it took me a long time, but I finally added Chinese (Simplified) language to the game! Other devs say it can make a dent in game sales, so fingers crossed. There's not much to make a dent in here ːtjcoffeeː
Either way, since it's quite an exotic language when it comes to adding it via game engines or displaying in UI, expect some places to not look as good as they should. Game over popup is a good bad example of that, so make sure you don't end the game until I fix it ːchslimeː.
And of course, let me know if you find a place where translations are wrong or doesn't fit well. The context of Card Hog isn't easy to explain to a translator who haven't played the game a lot.
I also fixed the bug that caused final boss achievement to be granted even when players lose. Was a very silly mistake on my part, sorry for that. I bet you can beat it anyway.
I should be able to sort the remaining issues out and move the game out from EA next month together with that $1-2 (still undecided) price increase.
+ Demo Version : Treasure Bay-4 / Tomb of the Undead-4 / Ancient Ruins-4 / Color Workshop-4 / Fate Casino-4 + Optimization: Move some talents to the Adventure Main City + Optimization: Move the unlocking of some chess pieces to the Adventure Main City + Optimization: Modifying the Description of Training Dummies. + Optimization: Added 2 Scissors and 2 Clovers globally + Fusion Potion: The skill will be triggered at the end and the highest output Chess Piece on the board will be selected. + Explosion Device: Use: Eliminate nearby Pieces, get {3M}% of their final output and eliminate itself. + Bug fix: Unable to obtain birthday order achievement bug + Bug fix: Some copywriting was not localized to English
Good News Everyone! Memory Lost is set to participate in the Steam SHMUP Fest, taking place from September 25 to October 2! This festival celebrates the vibrant world of shoot 'em up games, and Memory Lost is ready to dazzle players with its intense gameplay and retro-inspired aesthetics.
But that's not all – in conjunction with the festival, players can now enjoy an updated and enhanced free demo version of the game! Dive into the nostalgic world of classic shoot 'em ups and test your reflexes against waves of enemies and formidable bosses without any cost. Get ready to embark on a bullet-hell adventure like no other, where your skills will be put to the ultimate test!
Memory Lost invites you to join the SHMUP Fest and experience the adrenaline-pumping action of this beloved genre. Mark your calendars for September 25 - October 2 and get ready to unleash your inner mind hunter in Memory Lost.
I hope everyone is having a very pleasant pre-launch eve and I'm sure you're asking yourselves what Uprising will look like after release, here we've listed the rough outline of what each month will look like. More details will follow in the future regarding exact implementations as we don't want to make promises now that the community deems unimportant later.
Train Sim World 4 is out today, September 26th! Whether you’re playing Standard, Deluxe or Special Edition, you’ll be able to get stuck in with the new features, new routes and new locomotives.
Train Sim World 4: Standard Edition – play from today!
We've also published the mammoth 125-page-long Train Sim World 4 Manual! Whether you're diving into Train Sim World for the first time, or looking to master the new routes, features and locomotives, the manual should be able to assist in getting you up to speed.
Deluxe & Special Editions are still available to purchase for those that haven’t pre-ordered and include Flying Scotsman, the Railpool Vectron and the updated version of Nahverkehr Dresden – Riesa in addition to the Standard Edition content.
Train Sim World Compatible Content
Today is also the day that any owned Compatible content from previous Train Sim World games will become available to play in Train Sim World 4. This includes route and locomotive Add-ons from Train Sim World 3.
Train Sim World 4 players will be able to continue playing this compatible content and utilise some of the new features like Free Roam, Photo Mode and the improved Livery Designer.
Those that own Nahverkehr Dresden – Riesa will receive a free upgrade that includes all the Train Sim World 4 features like TOD4 lighting, chained paths in Scenario Planner and Volumetric Fog. Other route Add-ons like Southeastern Highspeed and Northeast Corridor: New York – Trenton will receive some updates to the environment and timetable for those that own them in today’s Day 1 Patch.
