to 2000/5000
  • Modified: New texts
  • Modified: Better track removing
  • Fixed: Train will not turnaround when timeout on signal, but it is not bettre to turn aroung
  • Fixed: Pathfinding issue with 2+ stations route
  • Fixed: Waiting on green semaphore
  • Fixed: Train turnaround rare issues
  • Fixed: Modding track types
  • Fixed: Distant shadows
  • Fixed: Depth of field
  • Fixed: Shadow pixel stability
  • Fixed: Pathfinding bug when using Full Load / Full Unload commands
  • Fixed: Script performance log showing proper script names
  • Fixed: Road automatic elevation when road climb up the hill towards gate
  • Fixed: Starting editor does not change sea level preferred value
  • Fixed: Shadows invalidation in the first frame after load / generate(edited)
  • Fixed: Waypoints
  • Optimized: Terrain shadow casting
  • Optimized: Towns updating

There is also one known issue with road connections, but I am working on this already ;)

11 comments Read more
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“Mashinky has seduced me. It’s already shaping up to be a promising successor to Railroad Tycoon.”
Rock, Paper, Shotgun

About This Game

Mashinky is a brand new transport strategy game from Czech developer Jan Zeleny. Zooming through gorgeous landscapes, utilising a traditional isometric construction mode and mastering a unique board game-like gameplay, you'll find yourself immersed in the task of building your own transport empire.

The goal is to create your own transport empire on a procedurally generated map.

The game is a unique blend of realistic graphics combined with an isometric construction mode and boardgame-like rules.

Players start the game in control of a transport company. They must lay tracks on difficult terrain, research and buy new vehicles, manage routes and compete against economic rules to make as much profit as possible by transporting passengers and various cargos. This makes for a challenging simulation game requiring the player to consider all elements of business to be successful.

Players can switch to an isometric construction mode inspired by the very best strategy classics. This is a grid based map where every change of traffic layout is a rewarding puzzle. You can build simple tracks connecting just two stations, or design sophisticated networks using junctions and signals to maximize efficiency and performance.

As the game progresses, you’ll need to extend and customize your transport empire. You can upgrade industry buildings, stations and depots in various ways, and improve your trains using new engines and special wagons. Each upgrade offers a unique bonus; greater capacity, new processing rules and even new cargo types. Players can develop their own strategy to suit best the network they're building.

With the innovative viewing modes, you can ride one of your trains or watch the operation of the network you have built. You can exit construction mode at any time to dive back into the beautiful landscapes and detailing of the 3D world. You can see your track network from a different perspective, or even jump into one of your train and enjoy the ride.

For the Early Access release, we've prepared first 2 eras out of 7. As EA progresses, we will introduce more eras so in the future, you’ll progress from the Age of Steam through the modern world and into the future. You’ll encounter new industries and vehicles in each era. Villages will grow to become cities, new infrastructure and upgrades will become available. It is up to you how you use these new features to build your transport empire. From humble beginnings, you’ll build a vast transport network using everything from steam power while moving cargo like coal and wood to - will be introduced to the game in the future - maglev supertrains delivering futuristic electronics.

System Requirements

    • OS: Windows Vista
    • Processor: Dual Core 2.0 GHz
    • Memory: 4 GB RAM
    • Graphics: GeForce 750 or equivalent
    • DirectX: Version 9.0c
    • Storage: 2 GB available space
    • OS: Windows 7
    • Processor: Quad Core 2.66 GHz
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 960 or equivalent
    • DirectX: Version 11
    • Storage: 2 GB available space
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