We're doing our first contest - the skinning of the SH282 steam locomotive! The contest will take part in 4 categories (art, idea, meme and overall) and it will include prizes!
Later on we will create an official steam locomotive skin as part of the game, inspired by the winning entry of the Overall category! The winner's name will be listed in a hidden in-game hall of fame list.
The contest starts NOW and will end on Sunday, July 19th, 23:59 UTC. You'll find exact rules and information on how to take part in our Discord community news post:
When we released Overhauled a month ago, we soon identified stability and performance issues as needing our top attention. It took some time to crack them, and now we're starting to see the results.
In today's build we've fixed the abnormal RAM usage. As a result, Derail Valley should no longer suffer from certain crashes, and should require no more than 12 GB of RAM to play. The change is yet to be tested properly, so please let us know how build #82 works for you! The game previously used up to 20 GB of memory, requiring use of virtual memory to fit it all, but with this update that was reduced to the sane ~6 GB.
Apart from stability fixes, the update brings many small improvements too, as you can see in the video and the changelog below. Highlights:
Fixed abnormal RAM usage (now 12 GB or less required <- yet to confirm)
Fixed (all?) crashes
Interactive shunter doors
Option to use trigger for all train interactions in VR
Many newbie-friendly text/booklet updates
If you experience any new issues with this update, please let us know. Even if we can't always respond, we read all feedback. It helps us a ton to identify and prioritize issues. Thank you!
Next in line will be the performance fixes for the "loading area" and "spawning trains" stuttering. The solutions for both are almost done (massive reworks), and may come already next week!
Please note - This build will not have fire or liquid spills, due to the ongoing terrain system rework. This will be fixed in the next build.
Full changelog:
Stability:
- Reworked terrain loading -- Fixes abnormal RAM usage -- Should no longer cause crashes on PCs with 12 GB of RAM or more -- Somewhat reduces stuttering when loading new areas (WIP) -- Can cause vegetation NRE if player goes out of world bounds (WIP)
VR Controls:
- Added option that Trigger operates all train controls -- If enabled then Grip only interacts with items -- On by default for Index users (based on feedback) -- Applies to all controllers except Vive wands - Fixed left-hand item scrolling moving the player (e.g when page flipping) - Fixed a bug where opening menu while hovering over a wrist orb could break the game - Fixed a case where Comms Radio won’t work when taken out of the belt - Fixed a bug where pageflipping could get stuck when not looked at, in VR - Improved grab precision of Index controller (volume was too big)
NonVR Controls:
- Fixed item view mode (Alt) getting bugged when alt-tabbing - Fixed some bugs with nonVR inventory when adding items to the last slot
Trains:
- Reworked shunter to have interactive doors -- Maintains the same UV layout so the existing skin mods still work - Minor optimization to diesel locomotive rendering
Career:
- Costs from manual servicing now add up to copay too - Added Stats screen to Career Manager -- Shows player stats including total copay and time bonus deadline effect - Removed "manual servicing" hint screen if the fee is bigger than remaining copay - Reworded “you only need to pay” when having a smaller fee than copay - Tweaked wording on “job denied” printout -- Explains that you only need to pay the fees you can afford, not all - Fixed steam locomotive fee payment not putting out fire (causing ongoing env. fees) - Fixed a rare case where a locomotive despawning during fee paying could break the game - Updated DE6 license text to say it’s capable of loads up to 1400t
Items:
- Fixed Shop Item Scanner sometimes not spawning where it should - Fixed loco remote not charging through DE6’s windows - Updated inventory item representations of most booklets, to make them language-independent
Navigation:
- Added key page to Schematic Map - Tweaks to Schematic Map (missing switches, etc.) - Fixed being able to fast travel to a locomotive you don't have a license for
World & Tracks:
- Remodelled Iron Ore Mine chute area to be wider (prevents DE6 from clipping it in a corner) -- Reworked tracks around it to fit - Made IME service station tender-accessible when reached head first - Replaced an empty/unused shop building with an unenterable scenery shop model - Moved HB D yard slightly so both a shunter and a flatcar can fit into the merge track - Fixed oil silos floating - Fixed terrain going over tracks at a wye west of Harbor
Misc:
- Fixed user settings not getting saved until the player reopens the menu - Fixed being able to fast-travel twice before the first one initiates, breaking the game - NonVR Controls booklet now has a specific icon in inventory
Tutorial:
- Changed the "Save and Exit" button text to not say that during the tutorial - Fixed UI option not updating when choosing some options in tutorial - Updated DV Guide texts to better explain some things - Tweaked nonVR “pick up the Comms Radio” prompt wording - Tweaked steam locomotive manual (+ added “prerequisites” page)
That's all for today's update. We should have more performance improvements already next week. Stay tuned!
