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Full Steam announcements and update articles for this title.
Before going any further, I wanted to let you know that Lazy Train Game will be a part of Train Fest in just a few days and will be on sale during the event (Jul 20 - Jul 27). If you're planning on purchasing Lazy Train Game you might want to just wishlist it for now and then wait for a few days for it to go on sale. Now, let's get to the actual update!
About 36 props have been included in this release. Use them to decorate your scenes! All of these have been set up as collectibles that you can gather throughout the scenarios. Some are easy to collect, while others are a bit more challenging! Speaking of which, the scenarios have been modified a bit to account for placing and hiding props in various locations. Enjoy!
(Image provided courtesy of BubletsGaming)
Curved storage has been added to make it possible to more easily setup your fabricators in tighter spaces or in more interesting ways.
Added several new tracks such as railroad crossing tracks, a curved ridge track, a steel bridge, etc.
Trains can now be set to only carry one resource type. You can upgrade them to have up to 5 cars.
Advanced mode has been added back into the game. The UI was completely redone at one point before release, so some of you might have used it when only the demo of the game was available. It's essentially the same, but the grid now shows the advanced grid size while in simple mode it only shows the simple grid size.
Several users requested being able to rebind keys. So, here it is!
Fabricator Output upgrades increase the amount of resources the respective resource fabricator produces.
Transfer Rate upgrades increase how fast resources are moved to or from a train car.
As previously mentioned, the Max Cars upgrade allows you to add more train cars if you set a train to transport only a specific resource.
Fabricators no longer require energy.
Only the train can pick up collectibles.
Fixed audio settings not saving when adjusted.
Fixed most crashes and train behavior when it's close to another.
Fixed the ramp track colliders from causing them to be removed when back to back.
Fixed resource collection and storage not working at low framerates.
Fixed the escape key showing the main menu when it should have dropped the current track.
Fixed a bug where resetting the train would not go down the correct path of an attached switch track.
Fixed a possible bug with previews. Item previews now use pooled viewports and cached thumbnails.
Fixed humungous ramp collision shapes.
Fixed some SFX still playing when the volume is lowered.
Resetting trains when they are stuck occurs much more quickly now.
Refactored attachment connecting to be much faster, especially when there are more items in the scene.
Train no longer waits until the next collector interval if the collector is empty.
Added one train and no upgrades achievements for workshop scenarios.
Storage units will now show at least the first progress graphic if something is stored.
Added an option to skip tutorials.
Removed key instructions from help since they can now be found in the key bindings.
Escape key closes the item and create UIs in the workshop UI.
Changed the upgrade text to "Cost".
Additional achievements added.
Thanks again for everyone's support and feedback for this game. I am extremely thankful to every one of you who has purchased the game! If you have purchased the game and enjoy it, please consider writing a short review! It really helps others to find this game more easily and help them make an informed purchase!
I want to give another big thanks to BubletsGaming on YouTube for all of his help with a lot of great suggestions, content, and help with testing!
Some of you might have played a much earlier version of Lazy Train Game that included props that you could decorate with. I had removed them at one point to make sure I could focus on the core gameplay. Now that the game is in a pretty good place, it seems like a good time to add them back in. They will also be scattered throughout the game as collectibles.
Image courtesy of Bublets Gaming. Check out his channel on YouTube!
Since there are more collectible items, it only made sense to make some of them challenging to get to! All three scenarios have been updated with new track placement locations and challenges. Thanks again to Bublets Gaming for giving some awesome ideas and finding some good locations to hide some of the collectibles.
Several people asked for this, and I know it's important to many people. So, here it is!
Auto collectors used to simply collect resources and store them in any storage unit. Some people brought this up in Steam Discussions, and even I thought this was pretty goofy to do this, but didn't have time to change it before release. Now how auto collectors work is they will only auto collect resources for storage units that are connected to the auto collector, or each other, as long as they continue to be the same resource type. So, if it's a wood collector and it has a wood storage next to it, and if that wood storage unit had another wood storage connected to it, then it will auto collect for those two storage units. If there is a non wood storage unit at any point it will break the chain and anything beyond that will not auto collect.
This feature has also been requested by several people. With the change to auto collectors, this seemed like an obvious next addition. You will also be able to have fabricators in much tighter areas without running out of room to place storage units. Simply wrap the connected storages around a curve.
As you can see in this screenshot, the fabricators are using storage tracks that go around a curve.