A number of other Train Sim World Compatible routes will also receive minor updates. A full list of these launch day updates can be found in our forum post and in our in-game article.
Flying Scotsman & Vectron Add-ons
If you purchased Train Sim World 4: Standard Edition, then you’ll have yet to have experienced two iconic locomotives: LNER Class A3 Flying Scotsman and the Railpool BR 193 Vectron. These were exclusive to Deluxe and Special Edition players.
From 26th October 2023, you’ll be able to purchase these as separate Locomotive Add-ons, to operate along the East Coast Main Line and Vorarlberg routes (+ Nahverkehr Dresden – Riesa, if you own that route Add-on).
What’s Next?
New UK Route and Future content
This isn’t where the Train Sim World 4 journey ends... far from it. It’s just begun! Followers of our recent two-part Roadmap will know that Just Trains are working on a new UK route, covering Blackpool, Preston & Ormskirk, set in the 1980s British Rail era and featuring the popular Class 142 Pacer!
Just Trains have been working incredibly hard on this project and have provided a number of development updates and impressive screenshots! We can’t wait to share more information about this exciting route, including the anticipated release date, later down the line.
We’ve also got Gameplay Packs from Rivet Games, routes set in the UK, US and Germany in the works and our foray into Austria doesn’t stop with Vorarlberg! Another Austrian route is being developed and we’ll share more details of these closer to their intended release window.
Tonight's Livestream & October Roadmap
Join Matt tonight for a Launch Day Let's Play tonight at 18:00 UTC over on Twitch and YouTube as they play through the new routes, showcase the new features and answer community questions!
We’ll be revealing more about the future of Train Sim World and taking a look inside Development in our October Roadmap, set to go live next week, with a livestream to follow.
Have questions? Feedback? Get in touch!
Our handy FAQs should give you all the information you need, along with the various information threads on our Forums.
You can also follow us on socials to keep up to date with everything happening through launch and beyond!
With the release of Train Sim World 4, we are bringing a massive range of improvements across many compatible TSW add-ons. This includes large improvements to the scenery on Southeastern High Speed, fixes for incompletable introductions on Nahverkehr Dresden and München – Augsburg as well as many more tweaks, additions, and changes. View our highlights and full changelog of updates below.
We expect these to go live with the release of Train Sim World 4 when compatible content is available. This should be at the following times:
Xbox, PlayStation: 15:00 UTC
Steam, Epic: 17:00 UTC
Patch Highlights
Nahverkehr Dresden
Implemented new OHLE rendering to improve wire visibility at greater distances.
The BR 143 Introduction is now completable, which will also allow the “143km achievement” to be obtainable.
Southeastern High Speed
Fixed an issue causing players to spawn on foot randomly when starting various services
Large-scale scenery improvements (including adding Thameslink stopping boards, DOO monitors, Improved lighting for depots and sidings, and additional foliage, including many other scenery fixes.)
Added all-new easter eggs – including four new cats!
München – Augsburg
Fixed an issue which caused no further objectives to display after loading passengers at München-Laim on the BR 423 Introduction.
New York – Trenton Timetable
The team have been doing a great job of updating the Trenton timetable, with many more NJT playable and AI services, Amtrak AI services and a Long Island Railroad AI layer. In total, this adds around FIVE TIMES to the services from the original timetable (just over 2,000 playable and AI services).
With the full launch of Train Sim World 4, it will be available from the Epic Store – searching ‘Train Sim World PC Editor’ should take you to the download page.
Implemented new OHLE rendering to improve wire visibility at greater distances.
Fixed a signal at Priestewitz station remaining red and preventing further progression during the BR 143 Introduction. This will also allow the “143km achievement” to be obtainable.
Passenger door now closes when player is seated, to fix an issue that prevented the ‘wait for the brake system to charge’ objective, and to fix an issue that restricted movement.
