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.
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Early Access -peli

Voit pelata näitä pelejä viipymättä - jo niiden kehitysvaiheissa.

Huomio: Tämä Early Access -peli on keskeneräinen ja se saattaa vielä muuttua. Jos sinua ei kiinnosta pelata tätä peliä tällä hetkellä saatavilla olevassa muodossa, odota ja tarkista peli myöhemmin uudelleen. Lue lisää

Kehittäjien kertomaa:

Miksi 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!”

Miten kauan Early Access -vaihe suunnilleen kestää?

“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.”

Miten täysi versio eroaa Early Access -versiosta?

“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! ;)”

Millainen on Early Access -version nykyinen tila?

“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”

Hinnoitellaanko peli toisin Early Accessin aikana ja sen jälkeen?

“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.”

Miten yhteisö otetaan mukaan kehitysprosessiin?

“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”
Lue lisää

Osta Mashinky


Uusimmat päivitykset Katso kaikki: (22)


Fixes for editor & Change log

Hello respected community!

Map Editor is out for few days already and I've spent most of the time fixing bugs that has been reported by you.

Thanks all of you who helped me finding these bugs and by sending also save files, you made it easier for me to fix it quickly.

These bugs were mainly freezes (either caused by old save files on when unlocking second era). Everything should be ok now, sorry again for inconvenience and thanks for helping me!


  • Fixed: Loading of old saves
  • Fixed: Missing humidity when random map generated(edited)

  • Fixed: Missing humidity when random map generated
  • Fixed: Freeze when starting 2nd era
  • Fixed: Town buildings generating + optimized
  • Removed: Trace dump disabled until proper switch implemented
  • Fixed: Another freeze when unable to place buildings

Editor Change log
I've promised you to share change log and here you can see what I was doing those few months. It was not easy, but I've learned a lot and next time, I will keep you updated and share some versions and new content meanwhile.

Here you can see each internal build with changelog. Sorry it is quite long and not very readable, but at least you can get an insight of how the development of editor looks like ;)

  • Added: Support for save/load/delete scenarios
  • Added: Support for start new game from saved map (scenario with erased artificial infrastructure)
  • Added: Support for start new game from saved scenario
  • Added: Possibility to load and save Heightmaps and masks
  • Added: Planting trees based on density
  • Added: Saving height map
  • Added: Recompute humidity (grass color)
  • Added: Place towns according to latitude/longitude
  • Added: Terrain tools window
  • Modified: Input box improvements (dark background, handling focus properly)
  • Added: Editor keeps landscape when changing map size
  • Added: 2 new heightmap filters (multiply and bias)
  • Removed: Construction mud when in editor mode
  • Added: Generating heightmap in editor mode
  • Added: CPU filters (new tab, buttons, .. disabled for now, need to switch to GPU filters instead)
  • Modified: Terrain tools window visible by default when starting editor
  • Added: Generating / Removing separately plants, heightmap, towns, industries, humidity map
  • Added: Input box able to restrict to number
  • Added: Latitude Longitude for towns generation in editor (stores to setup.xml)
  • Modified: Terrain tools window improvements
  • Added: Europe heightmap
  • Added: World largest 7000 towns

  • Fixed: Default map coordinates now fits to Europe heightmap
  • Modified: Towns in editor are sorted and placed from largest to smallest
  • Modified: Towns are smaller (still according to its real size)
  • Added: Number of towns is progressive according to map size (90/30/10).
  • Fixed: Loading of bitmap where no imageSize filled into header (some OS?)
  • Added: Map coordinates are visible in bottom right corner
  • Fixed: Terrain tools are not available out of editor
  • Modified: Some of Terrain tools window Button names
  • Added: 4 script callbacks: OnIndustryTick(), OnEpochChange(int epochIndex), OnTokenChange(string hash, int delta), OnSecond()
  • Fixed: Saving maps

  • Added: Loading heightmap is now GPU-accelerated
  • Modified: Terrain heightmap Filters tab is back again
  • Modified: Heightmap support for jpg, png, dds
  • Modified: Heightmap internally switched from 8bits to 32bits texture on GPU
  • Added: Switch on/off terrain heightmap 32bit
  • Modified: Iteration of GPU terrain routines
  • Added: Auto recompute humidity after generation step
  • Added: Asynchronous queue for filters
  • Modified: Fixed new game map generating
  • Fixed: UI Frame text alignment
  • Added: GPU heightmap filters (Multiply, Bias, Blur, Median, Voronoi, VoronoiSmooth, Perlin, Gerstner, AdjustHeights, GeoNoise, WaterErosion)
  • Modified: Voronoi and Voronoi Smooth are tileable to avoid different density on map borders
  • Added: Amount scrollbar so now it is possible to combine more filters sequentially
  • Added: Building buttons to Grow town and whole Delete town
  • Fixed: Debug script output window
  • Fixed: Town growing when missing road
  • Modified: Raise number of arguments limit (16->64) for script function UpdateTextFormat
  • Added: New song "Diesel time"
  • Added: UI gradient window overlay
  • Fixed: Building editor buttons properly limited to editor only (grow / delete town)
  • Fixed: Deleting town with larger buildings (2*1 at least)

