Today we're adding graphics options to Derail Valley. This should particularly help players running the game on lower-end GPUs, but also allows you to crank up graphics to higher than default.
Based on some of our players' feedback, we have hence reduced the game's minimum requirements from GTX 1070 to GTX 760 for nonVR mode (1070 remains minimum for VR).
Note that graphics options are work in progress, and we are yet to add resolution options. We are working on adding them in the next few days. Important: default settings are the ones shown in the screenshot.
For some players CPU may still be the bottleneck. If graphics options don't help much please have in mind that we are also working on CPU optimizations that should be done by the end of the week! There are a few more changes in this build:
As you know there have been some remaining quirks with derailments. We've done some changes to improve them. You should be able to pull all kinds of trains now, loaded or unloaded at reasonable speeds through turns.
Do note however that hard braking can cause a derailment due to train compression forces. Slowly engage your brake.
Wheel squeal sound cue has been reworked in order to fit the new derailment settings. When you hear a deep grind you should start worrying.
Non-VR lean and arrows:
This week we plan to do various improvements for non-VR. The first is the addition of lean, using Q and E keys. Another is inclusion of using arrows for movement, for left-handed players. There's more to come in a few days.
Fixed getting kicked out of shunter when leaning in VR:
Some of you noticed that sometimes you'd be thrown out of a shunter while in smooth locomotion. This was happening if you'd lean more than 30cm and is now fixed.
Always spawning shunter:
Previously we added a temporary feature that your last used train will spawn next to you if you respawned or loaded the game. This caused some confusion among players however, thinking that the shunter never spawns. We've now changed this so that shunter will always spawn regardless of your last used vehicle.
Small commonly reported bugs:
- Fixed brakes getting unapplied when pausing (also fixes runaway trains) - Fixed service station sometimes not working - Fixed essential items sometimes missing
Full changelog:
Derailment:
- Fixed cars derailing in turns seemingly randomly - Updated derailment parameters and sound cue
Controls:
- Fixed leaning in shunter causing player to be pulled out - NonVR: Added leaning (Q/E) - NonVR: Arrow keys do same as WASD
Gameplay:
- Load game and respawn to nearest station will now always spawn a shunter (temp.)
Service station:
- Fixed being unable to refill a resource sometimes - Fixed cash register buttons rarely not responding - Fixed station remaining occupied after a serviced locomotive gets deleted
Vehicles:
- Fixed tender being too far from steam locomotive (WIP) - Fixed brakes releasing when game unpaused / headset idle awake
Items:
- Fixed essential items missing after respawning to nearest station
Last night's build #50 had an issue starting on the Oculus store. We've made a quick patch fixing that in build #51. Enjoy!
Full changelog:
Platform:
- Fixed the game not starting for Oculus users - Preemptively fixed Touch controllers issue if there are both Oculus Remote and a gamepad attached to computer
Thanks for all your feedback! We've been busy fixing remaining critical bugs. Here's what made it to this round:
Fix for Rift controllers not working
Since launch, some of our Oculus users weren't able to play Derail Valley. Their controllers were not working properly in-game, making it impossible to pass the tutorial. After days of poking around, we found the cause to be Oculus remote interfering with Touch controllers in VRTK, the underlying input system that powers Derail Valley. We made a potential fix for this (but weren't able to test it ourselves yet).
Faulty load location, runaway trains
These bugs introduced in the previous build are now resolved. Starting the game will spawn in an actual nearest station. Spawned trains now have brakes applied too.
Completed WMR controls
WMR controls are now complete, supporting usage of joysticks for movement as well as touchpad clicking for teleport and snap-turning.
Fixed non-VR starting in VR
Using options other than the main "play" button in Steam makes it possible to start VR version of the game without actually having a VR headset. Now, if the game starts in VR it will automatically fallback to non-VR if no headset was found.
Various small changes
- Fixed a terrain bump near Forest South - Fixed offset teleporting in a moving train - Map indicator is now always visible
Full changelog:
Gameplay:
- Cars in station will no longer regenerate so closely - Fixed cash register money-making exploit - Map player indicator is now always visible
Savegame:
- Fixed game load always spawning player at north-east
Vehicles:
- Fixed spawned locomotives not having brakes applied
World:
- Fixed terrain bump over tracks near Forest South - Somewhat widened loading loops in Iron and Coal mines - Updated city buildings with higher-res textures - Fixed Sawmill load machines being swapped
Controls:
- Added touchpad clicks on WMR for teleport, snap turn, page flipping - Alternatively can be used via joystick - Fixed misaligned teleporting in fast moving trains (esp. at low FPS)
Platform:
- Potentially fixed Rift controllers not working properly for some users in Oculus SDK version - Starting VR version without a headset will now fallback to non-VR automatically - Updated Oculus SDK to 1.32.1
We read and watch most if not all of your feedback, therefore making a prioritized list of issues. We can't address them all at once, but we started with the most critical ones. Build #49 is now up! Here's what we could do in the past few days:
Respawn at nearest station
When you derail, a pop-up will inform you that there's a respawn button in the menu. The button will teleport both you and your last used locomotive to the nearest station. This is especially needed for our non-VR players.
No more loading savegame in the middle of nowhere
Savegame, being work in progress and unable to save trains and ongoing job, now clearly says so in the main menu. In addition, rather than spawn you in the middle of nowhere without a train, loading will instead spawn you at the nearest station, along with your last used locomotive. Note that the savegame still cannot save ongoing jobs.
Fixed derailment issues
There was a bug with loaded/heavy cars being too sensitive to derailment. This should be fixed now. We are also testing potential fixes for derailments occurring on straight tracks, as well as the tender being prone to fly away or at least derail. Please let us know if you experience any of these issues again.