Prevented player being held at a red signal during the “Chemical Plant Zone” scenario when proceeding past Riesa station. (Train is now routed correctly)
Fixed coupler issue what wouldn't let the B car coupler/uncouple
Wagons (Habbiins 344 / Laaers / Sggmrss / Zacns)
Fixed an issue where it took a very long time to release the brakes for all wagons
Fixed an issue where the quick service reservoir would not empty when it should.
Southeastern High Speed
Fixed an issue causing players to spawn on foot randomly when starting various services
Fixed an issue preventing passengers from boarding locos at Highham Station
Fixed vehicle numbers being incorrect after resuming from a saved game using the Class 395
Fixed the button icon for the Direct Brake in the Class 66 Introduction
Fixed an issue where two route introductions were visible.
Fixed a crash when loading certain services (Xbox)
Connected Safety Systems Isolated Light to Emergency Bypass Switch Traction Isolation Switch and Vigilance Isolation Switch
Train doors should now correctly open and close as intended with hotkeys
Route Scenery
Added Thameslink stopping boards at stations between Rainham and Dartford
Added and improved the location of other conventional stopping boards
Added DOO monitors where they were missing
Added CIS boards to Rainham Platform 0
Added extra scenery items at Ashford depot, including depot protection system lights
Added new clock assets to Gillingham station, depot and Dartford sidings
Added missing foliage at Springhead Junction (where HS1 joins the North Kent Line)
Added missing feeder substation at Springhead Junction
Added lighting and some gantry assets around Hoo Junction & Staff Halts
Added missing 15 and 20mph speed boards on Rochester Bridge Junction
Added a prompt to bypass and access the fenced-off footbridge at Ashford
Improved lighting at Gillingham & Ashford depots, as well as Faversham sidings
Improved the look of Northfleet station platforms & fencing
Replaced container crates near Purfleet on HS1 with buses, as per reality
Replaced high-rise building at HS1 Medway Viaduct with a more reasonable alternative
Fixed a misplaced asset which was covering tracks outside Ashford
Fixed instances of passengers not boarding and alighting trains at Higham station
Fixed invisible walls which blocked on-foot Ashford depot movement
Plus, some all-new easter eggs! (including new cats Gandalf, Tripod, Daisy and Phoebe!)
*Reminder that stopping board changes are visual only and may not represent where the timetable instructions tell you to stop, and markers are placed based on where research/knowledge shows them to be from the past few years, more recent changes like the moved Thameslink board at Strood Platform 2 is not represented.
München – Augsburg
Fixed an issue which caused no further objectives to display after loading passengers at München-Laim on the BR 423 Introduction.
Added example signal images for ‘Proceed’, ‘Caution’ and ‘Danger’ to the Introduction.
New York - Trenton
Scoring and Medals should now be obtainable in the New York Trenton route introduction.
Added more stations to the SD
Added virtual destinations to all NJT and LIRR trains.
Added static stock to Newark and Croxton yards as well as some AI freight services across bridges that cross the mainline
Fixed an issue where the player would spawn randomly on foot when trying to load the Me-02 service
Various Improvements to signals
Updated timetable to include five times as many services, and added a reduced version.
S-Bahn Vorarlberg
Added AI Red BR 628 services to Vorarlberg. Requires Niddertalbahn to activate. It has also been added to Niddertalbahn but as player-selectable only (scenario planner or free roam) - it won't substitute into the existing Niddertalbahn route for the existing 628.
Linke Rheinstrecke
Scoring and Medals should now be obtainable in the Left Rhine route introduction.
