It’s one month since Derail Valley was released. As such we felt the timing is right to have a quick recap of what was done on the game so far, and what our plans are for the future.
We’ve released 13 updates since launch, which is one update per 2.5 days! Here are the major improvements we’ve made so far:
Most of critical launch problems have been resolved by now, leaving a handful of urgent issues we’re working on right now, such as full savegame and item storage.
Over time we’ve been scouting all your bug reports and feedback. Each and every report gets added to our internal issue tracker, which is restructured daily in order to optimize the bug fixing process as much as possible. Current state:
Launch results:
Some of you know that we’ve been funded by Serbian Innovation Fund for the past year. The funding, which was a tremendous help to the project, ended in January and we are now solely dependent on the game’s revenue to continue.
That said, the sales have been going great so far, exceeding our launch expectations!
We've returned our investment, and gained solid development time ahead of us. Considering that we haven’t spent a dime on marketing to date (funding restrictions), this is a great result and we’d like to say massive thanks to all of you for continually helping us spread the word about Derail Valley!
Growing the team:
The five of us are working as much as we can, and we obviously can't keep up with all that needs to be done. We decided to take things a step further and invest to grow Derail Valley faster and reach more people:
Ivan, our long time closed beta tester will soon start coordinating community events and making video updates, briefly showcasing every new build.
Starting today, we are on a lookout for an experienced game developer (programmer) to join our team, preferably in Belgrade, Serbia.
We are also on a lookout for a junior assistant with exceptional communication skills and passion for games, in Belgrade.
Plans for the future:
First of all, make sure you are aware of our public roadmap. We’re updating it regularly!
Now, if you ever wondered what we’d like to do after that - we’ve heavily updated our community unlocks page to reflect our vision for the possible next couple of years.
Given the launch allowed us to expand the team, we’ve slightly adjusted the “economy” of community unlocks in your favor, reducing requirements for the diesel locomotive down to 25K. Already at 30k, we will start working on initial version of mod support for locomotives, that so many of you were asking for! Many more goals were added too, such as co-op multiplayer:
To make these goals possible in the future we would need to expand our team once again. In no way can we guarantee that we will ever reach these goals (hence they are community goals), but with your help we might as well give it a go. There’s still a LOT of people unaware of Derail Valley.
When we launched the community unlocks campaign, just two months ago, we were at 4.3k points. We are now at 16.3k, so let’s see where this will lead us! Since then three goals were passed and we are working on the rewards. We expect to have Hazmat Jobs and Shunter Remote ready in a few weeks (ETAs have been adjusted accordingly)!
Price increase in the future:
It’s early to fully announce this, but we want to begin preparing all the potential buyers - as bugs get sorted out over time (i.e. once there are no more priority 1 issues), we will increase the price of Derail Valley. Of course, price increase will be announced in more detail when the time comes.
Thank you everyone and see you tomorrow with another game update!
Since launch bridges and tunnel walls could be passed through, which was especially inconvenient when it led to falling under the world. This is now fixed and bridge tops and tunnels are now solid objects.
Railway and tunnel tweaks:
There have been some bumpy tracks and tunnels, that have been adjusted. As part of this the infamous Steel Mill grade was somewhat nerfed. We've also further reduced amount of trees and rocks on tracks.
Reverted Oculus supersampling max value:
Ever since build #56 Derail Valley allowed default Oculus adaptive resolution to be set over 1.0. For players running Oculus SDK version, unaware of its original setting, this created an impression that performance of the game dropped, whereas it was in fact doing higher supersampling. The default value is now back to 1, and if you want to force a higher value you can do so using a console command Oculus.RenderScale.
Slight roadmap update:
We've slightly updated our roadmap, and are currently working on savegame, item storage, hazmat jobs and more bug fixes: http://www.derailvalley.com/roadmap/
Full changelog:
World:
- Added bridge and tunnel colliders - Fixed a faulty tunnel entrance on lake helix causing collision - Fixed tunnel sticking out of terrain near Forest South, causing collision - Further removed trees and rocks from track - Somewhat reduced severity of grade south of Steel Mill - Fixed lake helix track bumps - Fixed Iron Ore Mine East track being named L05 instead of L08
Misc:
- Updated nonVR controls booklet page - Added nonVR controls page to game files
Platform:
- Reverted max Oculus adaptive resolution default value from 2 to 1 \ Was causing performance drop to people unaware of its original setting (as of #56) \ To force another value use console command Oculus.RenderScale
Those of you with non-US keyboards will like to hear that now you can drive trains using keys F1-F6, in addition to former keys.