Oculus SDK on Steam
Oculus SDK is now available as a launch option on Steam. For many players on Rift, the performance is much better running an Oculus SDK instead of SteamVR. This option is not useful for other types of headsets.
No more trees and rocks on the tracks!
There should be a lot less of them, at least!
WMR controls improvements
We've done an initial iteration of improvements for WMR controllers, with help from our awesome testers. Please try the game and let us know. Note that if you're unable to use the switch remote (or some other items), it might help to toggle the option in Main Menu > Misc > "Use grip to teleport (Vive)". These controls are work in progress and will be further improved.
Apart from these, there have been other smaller changes:
Full changelog:
Physics:
- Fixed heavy/loaded cars being very sensitive to derailment - Potentially fixed tender being prone to random derailments - Temporarily removed water hatch for testing - Potentially fixed random derailments occurring on straight track - Fixed unpause doing damage/shaking to vehicles
Gameplay:
- Added “Respawn at nearest station” button - Teleports you to the nearest station together with last used locomotive - Note that the locomotive will be restocked to new condition. This is temporary. - Clears all your active jobs - Added a “you derailed” tip, explaining what to do
Savegame:
- Game now loads player spawned at the nearest station from save location - Like “Respawn” option, it also spawns last used locomotive, in new condition - This is a temporary workaround until the savegame can handle ongoing jobs - Now every station has at least one locomotive - Added note to main menu that savegame is work in progress - Fixed player being flipped at game load if savegame was made in a flipped train
World:
- Greatly reduced trees and rocks on tracks - Added an extra locomotive spawn stub track to many stations - Fixed a few railway bumps and irregularities - Updated schematic maps and some faulty track names
Controls:
- Improved Windows Mixed Reality controller mapping (WIP) - If unable to use the switch remote (or some other items), try toggling option in Main Menu > Misc > Use grip to teleport (Vive) - Fixed Rift joysticks being difficult to flick when playing in SteamVR
Tutorial:
- Tutorial tip now points to individual items in the locker - Fixed locker interior being dark
Oculus SDK:
- Added Oculus SDK as a launch option on Steam - Somewhat improves performance for Rift users - Not to be used with other headsets
We've been hard at work to finish the savegame features ASAP. The game now autosaves, and licenses and garages can be unlocked.
Important notes:
Savegame does not save trains and jobs in progress yet. When leaving the game they will be treated as abandoned.
In non-VR the secret new vehicle unlock won't show up (in VR it will). This is temporary and will be fixed soon. The progress however is saved and will appear properly once we patch it.
For now, please keep a backup of your savegame outside of game data dir (DerailValley_Data/SaveGameData), to make sure an update won't overwrite it
Full changelog:
Build #48 - January 26, 2019:
Gameplay:
- Added unlocking mechanic
Savegame:
- Progress is now auto-saved every 30 seconds - Saved data includes: - Tutorial completion - Player’s position - Inventory contents - Money amount - Acquired licenses, keys and unlocks - Currently active job's progress is NOT saved, WIP - The "-skiptutorial" flag has been disabled - It’s recommended to keep a copy of your save file, outside of the game data dir, to prevent Steam/Oculus potentially overwriting it during updates
When you start the game for the first time, Steam will offer you to choose whether to play in VR or non-VR mode.
Important note - we are still working on adding:
- License unlocking - Garage unlocking - Savegame
We expect to have them finished and patched-in in several hours.
Known issues and solutions:
- If you are missing controllers at game start, do restart the game until they show up. - If you drop under terrain to water level, teleport/walk to nearest shore to climb back up.
We know this is the last thing you want to hear, but we are postponing the release for a week, until 25th January 2019.
Despite working day and night for months on getting this right, we had to do last minute changes that made it impossible to test essential features (savegame, non-VR controls, railways, tutorial, license unlocking). Some critical problems became apparent literally 30 minutes ago, hence the late news of the postponement.
We know this news is very bad. The game would have been received even worse if those things didn’t work out properly at launch. The decision was difficult to make, but given the circumstances, also the best.
Before getting upset too much, please consider that an open world train simulator of this kind has never been done before, as well as a VR game of this scale. As a 5-member team that’s been working endlessly and in a lot of stress to pull this off, all I can say is that we made a mistake and we’re sorry.
The game is 99.9% complete for release, and as soon as it is tested over the weekend it will be sent to media and influencers for a review (another thing we were unable to do due to being too much focused to meeting the deadline).
In the following days we will publish a VR gameplay video, as well as one played using non-VR controls. Feel free to subscribe to our YouTube channel to not miss those, and further contribute to the community unlocks! Since we started the visibility program, amount of subscribers has more than doubled!
The idea is simple. The more people we introduce Derail Valley to, the more time we'll have to add extra content to the game for everyone. The key word here is everyone - every small contribution of every person reading this will add up to the benefit of the entire community! Rewards currently include:
Hazardous Materials Jobs
Early Access to Railbus
Caboose
Diesel Locomotive
The way it works is that every new subscription to our community platforms counts as points, which add up toward reward goals. Share Derail Valley with people who may like it - your friends, VR and train communities, press or influencers, and watch the points go up. You may as well subscribe yourself. For every reached goal, our way of saying thank you is to add extra content to the game. More info on the link above.
We chose rewards based on some of the most frequent fan requests that were not already in our plans. Rewards and the points system will of course evolve as needed, in coordination with the community.
Updated press kit:
On that note, we’ve also updated our press kit. If you are a press member, need some details about Derail Valley, or just want to see some new high-res screenshots, we urge you to have a look (warning: 170+ MB):
To let us or other community members know of your contribution or plans regarding visibility, feel free to post to our Steam forum, Discord or Reddit. We'd love to hear about it!
Thank you! See you soon with more news as we get ready for launch!