Set country info correctly to Germany so it will now correctly filter
DB BR 110 / DB BR 103
Updated PZB indicator controller to update the flashing state of the restricted mode correctly
Indicators in cab will now match HUD when passing over a 500hz magnet
Updated door functionality across rolling stock to be on the correct jumper cable pin set
DB n-Wagens
Updated PZB indicator controller to update the flashing state of the restricted mode correctly
Updated train lighting logic to be compatible across German stock
IC coaches
Updated train lighting logic to be compatible across German stock
Bremen-Oldenburg
Set country info correctly to Germany so it will now correctly filter
DB BR 110
Updated PZB indicator controller to update the flashing state of the restricted mode correctly
DB n-Wagens
Updated PZB indicator controller to update the flashing state of the restricted mode correctly
Updated train lighting logic to be compatible across German stock
Wagons (Tadgs 959 / Habbiins / Laaers)
Fixed an issue where it took a very long time to release the brakes for all wagons
Fixed an issue where the quick service reservoir would not empty when it should.
Hamburg - Lübeck
Added example signal images for ‘Proceed’, ‘Caution’ and ‘Danger’ to the Introduction
Passenger door now closes when player is seated, to prevent an issue that restricted movement.
Fixed a problem with the doors side selection when used by AI or GamePad.
Fixed coupler issue what wouldn't let the B car coupler/uncouple
Rhein-Ruhr Osten
Switching back to the internal camera will now correctly update the 'Engineer mode - return to Engineer back to engineer mode' objective.
Fixed coupler issue what wouldn't let the B car coupler/uncouple
Haupstrecke Rhein Ruhr
Switching back to the internal camera will now correctly update the 'Engineer mode - return to Engineer back to engineer mode' objective.
DB BR 101
Changed door logic to be compatible with other coaches. IC coaches will now open/close the correct side.
Changed coach door logic to work with other locomotives. Vectron will now open/close the correct side.
Edinburgh-Glasgow
Adjusted and refreshed HISM Pillars draw distance at Waverly Station
Added missing wires at Edinburgh Park Station under the overbridge
Driver should now appear in Cab when AI is driving the train
Added missing wires at Haymarket Station on the end of Platform 3 and 4
Added missing wires at Edinburgh Park on the end of Platforms
Improved HISM benches and bins draw distance at Waverly StationUpdated menu thumbnails to use the Key Art of the route.
Improved consistency of how auto announcer functions
Changed text from LOCKED to OFF on the final objective for the Class 385 Introduction
Fixed class 37 stopping in platform before player train has arrived. This will prevent a red signal issue
Brightened lights around Haymarket station and increased emissive strength
Class 385
Removed additional seat sockets
Virtual destinations should now correctly display
Midland Main Line
Driving past Mountsorrel with a green signal ahead should no longer cause TPWS activation
Fixed TPWS so it only activates in a matching train travel direction
Removed buffers at Mountsorrel Reception Line that were blocking the route and causing a collision which prevented players from progressing further.
Route Art
Removed West Midlands branding from signage.
Improved station platform numbering signs to improve representation of the route.
Improved textures of the Ratcliffe Power station cooling towers, East Croft Depot sign, Signal Gantry, Trent River Viaduct. And the general track.
Updated PIS at all stations to correctly display operating services.
Peninsula Corridor
Baby Bullet MP36
Fixed an issue which prevented Service 143 on Journey mode (second chapter) for the Baby Bullet from being completed.
Fixed an issue which prevented the MP36PH-3C Introduction from being completed after being stuck at a red light.
Fixed an issue causing Service 227A to be held at a red signal for too long, you should now be given priority earlier and be able to make it to the first station in time.
Switching back to the internal camera will now correctly update the 'Engineer mode - return to Engineer back to engineer mode' objective on the Peninsula Corridor Introduction.
Fixed an issue with Service 236 for Baby Bullet where it would derail immediately upon starting.
Bi-level Cab Car
Fixed an issue where the Bi-Level Cab Car wasn’t showing up in the loco selection menu on timetable mode or when in livery selection.
Boston-Providence
Fixed an issue which prevented the ‘Cold as Ice’ Scenario from being completed due to a red-light stopping you from entering Boston Station.
Amtrak Acela
Fixed an issue that caused dynamic braking to delay releasing when going from cruise control.