It's been two very busy weeks here at Altfuture, since the launch of Overhauled. After the release (which went really well - thank you all!), we've gone back to improving the game in short, regular, small updates.
Except, we forgot what a small update means. In Build #81, you'll see massive changes, all based on the feedback you've all provided. Thank you so much. Along with this post, we've quickly put together a video too, to cover the many changes in the update:
As always, we strongly recommend you to go through the changelog to see what's new, as there are many small improvements that can't be shown in a video. Highlights:
Fixed numerous VR issues
Lowered the learning curve
Better clarified job information
Many more bug fixes and balancing (see changelog)
In regards to the learning curve changes, the focus was on better introducing the core game mechanics, and one step at a time. Please note that the changes are likely to make more sense to new players than those of you who already learned how to game's mechanics work.
Please note - This build will erase your currently ongoing jobs and locomotives, their fees, as well as junction states. Just fast travel to the nearest station and pick another locomotive/job to continue.
Full changelog:
Errors:
- Fixed “white terrains” bug -- Potentially fixes some types of crashes on old GPUs - Fixed NRE in tutorial (VR) if no controllers were turned on - Fixed a rare OverflowException error - Potentially fixed cars rarely spawning over existing cars -- Should also fix the case of cars spawning damaged - Fixed a case in which a car could get undespawnable along with items inside, until restart
VR Controls:
- Fixed bad item orientation/position for WMR, Index, Quest and Oculus SDK users - Fixed issues with Vive wand controllers - Fixed VR joystick drift issue - Fixed it being difficult to teleport between cars in Teleport locomotion - Fixed page flipping/player rotation not working on the right controller in some cases - Potentially fixed problems with starting with only the left Index controller on - Fixed undefined controller types being able to break the game - Fixed teleporting getting disabled if having an undefined controller - Potentially fixed NOLO controllers not working - Made it possible to dial pocket watch with the holding hand in VR
Career & Licenses:
- Redesigned Career Manager dialog texts -- Puts more focus on what you need to pay to clear all fees - Reduced starting copay from $5k to $100. - Added Shunting license -- Costs $1k, serves to introduce player to the concept of working with occupied tracks - Added Logistical Haul license -- Costs $20k, serves to prevent beginners from taking logi jobs in early game -- Requires having a CCUR1 license, as these shouldn’t be hauled alone -- Increases time bonus deadline by 5% - Added Manual Servicing license -- Costs $20k, serves to prevent beginners from servicing manually while having low copay -- This prevents players from wasting money on servicing in early game - Buying licenses DE6 and SH282 now requires having a CCUR2 license - Trying to buy a dependent license will now write the exact needed license at Career Manager - Added Freight Haul license, auto-acquired on game start - Greatly reduced cost of Military 2 license - Rebalanced copay/time effects and prices of some licenses - Made “print info” button green, on Career Manager
Jobs:
- Added warning messages to job reports explaining why the task isn’t complete - Shunting job booklet now specifies how many pick-ups/drop-offs it involves - Updated job payment calculation -- Somewhat increased shunting job payment -- Increased payments involving empty containers -- Slightly decreased payments involving tank cars - Increased track clearance so that trains look more like they’ll fit the tracks -- Should prevent people from thinking there’s no space to fit their train, although there was -- As a consequence, some trains will be shorter than they used to - Added a button to Job Validator to respawn all existing job booklets - Added 1 min tolerance to meeting the bonus time - Fixed a minor bug that could prevent some jobs from getting generated
Servicing:
- Added service station range platforms - Added service station train detector -- Indicates with lights and sound whether a train is in range for servicing -- Informs player if they need a license - Moved City SW service station closer to exit, so it’s not blocked by a spawned loco - Added diesel/oil/sand station at Food Factory
Trains:
