Thanks to all who submitted questions about Last Train Home for last week's Ask Me Anything (AMA) session. We've assembled the responses and invite you to delve into them. If you have any more questions, please don't hesitate to contact us through the comments section or on our Discord server.
History
Why did the Czechoslovak Legionaries have to go East and not West?
The situation was complex. When Russia entered World War I on the side of the Allies, the Czechoslovak Legionaries joined the Russian army and fought alongside the Russians against the Central Powers (including Austria-Hungary). This allowed them to actively contribute to the Allied war effort and promote their own cause for independence.
Although the initial plan was for the Czechoslovak Legion to join the Western Front, logistical and political challenges, such as the blockade of the Western Front by the Central Powers, made it more feasible for them to fight on the Eastern Front.
The Czechoslovak Legionaries' decision to go east was influenced, amongst other things, by the Brest-Litovsk Treaty, which was signed in March 1918. This treaty marked Russia's exit from World War I and resulted in the cession of vast territories, including Ukraine, Belarus, and the Baltics, to the Central Powers. As a consequence, the Legionaries found themselves in a precarious situation in the new territories controlled by the Central Powers. To escape captivity or persecution, they continued their eastward journey through Siberia, with the hope of eventually reaching the Western Front and fighting alongside the Allies to secure Czechoslovak independence.
They had to travel a roughly 9000-kilometer-long expanse of the Trans-Siberian Railway. Following this demanding overland journey, they successfully secured passage on ships, enabling them to reach the United States, subsequently Europe, and, ultimately, their cherished homeland.
Historical accuracy, realism
To what extent does the game stick with historical events?
The game is inspired by historical events, it’s not their recreation. We have consulted the affairs with experts on the topic. Nevertheless, certain artistic liberties have been taken in various aspects of the game.
For example, the events take roughly 6 months of in-game time, but in reality, it was 5 years. We concentrated the events in a smaller time frame, and thanks to that, the players can experience the critical points of that era. For more in-depth information, please refer to our Dev Diary available at this link.
When choosing weapons for the game, did you go by what felt interesting or historical sources?
In this regard, the Association of Czechoslovak Legionaries provided valuable guidance as they conducted thorough research on the subject matter. Thanks to their efforts, we can affirm that the weaponry featured in the game was indeed accessible in Russia during that historical period. While certain arms may have been considered rare, they were nonetheless present.
What level of realism are you targeting for combat?
The level of combat realism is somewhat limited. Keep in mind that we are developing a game that needs to be accessible and enjoyable for the players. Furthermore, we want the players to be able to actively engage and freely maneuver, not just stick to one place and wait for the attrition to come. To achieve this objective, we have made strategic adjustments to combat dynamics, including modifications to weapon ranges, ensuring a dynamic and engaging gaming experience.
You mentioned how there were factories, schools, etc., set up along the line historically - will we be able to stop at these sites along the way and pick the Legionaries up?
During your journey aboard the train, you will encounter various stops along the railway, providing opportunities to explore not only mission locations but also visit an array of Points of Interest, including villages, lakes, and forests. While building the world of Last Train Home, we were partially sticking to history. For a more in-depth understanding of our development process in this regard, we invite you to explore our fourth Dev Diary, which delves into this topic further.
Inspiration/ideas
Which games was Last Train Home inspired by?
Our creative process drew inspiration from a rich tapestry of sources. Notably, we looked at titles such as Frostpunk for insights into base management and the welfare of its inhabitants, Company of Heroes for real-time combat dynamics, and Starcraft 2 for user interface design. However, it's worth mentioning that some of the most significant sources of inspiration were the collective experiences of our team members, including their contributions to past projects like the UFO series developed by Altar Games.
How did you come up with the idea to combine train management with RTS?
We were drawn to the concept of extending player responsibilities beyond mission scenarios, involving the care of their squad and the management of their base, which is a similar concept to the UFO series. Furthermore, we aspired to introduce a strong element of persistence within the game, where the loss of soldiers becomes a permanent event, akin to the mechanics found in titles like Original War. Merging missions with the overarching management enables players to witness the lasting repercussions of their actions, thus emphasizing the pivotal role of persistence within the gameplay dynamics.
Factions
Will the White Army be included in the game? What about other factions?
We made a deliberate choice to feature only the most formidable forces of this historical chapter, which include the Czechoslovak Legion, the Red Army, the White Army, and their respective sub-factions.
Will there be Czech Legions from other countries than Russia (e.g., French and Italian) also be represented in any way?
While it is true that the Czechoslovak Legionaries were dispersed across the globe, for us there was no way to connect those forces with the legionaries in Russian territory. Placing, for instance, Czechoslovak Legionaries stationed in Italy aboard a train in Russia would not align with historical context or coherence.