The tracks panel is now tabbed and searchable. Prior to this the tracks panel had a dropdown at the top, but it was very confusing and many players didn't even know that it had filters and a favorites menu with their hotkeys.
Also notice there is no buy button, nor use button. You just click on the widget to initiate placing them and the tracks are now purchased as they are placed! This solves a very annoying problem where you might buy a very expensive track, only to find out it was the wrong one.
You can both play and create custom scenarios in the Steam Workshop. The initial two are a snowy version of the canyon scenario and the second is the original demo scenario. Check out the Guides section for how to create your own scenarios!
There are currently 25 achievements that are unlockable in the game. I hope you find them to give some extra challenge and reward from the game.
Not much else to say here...
Added support for German, Spanish, and Russian. However, these are not officially supported yet and are there for your convenience. If you speak any of these languages and notice any issues, please make a post in Steam Discussions Developer Feedback.
Special thanks to BubletsGaming for all of his help, feedback, and YouTube videos! Check him out on YouTube here.
Also, special thanks to trainsimulatordriver for helping with some suggestions that helped polish up the save system. Check him out on YouTube here.
Enjoy the release!
Nathan
As previewed in previous announcements, I contracted my friend Zach to create this map. I'm very excited to present it to you as the new default scenario! It's leaps and bounds beyond what the original demo map was. Enjoy!
In the full version you will be able to unlock additional engines that have certain benefits in the game.
Previously, the Golden Caboose was a bit OP. It has now been changed to still be a permanent collection, but you can only add one per train. It now functions as a boost for sellers. If you fill a seller with a train that has a golden caboose it will reward you with double energy.
It used to be difficult to tell where a collector should be placed. Now, the deposit location is ghosted and appears in full color when a collector is placed on it.
Certain tracks and engines are now locked until collected. The intention here is to give the game some extra depth.
Previously you would press a hotkey (such as '1') to bring up a favorited track. Before you could choose the track for another hotkey (such as '2') you would need to drop the current track first and then press the hotkey. Now, you can simply press another hotkey and the current track selection will automatically be dropped.
Something that made other upgrades useless after a while was the fact that collectors would be limited to a certain rate. This new upgrade option should resolve this problem.
I currently have a full loop working for Steam Workshop support! It needs some work to make it user friendly. To test it out, I was able to quickly change the canyon map into more of a winter scene.
The living room is only partially done. Part of the next month or two will be also dedicated to making the living room more or less a completed scenario!
I got bored for a few days and was really itching to see if I could get the game working on my Quest 3 using Steam Link. If you have a VR headset, you can add -vr to the launch options. It is ONLY A VIEWER for now. You can't place tracks or get to any menu within a scenario. You will even need to force quit the game with Alt-F4 or by manually pressing STOP in the Steam client. Enjoy!
Removed a clouds decal that was causing major performance issues.
Fixed where the favorites list could be out of sync with the available tracks.
Added an analytics consent screen.
Updated the living room model and lighting.
Fixed some menu bugs and behavior.
Added the scenarios menu to the main menu.
Fixed the unavailable in demo string.
Upgrade attributes menu no longer refreshes every time energy is collected.
Made some resource objectives harder to complete
Color grid in track options is now invisible by default.
Fixed sizing of ramp tracks in store items.
Made several tracks unlockable. Added audio and messaging when unlocking.
Fixed a bug where the train would go down the wrong side of a switch track if another track in the world was removed.
Fixed other train pathing bugs.
Added walls to the ridge straight track.
Capitalized tutorial inputs.
Added particles when placing tracks.
Changed the background for store items.
Fixed some bugs with station purchases.
Attributes in profile panel now always in the correct order.
Added icons to upgrade attributes.
Fixed the track panel animation when the game is paused.
Fixed the music double playing on level load bug.
Set the shadow splits to 4 in the canyon scene.
Added custom station costs per station count.
Adjusted many UI sound FX.
Updated the look of the title screen.
Fixed a lot of audio and visual bugs.
Textured and updated the ramps and bridges.
Adjusted the distance between cars.
Added a tooltip for the favorites button.
Enabled Jolt physics since it's much more accurate than the default physics.
Updated some tutorial and objectives text.
Fixed a possible null reference exception in the localization code.
Only the nearest train blows its horn or whistle upon spawning.
Fixed several train positioning issues.
Fixed issues with faders.