- Fixed coupler chain hook drifting over time sometimes - Teleporting to the steamer and shunter now puts you straight to the driver position - Fixed steamer cab teleport gizmo showing up when leaning against the tender - Made tender invulnerable until excessive damaging is fixed - Updated steamer UV layout to make skin modding easier -- Will break existing steamer skin mods - Fixed being able to teleport onto invisible colliders on the sides of locomotives - Fixed loco spawner requiring unnecessary 1.5m of clearance -- Fixes steamer not spawning at IMW - Made at least one shunter always spawn at the Harbor
Maps:
- Halved cost of fast travelling without the locomotive - Removed minimum distance requirement to fast travel (was 200m) - Added repair station blips to world map - Added FF diesel station to world map - Increased size of player home blip on world map - Removed (obsolete) blips from office world maps - Updated schematic maps -- Added shop icon to overviews -- Added missing service stations to overviews -- Fixed wrong bearings in City SW -- Fixed wrong track name in schematic map (HB-G O3 -> 3O) - Prevented fast-travel with loco when derailed (was causing bugs) - Fixed a rare fast-travel with loco edge case that could lead to breaking the game - Fixed IMW office map “you are here” flag pointing at MF
World & Tracks:
- Beware: Junction save states will reset in this update - Fixed wrong track names at IMW and CM - Added a separate parking track at IME, freed the previously blocked service station - Loosened the bypass turn at City SW - Loosened the turn at Food Factory north exit - Loosened turns on the route north of Sawmill
Tutorial:
- When the player derails or crashes for the first time, a “what now” message will pop up - Fixed being able to do actual damage to the locomotive before leaving the tutorial area - Player is now told to kill throttle when leaving the tutorial area, learning fuel conservation - Added Train Basics pages about Fuel Conservation and Track Designations - Improved tutorial loco blocker letting the player into the loco prematurely - Fixed missing pointer in the “switch change” tutorial step - Player is reminded to read Train Basics and DV Guide at the end of tutorial - Reworded “Push” to “Hold” for certain VR joystick tutorial messages - Added note on how to turn pages to the Controls booklet front cover - Fixed Train Basics booklet having wrong page numbering
Misc:
- Fixed held items growing over time, sometimes (RIP shevel) - Fixed getting stuck in loading screen when save file is corrupt - Fixed UI text bugs on computers with non-English regional settings - Fixed inverted collider warning log/console spam during game load - Updated Unity Burst Compiler to 1.3.0 -- Could fix other potential errors/crashes
That's all for today's update. While #81 covers the bigger part of the issues you all reported so far with the previous build, there's lots more to come! Stay tuned!
We made this post in order to inform you of what we know about the most pressing issues currently with Overhauled. Please let us know in the comments if it helped!
-General-
My game is crashing. Now what?
All crashes happen due to a single cause - lack of memory. Please ensure you have at least 16 GB of RAM, the minimum requirement. In either scenario, follow this guide, in this order of priority, to mitigate crashes:
This is a bug that affects certain controller types. We're on it.
I have an XYZ issue using Vive wand controllers:
They probably initialized in the wrong orientation (left/right). This is a rare currently unresolved issue where they get swapped by the game's input system. Temporary solution (try a few times if needed:
Place what should be the right controller on the right side and left on the left side
If you turned them off, turn on the right one first, then the left
Restart the game
My joystick keeps drifting when released:
This affects only some users. If this is a frequent issue, you can adjust the joystick deadzone: How to - for SteamVR players - https://imgur.com/a/DbsW88v How to - for Oculus SDK players - https://imgur.com/a/SG6x0ua
Improving image clarity in VR:
Set Render Path to Forward
Set Antialiasing to 8x
Disable Post Processing
In SteamVR increase resolution to over 100% (e.g. 200% if your HW can take it)
More tips:
How to stop console error spam on Oculus Quest via Link from Oculus Store:
Change Oculus desktop app into beta mode (Settings > Beta > enable Public Test Channel).
Insurance mechanic details:
You are automatically subscribed to insurance in the game. It doesn’t need to be bought or activated. What it does is, it frees you of the responsibility to pay the total sum of your fees, and instead only pay the "copay" amount that is usually significantly smaller. When you pay any fee, the copay bar gets filled. Once full, it will activate the insurance and it will pay for all the rest of your fees.
