So it's basically a clone of 'Densha de go!' series.
https://www.popularmechanics.com/culture/gaming/a28954/new-j...
A full-scale arcade version in this genre, evolving since 1996. Realistic controls, some seem even to include train crew uniforms you can wear while driving…
Being able to use the Unreal Engine for free to develop this is awesome. This couldn't have happened 10 years ago.
This just makes me feel so glad to be alive today!
But I don't see how it'd entertain me for hours on end. If someone here is into these sim games, what's the reason you keep going back to them?
Personally if I were going to adopt a nerdy train hobby, I would tend more toward train photography. Recently train photographers have been in the news for mostly bad reasons [1], but I have also seen train photographers setting up in rural locations and the scenery looks stunning and also totally chill. The problems arise when people gather en masse to get the "iconic" shots that have been probably been photographed a million times before.
Or just go out and actually ride a bunch of different routes. It's been a long time since I've done it, but just riding a local or express train through a scenic area is delightful.
Of course there's no reason that true train afficianados can't do all of the above, as well as building model trains!
[1] https://petapixel.com/2025/12/15/japanese-railway-pleads-wit...
Am I the only one that thinks the word "pretty" is overused to describe the visual quality and artistry of games? I see this word thrown around often and it feels so low-effort.
I will sin and make this about me, briefly, but just to say that when I was a kid/teenager with a really slow computer, a) I enjoyed coding much more, b) I think I was a way better programmer. Constraints make you better, you have to be smarter. I miss those times.
I'm working on a bit of a hobby project to rebuild a beefier Mascon. Mainly inspired by how much I enjoyed Running Train
Driving the train is a little technical, but not overwhelmingly so. You need to pay attention to the gradient, speed, train weight and rail slipperiness to brake with perfect accuracy every time you come to a station. Signalling is not overly complex but you can benefit from tabbing over to a reference sheet every so often (Ah, double flashing yellow means we’re on a diverging route ahead with a reduced turnout speed so I must brake soon). Learning the german safety systems (PZB and LZB) was interesting. Guiding a 3000t freight train down a mountain isn’t something that can be rushed, it forces you to slow down and be patient.
So relaxation mostly. I can launch the game, drive something somewhere for an hour or two, get some endorphins because I did it all right, etc.
I play Euro Truck Simulator 2 (ets) and its my happy place, its just zen, Sometimes i will have a plugin that will get me local radio stations and i will cruise through italy and greece listening to talk shows in languages i don't understand, sometimes i will do it listening to the rumble of the truck, and i switch off, and allow my thoughts to run free.
I've recently started getting into flight sims, and i'm looking for the same sort of thing with that (the only problem with ets is the graphics still looks like a 2013 game) and i think i will get there, its just i'm at the 'learning to fly' stage, and thats kinda difficult. Well, actually flying is surprisingly easy, landing is the tricky bit ;-)
And I find myself wanting to do that, even without the progression I crave from a game. But then I also feel like I'm massively wasting my time, and I could be playing other games, getting stuff done around the house, or just reading a book. Instead of driving a tractor for no freaking reason. But I still want to do it.
Farming simulator and Car mechanic simulator are both in my todo list, because those are hobbies I’m truly interested in pursuing and I’d like to know what it’s like to do them as a sim first. Most other live sims like this are deeply uninteresting to me, even if they have lovely visuals. Meanwhile I’ve seriously considered buying a Renesas SH-2A simulator for nearly $3k so that I can develop better car software!
Is there some job you’ve always wanted to do that requires extensive training that you can’t / won’t complete at this time? That would be a use case for sims that’s less game and more hobby for you (but that’s always a blurry line for all of us so don’t take that as criticism).
I would love a trip across the high plains and through the mountains by train. Just like I would love to take a cruise from the bottom of the Mississippi to the top.
But them tickets is too high.