Brake performance will now start to degrade in high wetness and low temperatures.
Reduced the power of the rheostatic brakes (applied when MCB is opened) based on data from beta testers.
Horseshoe Curve
Updated menu thumbnails to use the Key Art of the route.
Reduced size of thumbnail images to save on memory and improve menu performance.
Portage Process and Altoona Alignment scenarios should no longer crash when loading. (Xbox One and Epic Games)
Added Resume Last Played Image.
Kassel - Würzburg
Improved trees and foliage across the route to appear correct at all times of day and weather
Minor improvements to Doppelstock
Adjustments to physics to reduce tendency for stuck brakes on longer trains
Displolok BR 182
Minor physics Adjustments
Wagons (DB Laaers / DB Habbiins / DB Kijls / Sggmrss)
Reduced the brake pipe length
Fixed an issue where the quick service reservoir would not empty when it should.
Fixed an issue where it took a very long time to release the brakes for all wagons
Sggmrss
Fixed coupler issue what wouldn't let the B car coupler/uncouple
Norfolk Southern Heritage Collection
Added specific numbers for each heritage unit.
Updated all scenarios to use specific RVMs for locos rather than the generic central one.
Fixed spelling errors in ‘Gallitzin Around’ scenario description.
ES44AC2
Updated position of second- and third-man camera positions to match height of Engineer position following community feedback.
Fixed nose data panel on all locomotives from showing "ES44AC4" as the model type.
Fixed overly shiny polished look of locomotives.
Altoona Alignment Scenario
Set AI train to pass without stopping during their service.
Fixed issues with certain track switching objectives and set them to operate automatically.
Set weather to be a constant sunny sky instead of dynamic weather.
Added missing 8114 locomotive to the lineup.
Removed static models of locomotives from sidings around Juniata Works.
DBpbzfa Introduction
Player should now be able to drive the locomotive and complete the tutorial.
LGV Méditerranée
Implemented new OHLE rendering to improve wire visibility at greater distances.
Added example signal images for ‘Proceed’, ‘Caution’ and ‘Danger’ to the Introduction
Arosaline
The objective to contact the signaller will now appear and the 'Tis The Season' scenario can be successfully completed
Implementing translations for new contact signaller text
Northern Trans-Pennine
Swapped the Class 45 for a Class 47 on the ‘Red Bank Rotation' scenario to prevent the ‘Out of Service Train’ error whilst coupling.
Luzern Sursee
Set country info correctly to Switzerland so it will now correctly filter
Peak Forest
Added additional playable services
Set country info correctly to United Kingdom so it will now correctly filter
Changed ‘Chinley Gala’ scenario tasks to be completable in any order
Moved concrete block clipping through platform at Buxton.
Moved RailFan clipping through platform at Chinley.
Fixed an issue where ICI Hopper loads would change when coupling.
Köln - Aachen
Fixed the ‘Stop at Location’ objective disappearing during the ‘BR442 Talent 2 Introduction'
Added Resume Last Played Image
DB 187
Adjustments to Traction Motor and Transformer sounds
Birmingham Cross City
Fixed gaps in the terrain near Lichfield Trent Valley
Added Mastery Icons (Xbox)
Class 323
Added clunks when the PTS and DMS cars take power
Adjusted interior and exterior cab lighting from community feedback.
Prevented the emergency bypass switch from isolating the AWS/TPWS system
Added missing WSR operator logo to Class 323 on Train Selection
Connected Safety Systems Isolated Light to Emergency Bypass Switch Traction Isolation Switch and Passcomm Isolation Switch
Holiday Express
Christmas tree lights should correctly be off when the cabled aren’t plugged in
Made it easier to unload cargo from the flatcar
Interior lights of the Caboose now have functionality
General improvements to fix various collision issues as well as adjust floating or clipping scenery across the room
Player should no longer be able to walk through paintings (This isn’t Super Mario 64)
Adjusted draw distance for player lifts on consoles
Removed the Holiday Express F7 loco and wagons from substituting into other routes
Removed invisible wall in 'Batteries Not Included' scenario preventing player movement
Spirit of Steam
Fixed an issue where an "Object Failure" error message comes up when attempting to reverse the loco onto the turntable in the ‘Tables have Turned’ scenario.