Let's say you have a fee of $50k, but your copay is $5k. You only need to pay the $5k and then the insurance will activate and clear the rest. With every license you buy the copay grows bigger. Initially it's $5k, but at late game it can grow even to 7-digit figures.
Thanks for all your feedback! See you soon with another update.
We just patched an issue where if you used continuous movement in VR and exited the game while on a train, the game wouldn't load correctly and would seem stuck at 86% loading.
The biggest project we've ever done at Altfuture, the major update for Derail Valley, is here! Your game should automatically update.
If you previously used any mods, do a clean reinstall - uninstall, delete any remaining content in the game's folder and install the game again.
If you're wondering what's new in Overhauled, take a look at our In-Depth video series, diving into the ins and outs of the update. Alternatively you can see the full changelog here.
https://www.youtube.com/watch?v=PUW4fWUM40o This update is, of course, free. If you'd like to additionally support our work, please consider purchasing our all new soundtrack! All the revenue from it will go back to Derail Valley development.
Note that Derail Valley is still in Early Access, and things aren't perfect just yet. We're looking forward to your feedback. If any issues arise, we're on it. Please report them to us via Discord, Steam forums or email ( contact@derailvalley.com ).
We'd like to say a - massive thank you! - to our beta testers who've been breaking the game apart since early March. Without you it would've been very difficult to catch all bugs we've fixed in the meantime.
Final reminder - we've said it before, but to restate: Previous saves will no longer work in Overhauled. All players start clean slate.
Derail Valley: Overhauled - Build #80 will launch in less than 5 hours, at 17:00 UTC. In the meantime you can browse the full changelog here:
Performance:
- Drastically optimized CPU load of parked cars (notable in stations) - Drastically optimized CPU load when spawning trains or coming close to them - Drastically optimized CPU impact of derailed cars - Drastically optimized rendering of tracks, props, cars and cargo - Removed hiccup at the moment of derailing - Fixed items remaining active when distant - Optimized various sound code - Slightly optimized car cargo model rendering - Fixed rare items getting duplicated when revisited - Fixed non-physical shovel in VR killing performance
- Added Oculus Quest support (via Link) - Revamped controls on most controller types - Revamped VR implementation -- Fixed issues with room-scale and centered (formerly seated) play area types -- Added adjustable player height setting - Improved item handling -- Added option so items stick to hand (default for all but Index, configurable) -- It is now possible to move and turn while holding an item in hand -- Trigger-click to use item in hand (trigger+up on Vive) -- Trigger+axis to use or scroll the item in hand (e.g. page flipping) -- Fixed items shaking when held -- Fixed accidentally grabbing false items and sub-controls (priority system) -- Removed excess haptic feedback (when touching an item in belt or the other hand) -- Items now properly align to the hand when taken - Smooth locomotion is now the default locomotion type (configurable) - Telegrab is now a one-button action (hold grab to point, release to attract) - Teleport button now works in all situations, no longer clashing with telegrab -- This fixes being unable to move sometimes when using Index controllers - Added smooth turn option (configurable turn speed) - Added crouch and jump -- Hold axis down to crouch, tap to jump - Fixed snap turn math error that was offsetting the player from player collider over time - Fixed trigger-press dropping held item - Fixed items getting dropped when pulled quickly out of inventory - Fixed controls booklet adapting to headset type, now adapts to controller type instead -- This fixes Vive/Index combo users not seeing Index controls in the booklet - Shovel is now non-physical by default (configurable) - Fixed arc and vibration levels in Oculus VR mode to be consistent with the SteamVR version - Added ControllerAnchors.json file (in SaveGameData) -- Can be edited to tweak position and rotation of VR controller sphere and telegrab/UI beam
Non-VR Controls:
- Added mouse-wheel support for using train controls - Added sitting toggle (default key X) -- Useful for better visibility in some locomotives - Improved hitboxes for using train controls with mouse - Smoother lever movement when keyboard-controlled - Added controls options -- Mouse sensitivity, Invert Mouse Y axis, Toggle crosshair, See controls - Improved camera transition when exiting item-interaction mode (Alt) - Player moves slower when crouching (or sitting) - Made all train controls remappable (steamer valves, draft, etc.)