Windows: 94.10%
Linux: 3.68%
macOS: 2.21%
[1] Click the "OS Version" row to expand the table, https://store.steampowered.com/hwsurvey/Steam-Hardware-Softw...I highlight this not to bring those developers down, but because I think it’s important people understand how these things actually come to be, so they aren’t discouraged to try themselves by thinking they ought to actually be doing 100% of the work solo. That’s pretty rare.
I'm sure there's a treasure trove of already-built high-quality assets of Japanese trains.
A lot of train sim are about building the rail network, where Running Train focuses on driving. The scenery (dozens of kilometers of japanese railway) is beautiful and it reproduces the japanese railway system realistically.
Highly recommend if you like having something interesting on in the background.
Joy2Key has been a staple for many a gamer for a while, and reliable. I've used it to control my mouse, even, from my gamepad.
Though when you add in the costs of getting to the start/end of the line, overnight accomodations, and potentially the cost of getting to Japan first - it gets quite a bit more expensive. But staying at a little guesthouse along the way is also part of the charm.
[1] https://fukushima.travel/blogs/tadami-line-5-sights-you-shou...
This is actually a major cheat. Realism is expensive, and exposes your creation to the equivalent of the "uncanny valley" for vehicle simulation - the simulated world is never accurate enough and you can't help but notice the differences with reality. E.g. if you see generic buildings ("autogen") near a location you know IRL, the simulation feels immediately sloppy.
Yet, as long as I'm not interested in visiting real places, I would go for a vehicle simulation in a fictional world any day. I wouldn't mind if the vehicles were also fictional, as long as they require some technique to drive them. What matters in games is challenge and mastery, but not what you master; your RTS, FPS or chess skills have very little value IRL.
> Zoom out far enough—and for some reason it will let you—and you see the tiles, the roads that don’t line up, and the various tricks and techniques that allow it to look so realistic from low down. But don’t do that! That’s silly. This is a train sim, not a plane sim, you’ve no business in the sky.
OpenBVE one-upped BVE train sim with external cameras, and as a result you see all this too. In my eyes, they sort of miss the point of a train simulation: the view point is normally attached to the driver, so one can use all sorts of tricks to avoid having to "paint the entire wall" - which is quite important if you count on a community of fan modders who have limited resources.
:)
But in return they add very technically difficult tasks, such as stopping within a millimeter of the stopping point within a second of the time in the timetable without re-braking or making passengers uncomfortable, or stuff such as pointing at signals. They even add completely unrealistic stuff just for the sake of gameplay such as bonus zones where you need to stay at an exact speed, sounding the horn for overpasses and level crossings, or dimming the lights for oncoming trains.
They "feel" very different to games like Train Sim World, but I like them both regardless.
edit: This actually sounds awesome
My first piece of advice is: Pick one mechanic or idea, and ship it all the way to a player (a friend) to see if it's legible or fun.
For some people, just the fact that it's a simulation is enough to make it fun. But to many others, the challenge (and I can promise you it is quite difficult) is what makes it a fun game.
I've been playing these games for half a decade now, and I've only managed a zero zero once (meaning that you come to a stop exactly on time to the second and stop within 0.0cm of the marker.)
Not making fun of it, I just found it fascninating.
Multiplayer games generally don't.
Haven't tried this one yet, but in my experience it's like 90% of single player games work and the remaining 10% will never work.
I have a theory it is a mindfulness thing like many hobbies.
Think knitting or crochet or even building and running a model train set in the garage. These things aren't terribly hard once you learn the basics but you have to pay attention to various details over time and it allows you to tune out from the rest of the world when you want to.
But I really don't know.
So, 90% isn't most in your book?
"generally" is doing a lot of work in that sentence.
You could make a bullet hell game engine as a project in an intro CS course.
The hard part is the content in the game, and ZUN was already a composer. That just leaves the code which is easy, and the bullet patterns, which ZUN clearly improved at through his earlier games. (and the art, which is famously bad though endearing)
Also very different when you are in control of exactly when you're doing it, you can pause anytime you need to go grab laundry, etc.