The Fader's mouse filter allows the mouse to be unblocked when it's mostly faded in.
Made the fabricator input/output text not look so harsh.
Fixed localization files that had carriage returns in the text.
Added the Very Tall Bridge to the living room as a collectible.
Added fog to the scenes.
Possible fix for an object disposed exception.
Updated a lot of graphics.
Made some slight adjustments to the medium ramp collision area.
These add a new layer of depth to the game. Previously you would just collect resources from deposits using collectors and buy new tracks. But, now some resources must be crafted in Fabricators in order to progress in the game. To use these you provide the input materials by ensuring the proper input and output storage units are attached in any order to the Fabricator.
Due to the addition of Fabricators, several deposits have been removed or replaced with other resources.
As mentioned in the previous post, You can now change the color of your trains!
While coloring them is fun, you can also use this color to determine whether a train should go in a particular direction of a switch track or not.
Enjoy!
One of the features I was very hesitant to remove for a long time was props. There are many reasons why I wanted to remove them, but the primary reason is that they in no way served the core gameplay, therefore supporting and maintaining them would steal my focus away from developing the core game. I've only disabled them, so I may at some point in the future re-enable them.
There have been lots of bug fixes and improvements. One particular bug that was driving me (and probably you) crazy was where the game would hitch slightly every few seconds. Since the game uses C# I thought it was a garbage collection issue. But, I got the garbage collection down to a very small amount, something like 1MB per minute. However, the hitch was still occurring. I finally found the issue which was a mesh that was being rebuilt every few seconds along the path the train goes, for development visualization purposes. I didn't realize turning this off only keeps it from being visible, but doesn't keep it from building the mesh. I now simply delete this object if it isn't being used.
Added fabricators
Removed all props from the game.
Fixed a major hitching issue when trains recalculate the next path of track they will go down.
Defaulted the rendering device on Windows to d3d12
Enabled baking shaders into the build so they don't compile at runtime
Energy collected now multiplied after acquiring the golden caboose
Collected energy indicator floats up at the same realtime speed regardless of speed controls.
Updated the message dialog to have a centered label and updated upgrade text.
Fixed the message dialog not showing when the scenario is completed.
Fixed a bug where if stone was collected before iron it wouldn't show up in the profile panel, except after the iron was collected.
The profile screen no longer rebuilds all buttons each time energy changes.
Profile UI now updates energy values delayed by 1 frame to prevent buttons flashing.
Refactored PlayerAttributes, primarily changed Experience to Energy.
Fixed most train crashes. Trains mostly just crash into each other when moving head on and sometimes when converging on a switch track.
Fixed back key and other input not working on options menu in the title screen.
Enabled all tracks in demo.
Camera forced to look at the track being replaced in the tutorial.
The first track in the tutorial can no longer replace another track as this breaks the tutorial.
A bridge can now be used to get onto the counter top in the living room.
Input now blocked from passing through to world on certain controls.
Added a directional arrow to train stations.
Changed the font to Lato Bold.
Made some minor edits to the tutorial.
Added a delay to opening dialogs to remove flicker in case it needs to resize.
Updated some deposits in the living room scene to account for fabricators.
Updated the UI element heights on several tracks.
Fixed the living room initial railway from having a wood collector by default.
Reduced more garbage collection.
Fixed an exception when reading curve data.
Added internal stats for speed adjusted time played and real time played.
- These will likely eventually be something the user can view.
Made showing/hiding resource icon and collector progress better.
Updated the resource icon visuals.
Adjusted some resource graphics.
Adjusted track costs.
Added a failsafe in the case that a train stops working due to a bug.
Auto collectors now auto collect after they have maxed out their accumulation.
Fixed the platform in the dirt seller to be larger
Fixed upgrade points node being visible in camera when actually behind the camera.
Fixed a UV issue on the dirt mound in the grass scene.
Renamed the resource storage and collection objectives to use the word "lifetime" instead of "total".
Changed the wood storage objective to be 2 storage units.
Made several adjustments in tracks, resources, costs, objectives, deposit locations, etc to account for fabricators.
Resource icons now visible for collectors, storage, and fabricators.
Fixed a tutorial from showing when it shouldn't
Reset the run scene to be the init scene.
Fixed some improper menu behavior.
Fixed a screen flicker when opening screens.
Updated collector and deposit graphics.
Auto collector indicator now fades at a distance and hides in spectator mode.
Cached the curve from the path 3D.