  • Fixed: Crash when click on building
  • Fixed: Not working Content tool colors
  • Added: First version of terrain heightmap brushes (disabled for now)

  • Added: Terrain raise in editor uses brushes instead
  • Added: Editor can place all possible buildings
  • Added: When saving in editor, not-available buildings in 1st era are removed and put to special list (type+pos+version)
  • Added: Terrain changes per vertex (non-brush) are batched together
  • Added: Brush hardness, brush size
  • Added: Terrain brush visualization
  • Added: Simplified rendering of screen quad
  • Added: Brush paints to the texture first and once mouse released, texture is used as amount mask for effect
  • Added: Optimization for brushes: Only affected area updated
  • Added: Brush visualization on map no more uses line, only actual brush position
  • Added: Rightclick to cancel brush
  • Modified: Improved brushes / manual vertex edit / whole map filters
  • Modified: Brush paints also when moving mouse over GUI windows
  • Modified: Properly initialized GPU heightmap after editor start
  • Modified: Intensity of some filters
  • Modified: Filter tab UI polishing
  • Modified: Tuned Filter tab in Terrain tools
  • Modified: Mult / Div filter - now it ignores underwater terrain and scale down/up not to zero, but to sea level
  • Modified: Splash screen shows Including Editor
  • Fixed: Deadlock in async generation when staring new game
  • Fixed: Compile time switch for terrain brushes
  • Fixed: Water erosion when generating new map
  • Fixed: Filters sometimes caused wrong results
  • Fixed: Loading screen freeze until mouse moved
  • Fixed: Runtime brush update
  • Fixed: Whole map filters
  • Fixed: Brush issue (streaks across the whole map) on first use
  • Fixed: Wrong map shape when generate new map
  • Fixed: Brush in construction mode
  • Fixed: Map reset when restart editor
  • Removed: Brush no more change its color according to brush amount

  • Added: Texture initialization supports more formats
  • Added: One param for each filter (it can be used for specifying filter function)
  • Added: "Set" filter able to draw specific altitude
  • Fixed: Device lost Cleared whole map
  • Fixed: After load file into editor, editing cleared the map
  • Fixed: Wrong tooltip after each brush application
  • Fixed: Vertical scale of heightmap after load
  • Fixed: Right bottom corner of map issues after using some filters
  • Fixed: Brush wrongly applied when clicking on UI
  • Fixed: Lowering map when painting using some filters
  • Fixed: New map generating

  • Added: New brush able to copy height from where painting started
  • Modified: Hidden year in editor
  • Added: Reset year when new game
  • Added: Scrollbar in map selection in new game
  • Fixed: Corrupted file when add industry in editor and save / load
  • Fixed: erasing map in editor after load

  • Fixed: Loading of textures having non power-of-2 size
  • Fixed: Height scale when loading heightmap is 0-255 again
  • Added: Autosave in editor
  • Fixed: Buttons enlarge in non-town building window
  • Fixed: Using buldozer on buildings in editor
  • Added: Industries from other than 1st era are removed from custom map when starting new game
  • Added: Custom industries are placed in each era, if not possible (due to not-empty space), placed within 20 tiles distance, if not possible, at least randomly
  • Added: Undo (5 steps atm, using adaptive CPU mem. allocation)
  • Modified: Undo has 10 steps
  • Added: Undo UI, visualize num steps cached
  • Added: Rivers brush
  • Fixed: Crash when load heightmap, change map size, erase

  • Added: Persistent per brush setup
  • Modified: Brush strengths and default params
  • Fixed: Loading flat heightmap

  • Added: Plant brush (disabled - wip)
  • Added: Script function IndustryGetType (returns hash of given industry object)
  • Fixed: Watermark when loading map into editor