Driving/train sims have pretty much zero appeal to me, but I enjoy flight sims a fair amount. I'd never want to make the sacrifices to my life that would be required to be a commercial pilot. Being a personal/hobby pilot is very expensive and quite a bit more dangerous.
"Don't be snarky."
"Please don't sneer, including at the rest of the community." It's reliably a marker of bad comments and worse threads.
But I also have had it installed via Crossover at some points to check out a Windows-only game.
Which I just realize also skews the statistic because Crossover basically creates a Windows VM.
At least, that's my working model of it.
That very much depends on how much they did themselves. If they used unity, and went very light on the simulation, sure.
> You could make a bullet hell game engine as a project in an intro CS course.
No you couldn’t. Well you could but it wouldn’t be appropriate for actual beginners unless you stripped it down so much that calling it an engine was meaningless.
But ZUN started on the PC-98.
To put that platform in a western context, imagine if IBM had gone with planar graphics for VGA. Or an Amiga with no coprocessors, sprites, or scrolling[0]. You have a lot of pixels to fill and no help to do it with. It can't even run DooM[1]. Most other developers threw their hands up and shipped RPGs, erotic visual novels, or porn. Getting a fast action game running on PC-98 is a genuine accomplishment.
[0] I am aware that I just described a compact Macintosh.
sits back with popcorn
Marathon, no Linux support.
Call of Duty, no Linux support.
Battlefield 6, no Linux support.
Valorant, no Linux support.
The Finals works and is great, but I'd be mindful of what games I'm giving up if considering a full switch
Before that Arma Reforger.
Before that Arc Raiders.
There are a very small minority of games that use kernel-level anticheat that won't work, including newer BF6 and COD. Tbh I wouldn't play those anyway because of that feature, which sucks because BF series was fun.
I spent a rather embarrassing amount of time trying to match up Running Train‘s hyper-realistic train lines and Japanese terrain with the real world. And in doing so, I paid the game the highest possible compliment. This extraordinarily realistic sim made by one-person development team Novatetsu Games is in fact set in a fictional region of Japan, but is created so lovingly that you’ll believe it’s real life.

© Novatetsu Games / Kotaku
I’m not exactly a train enthusiast, nor indeed particularly au fait with the range of train sim games previously available, but in Running Train I’ve found something absolutely captivating. And most bizarrely, I’ve found that quality not by actually playing it, but rather by letting it play itself. While the game encourages you to master the reasonably simple controls of its range of perfectly crafted engines, you can also just set it to play itself and then take over the free camera as it does. Doing so has brought me so much pleasure.
Played properly, Running Train asks you to carefully control your speed, braking, and prompt, safe arrival at train stations, and rewards or penalizes you accordingly. By turning off in-game guides and even the UI, you can earn higher scores and more credit, contributing to your overall rating for each of the 42 different routes it currently features. These routes feature ten 12-minute routes on the fictional Fukugawa Line, and a further 32 of hugely varying length on the equally made up Sankai Main Line. They can be as short as six minutes, or as long as 44, each set at different times of day.
And oh my goodness, it’s so pretty. Vast stretches of imagined Japanese towns and countryside have been created (40 kilometers of track, apparently), and it’s not just randomly placed assets. Jumping into that free camera, I couldn’t believe it when I noticed that even powerlines are logically placed, with wires beginning at substations, then stretching across pylon networks. Roads are filled with traffic, cars are parked in bays outside apartment buildings, Shinto temples sit on hillsides, ferries bob on the sea while waves lap onto shores.

© Novatetsu Games / Kotaku
The key thing about all these details is that…you don’t see most of them from the train! If you stuck with the driver cam, you’d miss almost all of it. It’s so much effort that the developers could easily have gotten away without, but it adds so much by being included. It’s also possible to play any of the routes in different weather conditions, from sunny days to torrential rain, or indeed in either spring or winter, with optional blizzards covering the entire game in snow.