Full changelog:
NonVR HUD:
- Fixed HUD showing empty on game start, even if it isn't - Respawned items don't show up in the inventory until selected again - Fixed HUD getting broken if using debug.toggleui command as of build #57 - Minor HUD CPU usage optimization
Bug fixes:
- Fixed "Press F to enter" not appearing when aiming under shunter’s window - Fixed lean/crouch being bugged after teleporting in some cases in nonVR - Fixed error with deleting unused cars introduced in #58
NonVR controls:
- Added secondary locomotive keybinds: \ F1/F2 - throttle release/apply \ F3/F4 - brake release/apply \ F5/F6 - reverser backward/forward - Keyboard driving now fades control movement in/out
Hazardous Materials teaser:
In case you missed it on our Discord and other social media, here's a teaser shot of some of the upcoming Hazardous Materials assets!
Here are a few relatively urgent fixes for today. In parallel we're working on larger updates.
Full changelog:
Bug fixes:
- Fixed a bug that in large stations negatively impacted performance since #56 - Fixed cars sometimes spawning inside buffer stops - Fixed leaning and crouch smoothing bug introduced in #57
We've entirely rewritten the under-the-hood simulation that deals with how vehicles go on tracks, gaining around 10% of CPU usage improvement, as well as eliminating some of the former stuttering.
More CPU optimizations are in the plans.
Steamer fire, coal, water consumption:
Many of you asked for the consumption of steam engine to be reduced. Going about it we eventually found out that many players were continually overfilling both the firebox and the boiler. Overfilling however had a bug that caused consumption of resources even when they didn't contribute anything to an already full firebox/boiler.
Apart from that coal and fire were updated so that they will last much longer unattended. You will still need to shovel coal frequently however if you are using blower or draft, and want to maintain a very high temperature level.
Other notable fixes:
Shunter headlights now work, but are work in progress.
Leaning in VR causing mis-teleporting was fixed in this build.
Full changelog:
Performance:
- Rewritten simulation code which moves rail vehicles along the track \ Reduced overall CPU usage ~10% \ Should result in less stuttering
Steam locomotive:
- Fire and coal now last much longer on the final stretch of burning - Fixed tender coal being consumed when adding coal to an already full firebox - Fixed tender water being consumed when adding water to an already full boiler - Shoveling in nonVR now requires firebox door to be opened - Added wind sound for blower and draft effect - Fire now automatically ignites when adding coal to a hot firebox - Updated minimum firebox temperature from 0 C to 25 C - Fixed whistle sounding off when entering steam locomotive - Added back tender water hatch
Trains:
- Added headlights to shunter (WIP) - Fixed uncoupled trains only applying brakes on the first car - Fixed cars still showing coupled when deleted - Fixed brakes staying active on cars, once uncoupling the second locomotive
Controls:
- Fixed leaning on a moving train in VR causing player to be teleported around
Jobs:
- Haul job payment now depends on train mass instead of car amount
Platform:
- Potentially fixed Oculus SDK supersampling unable to be set more than 100%
We've been working further on the most critical issues, mainly regarding nonVR and derailments. Soon, as things stabilize, we aim to move on to adding new features too (e.g. Hazmat jobs).
NonVR whistle, draft, better HUD and more:
Whistle rope and draft on the steam locomotive can now be used in nonVR. HUD has also been improved, as well as keyboard driving controls, now smooth.
Brake tweaks, reduced train compression:
In this build we haven't made direct improvements to derailment physics, but we did some changes to brakes that should reduce derailments caused by braking.
Namely, train brake handle now allows more precision at low application level, and on the locomotive itself brakes are significantly less powerful than before, causing less train compression. This will be further improved by dynamically adjusting brake power for specific car mass in future builds.
Thank you all for your continual feedback! We're reading it all. Some small fixes also made it to this build:
Full changelog:
Simulation:
- Made brakes less sensitive to light application - Reduced locomotive braking power - Further tweaked derailments
NonVR:
- Fixed switch remote not working properly since last build - Improved HUD appearance (WIP) - Made draft and whistle usable in nonVR - Further improved keyboard train controls, now smooth - G key now does weak throw, removed MMB throw - Fixed switch remote aiming incorrectly
General:
- Slightly increased track “clearance” space, so that they’re not packed switch-to-switch - Fixed job validator beeping infinitely when taking money in nonVR or using wallet in VR - Cash register now returns money to wallet if player walks away from it - Made water surfaces blue in the map - Tweaked option names
- Reduced price of water - Fixed a money duplication exploit - Reduced job booklet spawn rotation randomness - Disabled deleting cars when player is in car
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