  • Added: New brushes
  • Modified: Switch versioning repository

  • Added: Internal possibility to test load (reads only some basic info about the file without applying it)
  • Fixed: Paragraph line
  • Modified: Refactored town growing (building budgets)
  • Added: Possibility to force building facing to road, including corners
  • Modified: Editor map has always high sea level
  • Modified: New game - custom maps window
  • Added: Second stage of town buildings (WIP)
  • Fixed: removing of bigger buildings
  • Modified: Town growing improvements (upgrading buildings, roads)
  • Added: Wind sound switch
  • Modified: Improved town generating
  • Modified: Recovery from some savefile coruptions

  • Fixed: number of town buildings generating
  • Removed: Asserts from release (without VC it caused crashes instead)
  • Modified: Mods moved from media to mods directory
  • Added: Possibility to use also directories inside mods as a mod
  • Fixed: Erasing of towns when generate
  • Modified: Erasing all buildings when changing map size
  • Fixed: Towns 1x1 generating when used for the second time in editor
  • Fixed: Industry generating when start new game

  • Added: Optimized processing of UI add item list
  • Added: Limit brush / filter to either under /above water
  • Added: Map seed
  • Fixed: Heightmap loading for the second+ time
  • Fixed: Scaling heightmap when loading
  • Fixed: Packages loading
  • Fixed: Corupting save files by saving
  • Added: Some test for save files error recovery
  • Fixed: Random numbers generator (master vs slave logic fixed)
  • Fixed: limit brushes to underwater / above water
  • Fixed: bug with repeating of keystrokes
  • Fixed: Baking textures

  • Fixed: New game produces only 1/4 of a map
  • Fixed: Far ambient BBoxes computing
  • Modified: Switched positions Flatten and Set brushes
  • Modified: Another iteration of steam workshop implementation
  • Fixed: Town growing in editor
  • Fixed: consistency of random numbers
  • Fixed: When maximized, do not remember window size (keep one from normal window state)
  • Fixed: Mods loading from zip, also switching every path to lower case
  • Fixed: reusing of map cache (performance ~5% improvements)

  • Fixed: unpacked mods
  • Fixed: icon
  • Modified: Improved custom map window
  • Modified: steam workshop iteration

  • Added: After terrain brushes, all affected map objects are tested and removed if not suitable terrain
  • Modified: Speedup main menu
  • Added: Map Size Filters when browsing custom maps
  • Added: Brush for planting trees
  • Added: Brush for removing trees
  • Modified: Texts

  • Fixed: Newgame window size
  • Fixed: Copying artificial plants when generat new map
  • Fixed: Town (+industry) names when start custom map
  • Fixed: Number of towns displayed in right bottom corner
  • Fixed: Randomly spread buildings
  • Fixed: removing of roads by plant brush
  • Fixed: Multiple industries generated when start custom map
  • Removed: Autosaves from new custom map menu
  • Fixed: Tree brush hides forest model

  • Added: Limit for custom map count
  • Fixed: generating on low/med/high presets
  • Modified: Hidden date in editor except month
  • Fixed: Crash when generate trees -> change map size
  • Modified: moved plants to landscape generator so it cooperate easily with brushes
  • Fixed: Industry start positions & names
  • Added: Basic FBX generator
  • Fixed: Generating editor trees followed by painting them
  • Fixed: Missing shadows
  • Modified: Town generating
  • Modified: New game window (custom map info is loaded only one on request)
  • Added: Input box now supports multiline
  • Added: Map description (wip)
  • Added: windows can have fixed width of right half (not only left one)
  • Fixed: Low/Med/High town count when generating in editor
  • Added: Remove whole town when main building removed
  • Fixed: Town/building icon altitude when modify heightmap
  • Modified: Town do not remove its building so often
  • Fixed: New era buildings positioning
  • Fixed: Missing shadows
  • Fixed: Advanced New game Params are applied also to custom maps
  • Added: Possibility to add custom map description (with images etc.)
  • Modified: Script for ruined church is now able to search for existing one instead of create new one (custom maps)

  • Added: Sorting industry icons in build tool according to their start era
  • Added: Autowrap text in input box
  • Added: clip text into input box
  • Added: Scrollbar in Custom map description (new game window)
  • Modified: Increased custom maps limit to 512
  • Fixed: Crash in editor
  • Fixed: Reassign town when town it's is removed

  • Added: Icons & Help for plant brushes, under/above water
  • Modified: Roads placed in editor belongs to towns