© Novatetsu Games / Kotaku
Zoom out far enough—and for some reason it will let you—and you see the tiles, the roads that don’t line up, and the various tricks and techniques that allow it to look so realistic from low down. But don’t do that! That’s silly. This is a train sim, not a plane sim, you’ve no business in the sky.
From those who know what they’re doing, Steam reviews could not be more glowing. “Honestly, I really, really do not know what to say,” begins one, before adding, “Hands down the most beautiful train sim that has been released on the market thus far. The modeling is top tier. The environment details, the clouds, the lighting, the weather effects all of it is just absolutely insane!”

© Novatetsu Games / Kotaku
Another says, “Best train simulator game so far!” while a third compliments the solo dev for including support for the Zuiki MASCON, a bespoke peripheral for train driving sims.
This is all for the Early Access release, and there are still big plans to make the game far more detailed. The developer wants to add a passenger system (currently the trains run empty) and a conductor mode, and the ultimate goal is up to 100 km of track. The hope is to have that all done by the end of next year.
As it is, you can absolutely enjoy it as a top-notch train sim, but for me the experience has been about letting the model railway run itself as I swoop about in the camera. It’s a rare pleasure.
Running Train is out now in Early Access on Steam for $18.
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The fact that the Steam number is as high as it is, despite the extreme lack of compatible content, is noteworthy.
Yes, if you're also doing game design.
> Is coming up with the game design and hiring programmers "developing" the game?
Yes, so is using LLMs to do the programming.
Programming is like 10% of a game. The world building and UX is the juice.
Anybody can make Lord of the Rings, but there's only one.
Was, yeah.
I enjoyed the hell out of BF I and BF V. I also enjoy shooters that have "modern" weaponry. Given how fun BF I was at launch, and V was when I picked it up, I purchased a copy of BF 2042 at launch because -given that that's the time before the "I'm going to do nothing but snipe from spawn to maxxximise my KDR and get Sick Youtube Clips" crew comes to be the majority of the playerbase- that's the best time to play these games.
I regret that purchasing decision so much. BF 2042 was very, very pretty. It looked so good. But -as a game- it was so bland and boring.
You definitely can. One of the assignments in the CS intro course I took was a bullet hell game. "calling it an engine was meaningless" is an opinion that requires ignoring the fundamentals of what a game engine is.
If the licensing allows for it I’m fine.
We are very quickly going to see the reality: games are made by programmers. Everyone else who has spent decades comfortably riding on the programmers backs is being replaced by AI. This includes the artists, the junior programmers, the testers, all of them. The future isn't bloated teams, it's going to be just one lone genius (or a small group of programming geniuses banding together) and his magnum opus across the board.
But if the biggest multiplayer games straight up don't support it, that needs to be acknowledged.
Add League of Legends to the list.
I've had Deck verified games straight up refuse to work on Linux.
It always feels like it's my fault somehow. 'Well of COURSE Wayland doesn't work, skill issue'. Vs Windows where I can blame Microsoft.
Bad Company 2 is probably my fav next to BF4
Let me ask you this. What were the parameters of your assignment? What libraries were you allowed to use.
Would you say a car is just accelerate, breaking, and steering?
...seriously, 99%+ of the job of a conductor (and of a pilot) could be automated, the reason you still have a person (or two) in the cockpit is the rest of the time. As the saying goes, "flying is hours and hours of boredom sprinkled with a few seconds of sheer terror". And the same is also valid for trains. There are automated trains, but AFAIK all of them are metros or people movers where the whole system is closed off (platform doors etc.) and track conditions are closely monitored. I'm not aware of an automated train running on a "traditional" track network.
Good luck with your idea tho
I vouched for you
Yep. Devs usually have to actively make their game not work on Proton for it to not work on the version of Proton that Steam ships. Most devs aren't so petty as to put in that extra work, so they don't.