Live action
The live-action intermezzos are adapted from an actual movie, TV series, or was it filmed solely for the game?
The live-action footage was exclusively filmed for our project. In the development of our trailers, we formed a partnership with Gnomon Production, a Czech film production company, and enlisted the expertise of Randis Albion, Senior Art Director at THQ Nordic, who assumed the role of Director of Photography. We anticipate the release of several additional feature trailers in the near future, and we encourage you to stay tuned for more exciting content.
Replayability
Will the storyline be linear, or do you plan with different storylines and different ends?
The main narrative inherently adheres to a linear structure, given its fundamental objective of progressing from point A to point B along a railway with a couple of turnouts. However, there are several turnings that can change the gameplay – thanks to them, you can experience different missions, and face different threats and challenges. The final battle is also influenced greatly by the decisions you make during your journey. Furthermore, players will have the chance to immerse themselves in a range of smaller stories, designed to offer a comprehensive reflection of the wartime experience in its entirety.
What (if any) degree of randomization will there be throughout the campaign?
The core storyline remains consistent, as mentioned earlier. All of the missions are handcrafted and, therefore, unique. It's worth emphasizing that in Last Train Home, the quality and quantity go hand in hand, as the average journey onboard spans a gripping 40 hours.
You have the option to replay the game, explore alternative routes, and experience missions you haven't encountered previously and also different text events. Even within the Points of Interest, a degree of randomization is applied.
Features
Are there game mechanics you were initially planning for the game but had to let go at some point?
Certainly, that is the pure nature of game development. In our initial concept, the game was intended to be roguelike, where players would strive to progress as far as possible and then restart. However, we came to the realization that this approach did not align with our overarching concept. Given that the game offers approximately 40 hours of gameplay, it would not be conducive to the player's experience to require a complete restart in a later segment due to prior mistakes. Consequently, our focus shifted toward emphasizing narrative elements and constructing distinct chapters that function as individual puzzles within the broader framework of the game.
Will there be special "heroes” that you can deploy as squad leaders or something like that? Will you be able to make normal troops into heroes if they have lots of experience?
With a limited number of soldiers on the train and the challenge of replacing them, every soldier onboard becomes a hero in their own right. As they gain experience, they acquire a variety of skills and the ability to take on multiple roles. For instance, a soldier can become both a medic and a machine gunner, harnessing the unique perks of each profession to their advantage.
Will there be a way to remove negative traits as troops gain experience?
For some of them, it’s possible. It also depends on what you see as negative or positive, as certain traits have their pros and cons.
If your engine breaks down and can’t be fixed, can you seize or obtain another engine to pull your train?
A malfunctioning locomotive represents one of the multiple pathways leading to a game-over scenario.
Trains
Is the train/locomotive seen in the game an actual train that existed, or is it inspired by one?
In the game, you'll encounter three distinct locomotives, each drawing inspiration from real-world counterparts: the Grandpa, the Hound, and the Towing Bull. The same goes even for specific train cars.
How many wagons can the Towing Bull pull at maximum upgrade?
After the upgrade, it’s 9 wagons and the locomotive.
Is there any chance of a whistle mechanic being woven into the game?
Yes. And if you find out how to trigger it, you’ll even get an achievement.
Demo
Is it possible to import the progress from the demo to the full game?
This is something we didn’t consider because the demo and the full game are, in fact, two different applications. However, for those curious to experiment, it's possible to attempt transferring saves since they are stored on your computer. We can't provide assurances that this method will function seamlessly, though.
Furthermore, it's essential to keep in mind that we are continually fine-tuning the game. Consequently, the initial experience upon the game's release will differ and you will miss all the improvements we've integrated if you rely on an older save.
What percentage of the full game does the demo represent?
If you consider the length of the railway, the demo encompasses roughly 10 percent. To put it into perspective, the complete Trans-Siberian Railway spans 9,000 kilometers, with the playable segment in the demo extending to approximately 800 kilometers. In terms of missions, the demo provides a taste of 6 out of the total 40 missions available in the full game.
For how long will the demo be available?
The demo will stay available at least until the release of the full game. We’re planning to even update the demo with fixes based on the feedback we got during the Steam Next Fest.
Who is Barbora Hlavatá or what role does she have? She's not in the encyclopedia.
Barbora serves as an NPC within the game, assuming the role of one of the advisors available to you during the challenging voyage to Vladivostok – together with Major Gazdik, Captain Langer, and Jozef Levý. All of them advise you remotely rather than participating in the crew's active missions. Consequently, Barbora is not featured in the game's encyclopedia, which exclusively includes the profiles of controllable soldiers actively engaged in the missions.
