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:
Very Positive (13) - 100% of the 13 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (1,082) - 86% of the 1,082 user reviews for this game are positive.
Release Date:
Oct 6, 2018
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?

“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 version of Mashinky that is available through Early Access features 4 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 2019-2020. 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
- 4 historical eras
- 13 industries
- 18 engines, 30 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 is 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 (51)

May 22

New update! (sorted lists, rendering improvements, optimizations, new scenario, etc)



Hello respected community!

After 5th era release, I've fixed several bugs and meantime implemented (and fixed) also asset lists (of all vehicles, buildings, towns, depots, etc). Including sorting. I will be adding more sorting options, these are just basic atm.

There are also several visual improvements, mostly distant fields flickering and sea shape and foam in a distance.

There is also a text polishing made by our mighty translators and Wad made some script improvements as well and he made a beautiful new map for you!

Also all critical issues should be fixed now ;)

Thanks a lot for all your feedback and support! It helped me a LOT!


Full changelog is here:

Improvements
  • Added New "512 Path" Scenario
  • Added Sortable lists of buildings, vehicles, stations, etc.
  • Kumulative messages (automatically switch to kumulative message instead of enumerating every instance)
  • Added cycling goto feature for kumulative messages when clicking on them
  • Added possibility to start / stop all vehicles at once
  • Showing red numbers in assets window when station storage full
  • Added filtering in replacement list only existing loco/wagon types in game
  • Added depot button for electrification (like using track upgrade tool manually)
  • Modified Number and size and the shape of fields
  • Modified Scripts and Texts
  • Modified Power plants ballancing

Fixes
  • Smoke and sound of train waiting on signal
  • Train stucked on a platform (when clear routelist and turn around)
  • Red signal when removing track piece between two blocks where one is occupied
  • Better streaming of terrain (fixed also issue with 10s lag when switch to construction mode)
  • Waypoints
  • Goto buttons in buildings list
  • Issue with stucked train leaving the depot
  • Blue track overlay wrongly applied to trees and fields
  • Frustum culling of plants (sometimes invisible when close to screen border)
  • Frustum culling of vehicles (sometimes invisible cemara onboard)
  • Max weight when going on reverse
  • Landscape type names (was "showing unknown" text instead)
  • Asynchronous access crash and buidling list flickering
  • Track version statistics (used by some script functions)
  • Food shop name
  • Buying new vehicle or bridge / tunnel does not play sound when not enough tokens to finish the action
  • Signal type may be changed without removing old signal first
  • Icons in realistic mode not visible on horizon

Rendering
  • Added SSAO diameter noise (supress shadow silhouettes)
  • Added humidity gradient over the map adding more visual variety
  • Modified sea params, colors, foam
  • Modified SSAO ranges when camera onboard
  • Map streaming improved
  • Fixed Sea and fields z-fighting
  • Fixed Sea foam jittering

Now lets start with the next era and even bigger & bold changes :)

Best,
Jan
13 comments Read more

May 9

5th era is out now!



Hello respected community!

5th era is finally out now!

Please enjoy and let me know any concern, feedback, issues ;)

Full changelog is here:



5th Era update overview
  • 5 new locos (3 electric, 1 diesel, 1 quest loco), 6 new wagons (1 quest wagon)
  • 3 new industry buildings with upgrades
  • 2 new buildings without upgrades
  • 6 new quests, 1 era quest
  • 1 new cargo type
  • 1 new track type, new depot
  • new sounds, particle, camera positions, fixes, features, visual effects, etc.

Electrified track
  • Electrified track (UI, 3D assets, gameplay params & balancing, transition parts, AI pathfinding, new depot)

Fields
  • Field generator (respects terrain shape, chunking into compact shapes, select amount in newgame dialog, tools for planting and removing, limit trees on fields)
  • Field types - corn, grain, sunflower
  • Shader feature for Fields growing in spring, autumn harvest, clipping by rocks, separate "harvestable" geometry (fences stays over the winter)
  • Field type moved to xml - so fields are modable too!
  • Generating fields even into savegame when old savefile detected

Script
  • New quests for 5th era
  • Bonus wagons present in the depot even if owner quest invisible

Buildings
  • Oil power plant, upgrades
  • Coal power plant, upgrades
  • Farm, upgrades
  • Glassworks (quest building)
  • Food shop
  • Temporal coal mine upgrade

Vehicles
  • New Ragulin diesel loco
  • New Alligator electric loco
  • New E118 electric loco
  • New E66 Azakase electric loco
  • New Passenger, Mail and Restaurant wagon
  • New Timber wagon

Rendering
  • All textures are now compressed (smaller HDD footprint, faster streaming)
  • Transparent pass (Glasses)
  • Fresnel driven glossiness
  • Overlays for track type (helpers for track upgrading)
  • Vehicle particle delay randomizer (controlled by its xml params)
  • New Electric loco particle
  • Improved details via distance interpolation

Sounds
  • New sets of sounds for electrified locos
  • New Sounds for Oil Power plant, Coal power plant, Farm
  • Loco sound reference speed (not needed current max speed) - this will provide more engine sound variations

User Interface
  • By deselecting wagon / loco type filter in depot, all are activated again
  • Prefered track (only when using shortcuts) is now automatically updated once new track appears or after load / start new game
  • Screen resolutions sorting (also it offers Full Screen multiple times with different frequencies)
  • 55 new buildings cameras and 24 new vehicles cameras
  • Vehicle shows depot icon when it's heading to a depot
  • Missing or dangerous mods windows shows only up to 10 first mods and "..." instead of the rest to fit the screen

Gameplay
  • All tracks returns full price once removed (so player can get tokens back by removing track)
  • Train chooses depot exit according to its track type (for bug depot with multiple exits)
  • Multiexit depots are possible now even for one-depot mode (you may place multiple depots chunked together)
  • Upgrade also to basic track (downgrade from any track type to basic one)
  • Generator places buildings closer to map edge - up to 5 tiles instead of 5%
  • Params for all new vehicles and wagons, several iterations, balancing

Optimizations
  • Better clipping for plants, smooth terrain chunks and grass
  • Faster Generating new map and Loading savegame

Fixes
  • GPU loop issue, fullscreen switching (not verified all occurrence yet)
  • Wring UI text size computation (caused empty space in missing mods list window)
  • Grass length, wrong clipping, added some grass on rocks
  • Flickering when rendering large buildings far from camera
  • Unable to load the game when some mods are missing and others are dangerous
  • Train does not skip waypoints when right after full unload / load
  • Removed unnecessary whitespaces at the beginning and end of mod name
  • Dithering lod transition
  • Some Script issues
  • Clipping of grass and fields near the bottom screen edge
  • Terrain type names
  • Map generating issue (caused slow down of generating)
  • Sea foam rendering
  • Grass & Fields mask where bridge ends, also for station and station upgrades
  • Correct upgrade cost (take track sell cost also into account)
  • Removed gravel under town buildings, used grass and gravel paths instead
  • Using enter when missing mods window appear no more break the loaded game
  • Crash / corrupted far geometry after map edit
  • Depot refresh after upgrading track inside
  • Tons issues with glass and fields when implementing them :)


Hope you will like it as much as I do (and due to the fact it probably the biggest update so far)

Thanks again for your support and interest in Mashinky game!

Best,
Jan

32 comments Read more
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Reviews

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

Steam Workshop

Download community mods, extend the game and customize your experience.

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 already first 5 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

    Minimum:
    • 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
    Recommended:
    • OS: Windows 7
    • Processor: Quad Core 2.66 GHz
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 970 or equivalent
    • DirectX: Version 11
    • Storage: 2 GB available space

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