  • Modified: Copy build media batch file
  • Fixed: Asznchronouse Undo list issue
  • Fixed: Memory overflow (reading uniform string from file
  • Fixed: Town growing
  • Fixed: Town captions
  • Fixed: loading of longer strings
  • Modified: Minimal resolution raised from 800600 to 1024?/?*720
  • Fixed: Column width in new game - custom maps - map info
  • Added: Localized Terrain tools + Terrain brushes window captions
  • Added: Many editor related tooltips
  • Removed: Wrong tooltip with tutorial string
  • Fixed: Credits
  • Modified: Terrain tools buttons scaled up by 20px each to fit translated texts
  • Added: DbgTextClear() script function
  • Modified: Localized texts

  • Added: Humidity brushes
  • Added: (WIP) Humidity after device lost restore
  • Fixed: Humidity paint brush
  • Added: New game -> Advanced -> back returns to previous tab
  • Modified: New texts version

  • Fixed: Random spread of generated buildings
  • Fixed: Brushes remove bridges and tunnels
  • Fixed: Changing of map size in editor cause brushes to generate holes or other issues
  • Fixed: Vegetation checks suitable terrain after using brushes
  • Fixed: Using automatic humidity map generating and than humidity brushes
  • Fixed: Manual trees placing and than using tree brushes
  • Fixed: Shadow clipping to early in a distance
  • Modified: Shadow quality vs distance improved, improved shadow bias 10x
  • Added: Plant / Humidity tooltips
  • Modified: Humidity brushes and editor icon

  • Fixed: using random tree and than tree brush
  • Fixed: Save/Load heightmap scale
  • Modified: New localized text version
  • Modified: Better shadow fading in a distance
  • Added: Mod with Elishka steam engine

  • Modified: Date progress in editor turned off
  • Modified: removed not finished (locked eras) buildings from construction menu
  • Fixed: Not-growing towns
  • Fixed: Placing industry searched for closest towns also in non-existing towns
  • Fixed: in paused game, towns got number of passagners from surrounding builngs
  • Modified: latest translated texts version
  • Fixed: Humidity reset when used undo step
  • Fixed: Available industry buildings only in editor + quest buildings
  • Modified: Turned off time in editor

Wow, you have reached the end! Thanks a lot for your time.

Finishing editor after so many weeks was like releasing some stone I was rolling in front of me for a long time. I know it was even more difficult for you, since having so minimum insight into the development from outside is not fair for all of you who already bought the game and I will do my best to keep you involved next time, because only together we can make the best tycoon game ever ;)

Have a nice day!
6 kommenttia Lue lisää


Editor is available!

Hello respected community!

Map Editor with first set of custom maps is finally released! These are main features you can use to support your creativity:

  • Load / save so called "Scenarios" (it means custom maps, in the future, these will come with custom scripts as well).
  • Support for loading / saving height map, vegetation or humidity maps - you can obtain heightmap of any world location via this site Place heightmaps to /heightmap/ location inside the game directory.
  • Generate initial terrain, industries, towns, trees by a single click in the editor, so you can quicky modify already populated maps.
  • GPU accelerated brushes able to generate various noises, modificate terrain, add / remove trees of colorize grass as well as healing brush after loading noisy heightmap, brush able to draw rivers and more.
  • Manually place, rename and grow towns or you can draw roads and place buildings to design town manually.
  • Manually place industry buildings so the game will generate them on these locations.
  • You may place also infrastructure including rails, bridges, tunnels, stations to create specific initial conditions.
  • You can add textual description to your map so everyone can read this before starting new game on your map.
  • Easily shareable *.mss files with each maps (located in /scenarios/ inside game directory).
  • First set of hand made maps (6 handcrafted maps for now, some of them comes with initial infrastructure to support your business start).
  • 7000+ real towns locations and sizes for automatic placement (you need to set proper latitude / longitude of area chosen).
  • Many fixes and improvements, optimizations.
  • New steam engine "Elishka" :)

I am looking forward to see what creative people like you can create with these tools! Please share with us your maps and best of them accompanied with your name can make it into the next build update ;)

Have a great day!
17 kommenttia Lue lisää
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Tietoja pelistä

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.


    • Käyttöjärjestelmä: Windows Vista
    • Prosessori: Dual Core 2.0 GHz
    • Muisti: 4 GB RAM
    • Grafiikka: GeForce 750 or equivalent
    • DirectX: Versio 9.0c
    • Tallennus: 2 GB kiintolevytilaa
    • Käyttöjärjestelmä: Windows 7
    • Prosessori: Quad Core 2.66 GHz
    • Muisti: 4 GB RAM
    • Grafiikka: GeForce GTX 960 or equivalent
    • DirectX: Versio 11
    • Tallennus: 2 GB kiintolevytilaa

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