Jobs & Cargo:
- Added Hazardous Materials jobs -- Includes 15 hazmat cargo types (11 new) -- Includes explosive, asphyxiating, corrosive, radioactive and other kinds -- Includes some new cargo models - Added 4 new vehicle cargo types - Added deliveries of empty containers - Added 16 contextual container liveries -- Includes A/C model variant - Much more diverse job chains and routes - Notably increased amount of cars and jobs per station - Renamed Empty Haul job type to Logistical Haul -- Now also colored red, distinct from Freight Haul - Revamped the job payment calculation for better balancing -- Now also takes into account cargo value, damage risk, “boringness,” etc. - Changed shunting train splitting to maximum of 3 tracks (was 5) - Prevented being able to load/unload cars while they're moving - Prevented being able to finish a job while the cars are moving - Revamped the Industry Chain diagram - Made small improvements to the job booklet design
Career & Economy:
- Revamped Licenses -- Licenses can now be a requirement for already existing jobs -- Some licenses now have a tier-based progression -- Added Hazmat license (3 tiers) -- Added Military license (3 tiers) -- Added Concurrent Job license (2 tiers, now required to do concurrent jobs) - Extended Longer Trains license to 2 tiers (and no longer affects general train length) - Licenses you own now determine your time bonus and insurance copay (more below) - Redesigned license graphics - You can buy licenses only if you have no unpaid fees (more on that below) - Added Career Manager machine - Located in every office station - Used to browse licenses and buy them - Used to browse fees and pay them - Added Fees - Career Manager can print fee booklets, detailing damages and consumed resources - Fees are tracked per job (cars included) or per locomotive - Fees can also include environmental damage (from emissions or accidents) - Player must repay all fees in order to buy or upgrade licenses - Job reports now list relevant fees - Added Insurance Copay - Player only needs to pay the insurance copayment in order to clear all the fees - Initially the copayment is small, but it gets bigger with every newly bought license - Added difficulty settings (affects payment amount of newly generated jobs) - Added repair-only stations to towns that didn’t have service before - Adjusted prices of items - Can’t enter military bases without the base license
Train Simulation:
- Revamped derailment physics - Fixed all sorts of unexpected derailment occurrences - Higher speeds are now safe to travel at - Made rerailing possible (more info below) - Revamped couplers - Completely reworked coupler physics - Brought coupled cars closer together - Made buffers compressible - Added fully functional chain couplers, with dangling physics - Added damage simulation - Added damage tracking of cars, cargo and the environment - Added liquid and gas cargo leakage on damaged cars - Liquids naturally flow and spread over terrain - Added fire and explosions, which can damage their surroundings - Added general chemical and chain reactions between reactive materials - Revamped brake simulation - Air is now realistically distributed throughout the entire train - Brake system now takes time to fill up with air (i.e. big trains need multiple locos) - Cars feature manual brake valves, and can be uncoupled without brakes applied - Added fully functional air brake hoses, with dangling physics - Shunter now generates air pressure only while the engine is running - Steam locomotive now generates air brake pressure using steam pressure from boiler - Braking now requires more planning and slamming is disincentivized - Fixed bugs with braking when having multiple locomotives in a train - Finished handcar simulation - Increased steam locomotive power, reduced wheelslip - Somewhat reduced shunter top speed - Remade buffer models (better visual quality, more variety) - Added independent brake to locomotives (more responsive than train brake) - Buffer stops are now breakable - Made steamer “Fire Out” valve work (if temp. under 100 deg) - Fixed broken window shards flying in the opposite direction when colliding - Temporarily removed locomotive headlights until they’re finished - Added notches to shunter throttle lever - Improved whistle rope grabbing - Fixed bogies sometimes having weird rotation and gap after derailment
Trains:
- Added Diesel locomotive - Can be acquired via license purchase - High power but also high fuel consumption, for use with very heavy trains - Added Nuclear Flask Carrier car - Added a few new car skins - Redesigned the car ID plate (now shows vehicle and cargo damage too) - Fixed new cars spawning in front of job cars while shuffling cars outside of yards - Trains now spawn around the middle of a yard track instead of against one end - Spawned trains sharing the same track are now visually separated from one another - Cars now have random orientation when spawning in yards - Manually spawned (non-job) cars no longer despawn if they are coupled to a loco - Fixed bad normal map shading direction on boxcars and tank cars - Locomotives now despawn after 2 hours of no use