Will the crew be randomized?
No, all of the soldiers are pre-set, and each of them is unique. They have their own bios, traits and abilities.
Localization
Are you planning to add new languages to the game?
At the game's launch, players will have access to a comprehensive selection of 11 text languages. Additionally, the game offers full voice-overs in English, German, and French. For those seeking a deeper immersive experience, the ‘Immersion’ audio mode is available, featuring audio in Czech, Slovak, and Russian. As of now, there are no immediate plans to introduce additional languages.
Stores, price
How much will the game cost?
39,99 EUR/USD
Via which digital stores will the game sell?
You’ll be able to buy the game on Steam and GOG, but also on others like: Amazon, Buka, CE Asia, Enaza, Focus Multimedia, Gamersgate, Games Republic, Gamestop, GreenMan Gaming, H2 Interactive, HeyBox Qing Feng, Humblebundle, Igratos Gamazavr, IndieGala, MacGame Store, Metaboli, Nexway, Nuuvem, Phoenix Fengxia, VoidU, Zetaprime, Ztorm.
What can you tell us about the physical copy?
Physical copies of the game will be made accessible through various retailers, please check this list for a couple of examples of retailers: Amazon Germany, Amazon UK, Amazon France, and other selected retailers in Austria (mediamarkt), Czech Republic (Alza, JRC, Xzone), France (FNAC, MircoMANIA), and Germany (GameStop, mediamarkt, Saturn). Not available in the US and Australia/New Zealand.
The physical edition will come bundled with additional materials, and we encourage you to stay tuned for forthcoming details and updates.
Support
Will the game be available on Geforce Now?
Yes.
Will the game have any sort of Controller support or Steam Deck support?
Not with the release.
Will the game launch on consoles?
Not with the release.
Have you considered modding/Steam workshop support?
Not with the release.
Plans
Do you have ideas for the post-launch period? Big updates, DLC, an art book or a soundtrack release, a sequel?
Specify a rectangular area and a color, and draw a rectangle at the corresponding position on the canvas
Copy the specified image
Specify a certain image, where the pixel position with color will clean up the color of the corresponding position on the canvas
Specify a certain image and a certain color, and the pixel positions with colors will be painted with the specified color at the corresponding position on the canvas
(Refer to several definitions of tiles on the stove to understand the usage of these operations)
In our latest update, we've made several significant changes and improvements. Firstly, we bid farewell to the notification that the application is already running and added the ability to launch the application interface without any hassle.
We've also addressed numerous bugs, including:
1. An issue where the playlist would get disabled upon launching the application. 2. A bug that caused the cursor size to reduce to zero upon the initial use of the "Cursor Search" feature. 3. A bug related to the language not changing in the application's tray menu when switching the application's language. 4. We've also fixed several other minor bugs.
Additionally, we've introduced a feature that allows you to switch the current cursor in your playlist. To use this feature, activate your playlist, then open the tray menu and select the next/previous cursor.
We'd like to extend our gratitude to everyone who supports the project, helps identify and resolve issues, and contributes new ideas. Your involvement has played a pivotal role in enhancing AniCursor for all our users.
As always, we kindly ask everyone who can to leave positive reviews on Steam and share AniCursor with friends. This support significantly contributes to the project's development.
Our team is excited and proud to share the result of many years of hard work with you.
Dark Envoy is our attempt to breathe new life into the RPG genre by creating a more dynamic gameplay experience and introducing our own RPG systems that encourage creativity and experimentation. We aim for players to feel as if they are in a sandbox of possibilities.
As an independent, self-funded company without a publisher, we had the freedom to take such risks and break away from genre norms. We know this approach comes with its challenges, but we believe that without risks, there can be no great adventure.
Currently craftable on the workbench (will probably change later to some kind of advanced mechanical workstation)
Controls
Interact (F) to enter and exit
Usual WASD to fwd/back left/right
Mouse to move internal and external cameras
V to change between internal and external cameras
Space for Handbrake to do skids and drifting and stuff
T for headlights
Left and right arrows for blinkers
Recovery
If you get stuck you can use the recover left and recover right actions on the interact menu which should help you get out of most situations. If not there’s a last resort option for when you’re in a lake or something. You can push the vehicle around when it’s in the water.
Extra Notes
Your vehicle will be attacked by AI and you can repair it with scrap metal. Damage does not currently save but it will do very soon.
Currently you cannot run over AI. I am working on that.
There is no need for fuel, working on that also.
Currently unable to see the player character inside the vehicle. WIP as well.