Increased brake force of coaches to bring in line with reality
Tail lamps now appear on services
Island Line
Fixed missing objective to contact the signaller in ‘Finish the Isle’ scenario.
Reduced size of thumbnail images to save on memory and improve menu performance.
Added Resume Last Played Image
Class 484
Adjusted screen brightness
Minor texture improvements
Great Western Express
BR Mk2
Fixed seats so you can now sit in them
West Somerset Railway
Added missing difficulty rating on the Class 09 Introduction
Long Island Rail Road
Player should now be able to progress after the objective to "Press Y to change between cameras" on the Long Island Rail Road Introduction (Xbox One)
Harlem Line
The “Shut Down - Set the Marker Lights to ON” objective should get completed only when the player meets the expected criteria on the 'Peak Performance' Scenario.
Cane Creek
Removed various rock formations from clipping into the track
Glossop Line
Added a fixed to prevent services running late from ending up stuck
Fixed the “Priority seat” label being incorrectly mirrored
Bakerloo Line
Fixed an incorrect button being displayed to decrease Traction Brake Control in the ’72 Stock Introduction’ (PlayStation)
Passenger door now closes when player is seated, to fix an issue that prevented the ‘wait for the brake system to charge’ objective, and to fix an issue that restricted movement.
Sherman Union Pacific Heritage
The “Sherman Hill: Old Hat” trophy is now unlockable on PlayStation 5
Brighton Main Line
Player can now climb the platforms in Clapham Junction
Reinstated platform 1 OFF indicator at East Croydon
Regenerated track as far as Clapham Junction
Cathcart Circle
The driver will now correctly be textured in the Class 314 services
West Cornwall Local
Updated Class 150 and Class 37-5 names to have correct detail descriptions.
Reentry - A Space Flight Simulator - wilhelmsenstudios
This patch will update the versioning system of the game.
The new versioning system will move away from the sequential numbering system to something that follows this pattern: [MAJOR].[MINOR].[PATCH].[BUILD]
The current build will be: 0.99.1.EA
This means that the games major version is still 0, the minor version is 99 and the patch version is 001. The build is EA, while future alpha builds will use alpha.
The game has been in a code-freeze since the last patch that contained a major engine update. As this was a significant change that required me to rewire a lot of the logic and make changes to support the latest LTS version of Unity, I wanted to leave the version live to ensure it worked well and gather your feedback/experience reports.
For our next upcoming video, we're very excited to open the floor to questions from YOU about the world of Badlands Crew, with answers provided directly from the developers of the Crew games series, Runner Duck.
Jump on this amazing opportunity of getting first-hand answers directly from the makers of Badlands Crew, Bomber Crew, and Space Crew.
Comment to submit your question below related to the world of Badlands Crew, and we'll shortlist 15 questions for this first video.
Welcome to our fourth Dev Diary, granting you an exclusive peek behind the curtains of the creating process of Last Train Home - a survival strategy game inspired by real events. In this Dev Diary, we shall delve into the intricacies of the game's worldbuilding.
Step Into the World
In Last Train Home, you embark on the desperate journey of Czechoslovak Legionaries returning home after World War I on board an armored train. You'll be immersed in a rugged and sparsely populated world only slightly affected by human intervention. You'll pass mainly villages and small towns surrounded by fields and cities that have yet to embrace heavy industrialization.
The territory is divided into very different biomes. In the west, you'll be greeted by lush, verdant landscapes and even sunflower fields, a sight to behold. As you venture eastward, however, the scenery turns increasingly hostile, with resilient vegetation, such as larches or firs, dominating the landscape. With each kilometer you traverse, the struggle for survival intensifies, and the environment mirrors this growing challenge.