World & Tracks:
- Revamped all stations - Added countless new props including roads, buildings, fences, vehicles, etc. - Changed track layouts - Revamped all yards to have a ladder layout - Added turntables and roundhouses, where applicable - Added passenger stations where applicable (for future use) - Added service depots - Added procedural sign generation - Automatically creates speed and grade signs throughout the entire railway network - Easily adaptable to potential new tracks and worlds in future - Added a Military Base station (north) - Added two Military Base sub-stations (MF and HB) - Added player home location - All lost items now respawn at home, in addition to Lost & Found sheds - Switches can now be manually operated (click-based) - Various track curve tweaks - Fixed sharp terrain walls and floating tracks - Fixed grass sticking through office floors and some platforms - Fixed radar floating when viewed from distance - Redesigned track ID signs - Set fixed distance of track ID signs from track ends
UI:
- Revamped inventory (VR and non-VR) - Hold inventory button to access, hover and let go to take/store a selected item - Greater capacity - Dynamic layout, shows only occupied slots - New visual style (includes item icons and slot numbers in non-VR) - Wrist-based slots for dropping items into inventory (VR) - Fixed VR inventory buttons getting stuck sometimes - Revamped teleporting (for VR and non-VR) - Generally a lot more intuitive and precise - Allows easier climbing on rooftop surfaces - Allows climbing on flipped cars - Fixed issues when teleporting through tunnel entrances - Fixes many related bugs - Revamped menu GUI - Now more responsive, featuring new layout, graphics and sounds - Includes links to DV support page, Discord, etc. - Showing current headset/play mode at the bottom of main menu - Clicking out of menu now closes it (non-VR) - Improved VR belt - Items can now be taken out of belt only from within the belt sphere - Belt point positions can now be adjusted when grabbed with empty hands - Improved visual feedback - Fixed being unable to place an item to belt after briefly touching a VR inventory slot - Item retrieving - You can now retrieve essential items from the main menu - They will be brought to your hands, no matter where they are - Added VR loading screen (SteamVR only) - Added a loading screen when teleporting via map (non-VR and SteamVR only) - Item highlighting when clicking can now be turned off in the controls menu - Crosshair now automatically fades out when mouse is inactive (configurable) - Fixed sound pause lagging when opening menu
Items & Shops:
- Added Comms Radio - Replaces Junction Remote and includes several modes: - Switch mode - Throw a switch remotely, like before - Rerail mode - Rerail a vehicle, for a fee - Clear mode - Delete a vehicle, for a fee - Crew mode - Spawn a handcar if unlocked, at no cost - Spawn mode - Spawn any vehicle (replaces the old spawn tool, now also works in VR) - Cargo mode - Add cargo to spawned vehicles - Improved switch remote mode aiming precision - Remade World Map - Fast travel to any station or locomotive, for a fee - Fast travel with your locomotive, at extra cost - See other locomotives marked on the map - Improved map indicator visuals - Improved model - Added Golden Shovel - Very expensive, has extra capacity, stylish - Revamped schematic maps - Now includes markers for offices and service stations - Fixed items not going back to Lost & Found shed if left on derailed cars - Prevented many items from falling through terrain - Reworked shops - Shops are now dedicated buildings with item shelves - Every shop now features items exclusive to that shop - Remade cash register - Improved service stations - Fixed bugs when trying to service multiple locos - Steam loco and tender now need to be serviced separately - Increased servicing speed - Updated service station resource icons (consistent style with cargo icons) - Cash registers now issue receipts when completing purchase and service transactions - Lost money now goes to Lost & Found - Made the trash bin bigger and more massive
Save system:
- All locomotive states are now getting saved, including damage - Backup now keeps the saves of at least 3 sessions, or up to 10 MB - Made important items save as left on trains, when leaving the game (and not fall through) - Reduced autosave to every 5 minutes - Show notification banner when auto-saving - Steam version now stores the save on the Steam cloud
Sound:
- Fixed numerous issues with sounds (rail joint spam, glitches on start, etc.) - Fixed train wheels making rolling sounds when off-track - Improved sound processing (improved EQs, filters, reverbs, side-chaining...) - Fixed sound not changing to exterior when leaving the shunter sometimes - Added new joint sounds when crossing over switches - Added doppler effect to horns - Fixed wheels sound having start-delay when stepping on a rail vehicle