Fixed
Issue with equipment items disappearing when picked up off the ground
Alien assault rifle attack range setup
Increased play rate of 1st person fall animation
Changed
Added a small amount of camera lag to smooth out third person camera a little
Balancing
Plant fibre cloth craft cost reduced to 5 plant fibre
We’ve been working hard to keep up with all of the amazing feedback you’ve been giving since launch, and we’re back yet again with more news!
As time progresses, we will continue fine-tuning AirportSim. The result is another update with lots of improvements ready to download now.
Some of the most requested features and fixes:
Settings: You can now set your Field Of View (FOV),
Quality of Life: For all the fellow cone carriers out there, you can now pick up 6 cones instead of 5!
Fixes: You’ll be excited to hear the workshop now works as intended! No more duplicate liveries or scenarios that don’t show.
And plenty more..! So if you are interested in the details, check out our patch-notes here: PATCH NOTES HERE! Your support and enthusiasm have been our driving force, and we are immensely grateful for your dedication. Continuously improving this game is only possible thanks to your involvement, so keep the feedback coming in our Discord!
In the meantime, here's some noteworthy information for the upcoming week:
Set a reminder for Wednesday and Friday at 8 PM CEST; we'll be streaming live on Twitch! And... Look forward to even more patches and patch notes this Friday!
Tuesday's Patch Notes are here! We've resolved a number of issues based on your feedback. While we're actively addressing the remaining concerns, we genuinely appreciate your patience. Your active participation is invaluable to us, and we're committed to delivering the best.
Let's explore the list of fixes:
Fixed: Conveyor belt is not muted even if master volume is set to 0.
Fixed: Keflavik terminal interior being too bright durning day.
Fixed: 737 interior brightness issue.
Fixed: GPS map artifacts.
Fixed: Baggage area doesn't reduce volumetric fog density.
Fixed: Stand numbers and coordinates are missing when viewed from a specific angle and distance.
Added: Field Of View (F.O.V.) setting and adjusted setting range.
Fixed: Visible blizzard dust particles fx on tablet map.
Fixed: Missing camera for reflection probes, which broke the render loop on the first frame.
Fixed, Multiplayer: Catering truck not synced correctly in some cases.
Fixed: Aircraft stops at the intersection and doesn't follow the ‘follow me’ vehicle.
Increased: Speeds on taxiways for aircraft.
Fixed: Problems with shadows on LOD 2 in 737 and A320.
Fixed: Backward plane departure issue in freeplay.
Forced: Pushback plane to accept synchronization in multiplayer.
Fixed: Custom scenario results in a black screen in Keflavik;
Protected: luggage count with empty value.
Increased: Ability to pick up cones from 5 to 6.
Planes without any tasks should be hidden by pressing "player tasks only."
Locked, Multiplayer: - Player interactions while the supervisor is disconnecting the towbar from the pushback plane.
Fixed, Multiplayer: Refueling panel flap can be closed while another player is still using it, resulting in a potential blocker.
Fixed: Fuel and "wanted fuel" value = 0 after stopping test mode.
Fixed: Interaction bugs on fuel panel A320.
Fixed: Workshop scenarios not displayed in the game.
Fixed: Workshop skin duplicates.
Fixed: Bags are not dropping off for departing flights after 2 flights are served.
Added, Multiplayer: - Nicknames of players above their heads.
Fixed: Catering "blocker" - cannot move supports when the platform is raised.
Improved: Tutorials' readability.
Additionally, here's some noteworthy information for this week:
Live Streams: Set a reminder for Wednesday and Friday at 8 PM CET; we'll be streaming live on Twitch! Friday Update: Stay tuned for more patches this Friday, driven by your essential feedback.
Our mission is to consistently enhance the gameplay experience. Alongside addressing issues, we've recognized numerous constructive suggestions that are on our radar.
We invite you to be part of our dynamic Discord Community, now over 5,000 members strong!
We want to begin this journey by expressing our profound appreciation to each and every one of you who joined us in our earlier adventure, Tower of Time. Your unwavering support has played a pivotal role in the creation of our latest game, Dark Envoy.
What is Dark Envoy?
Dark Envoy is an RPG-adventure featuring siblings Kaela and Malakai in the fantasy world of Jäan. The game blends classic RPG mechanics with skill-based combat, offering 4 base classes and 12 specializations. It can be played solo or in co-op mode. You can watch the launch trailer for our latest game below:
As we embark on this new chapter, we are keenly aware that your enthusiasm, feedback, and support have been instrumental in bringing Dark Envoy to life. We could not have achieved this without you, and we are excited to share this journey with you.
For just 24 hours - you can get Immortal Seasons 1-4 packs in game! These packs guarantee a Diamond or better Immortal Seasons card from one of the four sets.