It's crucial to emphasize that every map and view in the game is handcrafted; nothing is automatically generated. Moreover, quality and quantity go hand in hand, as the average journey on board Last Train Home spans a gripping 40 hours.
Diligent Research
Given that Last Train Home takes inspiration from historical events, our Level Designers and Artists embarked on an extensive research expedition to recreate a realistic in-game world.
They discovered the historical train tracks within Russian territory during that era, meticulously documenting the surroundings, including the types of vegetation that thrived in the extensive area. The team also uncovered the original names of cities and villages along the railway, in addition to delving into the period's industry, agriculture, construction materials, or architectural styles.
Drawing from this wealth of information, our Level Designers crafted a prototype of the fictional journey undertaken by Last Train Home while the Art Department breathed life into a visually stunning rendition of this world.
Different types of views
Last Train Home uniquely combines real-time strategy missions and train management. Thus, we constructed both the world in the missions and the world through which the train travels. In addition to the Mission View, you'll have two other perspectives at your disposal for train management between missions: Train View and Map View.
The Train View offers an up-close, zoomed-in perspective, allowing you to observe and manage individual train cars and crew members.
On the contrary, the Map View presents a zoomed-out view, enabling you to explore the expansive world and deploy your squad to various Points of Interest. This view was modeled after reality, with satellite images as our primary reference.
Naturally, some adjustments were made, particularly regarding the scale of objects lining the tracks. In the initial iteration, the landscape closely mirrored the original imagery, resulting in miniature hills and trees. Our goal was for the Map View to evoke the sensation of a hot air balloon ride, offering a detailed view of the landscape, so the scale needed to be adjusted.
Missions
Our missions, while rooted in reality to a degree, were designed with a touch of creative liberty. The aim was to capture the romantic essence of reality, striving for authenticity without sacrificing visual appeal. Inspiration was drawn from a variety of sources, including historical photographs or the artwork of Russian landscape painter Sergey Basov.
The missions are situated either in villages, characterized by modest homes of ordinary people and dominant churches, or in cities, where the local architectural elements reflect influences from the Old Believers Church, the Russian Revival style, and the National Romantic style.
Design Process
The mission creation process was diverse. In some instances, Level Designers envisioned a location first, weaving captivating objectives into the environment as they built it. In other cases, the process was just the opposite.
Bringing a real-world representation into a game requires multiple adjustments to enhance the visual appeal and gameplay functionality. In Last Train Home, this included altering the proportions of fields and rivers, as maintaining their actual size would have overwhelmed the mission map. The same applied to the placement of city monuments deliberately brought closer together for gameplay purposes. Another departure from historical accuracy was the abundance of fences around houses, a rarity during that era but vital for providing cover for soldiers.
One of the greatest challenges was differentiating all the locations from one another because the settlements of that era often shared similar appearances. We tried to make the characters of the cities and villages unique and memorable.
Creative Expression
Our Level Designers enjoyed overcoming the obstacles connected to choosing a historical setting. Although the time and place were pre-defined, it allowed for creative expression and proved to be unexpectedly creative work for them. They saw it as a positive, enriching challenge.
On the other hand, for our Artists, it occasionally entailed reining in their creativity and resisting the temptation to make everything as aesthetically pleasing as possible. For instance, they envisioned machine guns as much better looking than their historical counterparts. Despite that, they were pleased to see the process of shaping the in-game world, to play with the details, and to observe how everything eventually comes together.
Learning about this territory and a completely unknown chapter of history was fascinating, and we are happy to show you, the players, how we adapted it into our game. We sincerely hope you'll appreciate our approach to crafting this world and thoroughly enjoy the experience of exploration it offers.
Soon enough, it will be your turn to explore the world of Last Train Home and see for yourself. Stay tuned!