Misc:
- Revamped tutorial - Introduces VR controls on the controller, for beginners - Includes new UI and various other systems - Various tweaks and improvements - Updated locomotive manuals - Added Train Basics booklet - Updated DV Guide booklet - Revamped tunnel holes code to prevent sometimes hitting them as solid terrain - Added free camera (for video filming) -- Console command - Player.FreeCamToggle -- WASD, ctrl, space - move -- Mouse scroll - change speed -- LMB/RMB - change FOV -- Alt - orbit around aimed target -- Num Enter - attach to a moving vehicle player is on -- Step on a moving vehicle to load terrain as it goes -- It is possible to stop time by pressing pause (Esc) -- Pressing Q also stops time but it stops the moving trains too - Loading screen in NonVR now shows high-res screenshots, picked at random - Updated Oculus SDK to the latest version - Fixed double-clicking Esc causing the player to teleport to the sky - Alt+Tab no longer enables mouse-look when the latter is bound to Alt key - Removed the “you derailed” popup as it’s no longer relevant - Updated DV logo - Reduced size of splash screen Altfuture logo - Added option to prevent Alt+Tab from pausing the game (non-VR only) - Fixed coal lumps not disappearing when thrown into firebox - Increased sensitivity of locomotive remote joysticks - Added sound alert for wheelslipping using locomotive remote - Fixed wallet text overflowing to new line when too rich - Fixed being able to bring up menu during loading
We know you’re super eager to learn more about Derail Valley: Overhauled, our major free update coming on May 21 at 10am PST.
To that end we’ve created episodic video content, which will explain all the ins and outs of the update, one video per day, until the release!
Today’s video is an intro to the series, and the remaining 5 will showcase very specific new features and content of the update. Stay tuned! To not miss the other videos, consider subscribing to our YouTube channel and hit the notification bell.
At the same time, we’re launching our Dev Support OST - a collection of music we’ve made for Derail Valley’s trailers, as well as some extras. If you would like to further financially support our work on Derail Valley, this is the place! All revenue from the OST will go directly to development.
For those of you interested in backstory about each of the tracks, check out “view the quick reference” button at the store page’s sidebar.
And last but not least - influencers, please contact us for preview keys! We will contact many of you with preview keys in the following days, but if you never contacted us before, give it a go! Our email address can be found on our sites. We will be sending the keys next week to all influencers with relevant audiences (simulators or VR).
That’s it for now - stay tuned for a new video every day until release! See you on the 21st!
We’re excited to reveal the brand new trailer for Derail Valley: Overhauled - a major free update coming to Derail Valley, for PC and VR, on May 21, 2020.
The update will fix most of the game's current issues, on both platforms, revamp many of its existing systems, and add new content and features. We will have more in-depth videos about the update as we get closer to the release date.
Due to a few remaining bugs, but mostly in order to catch some breath, we've pushed the release 3 weeks into May. Given the coronavirus situation and the very long development period behind us, this delay is relatively minor and we hope understandable. Don't worry though, we're not rebranding to Delay Very just yet.
During the past two months our closed beta testing has been going very well and our awesome testers have helped us pinpoint and resolve a whole lot of issues. Apart from further testing, we'll use the available time to polish the update as much as possible by release.
Finally, we'd like to thank you all for your patience while waiting on this enormous update. Going forward we expect to be able to go back to our regular weekly game updates after Overhauled.
That's all for today. Stay tuned for the in-depth videos about Overhauled coming closer to the release!
As we’ve been working on our Overhauled update over the past year, we found that the former name “Derail Valley” did no longer match the true nature of this project. Having revamped the derailment system, trains now fall off the tracks less frequently. At the same time we’ve also established the habit of successfully delaying and postponing updates, and have become exceptionally good at this.
To better accommodate these changes, we decided to overhaul not only the game, but its name too. We proudly present you the new branding, “Delay Very”:
We feel the new name will add a whole new dimension of transparency to our project, while maintaining the same old rhythm to it. You can look forward to its use along with the next update later this month.
That’s all for today – stay tuned while we’re preparing the all new trailer “Delay Very: Overhauled” for launch in the first weeks of April.