Added dropdown and color selector for station tracks.
Added a color options screen for trains.
Fixed a bug where the train could not travel down very long tracks.
Fixed a bug when changing the mode or the switch track when the train is about to go over it.
Finished UI and implemented color logic for switch tracks.
Initial implementation of color logic UI and data.
Renamed Split to Switch for code and track extension.
Added a complete bridge track. Primarily for the grassy plains scene.
Merged Station_Small 01 and 01 into just one Station_Small.
Stations now match the color of their trains.
Fixed a bug where the train and tracks could be triggered as overlapping.
Deposit tracks now need to also be snapped to another track.
Fixed a jitter bug where tracks don't spawn at the same place as the previous one.
Fixed a bug where UI elements would flash in the upper left corner on the title screen.
Added the build number to the title screen. Removed the old title label.
The user can now switch trains in spectator mode.
Added a grid sized switch track.
Updated ways to get to the help screen. Cleaned up the help screen.
Updated some of the models, scenes, and lighting.
Added a message dialog with upgrade messages and other various refactors.
Fix the train rotating strangely and getting stuck when at 5x speed.
The grid no longer shows on walls.
I want to give a quick update with some of the things we've been working on recently! Some of it will be available in the demo and some will not. Some of it is already available, and some is coming in the next update.
These updates are already live in the demo and in the full version.
By default, the track selection will be set to Simple Mode.
Simple mode: Only shows tracks that fit to the larger grid.
Advanced mode: Shows tracks that fit to the sub-grid sizes
The scenarios have been reworked to have almost every element of them align with the grid. You currently need to still switch to advanced mode in order to build the bridge (not available in demo) in the Grassy Plains scenario, but those will also be reworked to have a version of it that is grid aligned.
The following are upcoming updates that will likely be made available before Christmas! The exception is the new scenario that will be cutting it close and might not make it in by then.
Some people asked for being able to give their trains different colors, so here we are. The stations are colored to match their train as well, so you will know which train came from which station.
Currently they can just be clicked on to change them, but there will likely be a UI before it's available to the public.
I don't have anything to show for this quite yet since I'm still working out the UI details, but I'm currently working on making it so you can set where a track will go on a switch based on its color. For instance, have all trains that are blue go right and all other trains will go straight. Or, have only blue trains go straight and all other trains go right.
One of my good friends is currently working on a new scenario that is much more interesting than the current first one. Here is an outdated screenshot of it.
That's it for now. Stay tuned for future updates! Don't forget to follow either the game or the developer profile to be informed when new updates are released.
-Nathan
You can now have multiple trains running! Many people have asked for this and it's something I've wanted to add for a long time.
Actually, the code for this was already in the game, but I needed to work out some issues with it. You might have experienced this since there a bug that allowed the trains to spawn on load if you had additional stations placed.
As a pacing solution, train stations now cost more with each additional station purchased.
When placing tracks or props the camera no longer rotates keeping the object centered. Instead the camera rotation is locked so you can freely place the track or prop.
A toggle is now available in the options menu that will allow the camera to move in the direction it's pointing instead of maintaining it's height while moving. For instance, if you point the camera straight down and press forward it will go down toward the ground. By default, it will not go down, but will go in the horizontal direction it's pointing.
There's a preview of a new living room scene. Warning: This scene might change significantly before the full release of the game.
There's currently no golden caboose in this scene and therefore no way to complete it.
Pressing the escape key will back out of actions and menus as expected. For instance, previously if you had a track that you were placing and hit the escape key to drop it, the main menu would show. Now, it will cancel placing that track. If you press escape again it will then open the menu.
Resource amounts now show with their maximum amounts. Previously they would only show how much you had stored, but not how much you could store in total.
I don't want to write anything more than that, but the release notes are below if you'd like to see what has been fixed.
0.6.0 - Release Notes
Multiple trains now spawn in and out based on their station.
Camera no longer rotates when placing items, making it easier to place items.
Storage totals now show at the top of the screen.
Split tracks are now named Switch tracks.
Created an additional camera movement mode to the Options menu.
- In this option the camera moves in the direction it is pointing when in free camera mode.
The escape key now handles edit tracks, panels, then main menu instead of going straight to the main menu.
Fixed a bug where a train station couldn't be removed when loading back into the scene.
Added messaging and graphical updates when collecting the golden caboose. (not reachable in demo)
Added an "in development" living room scenario. (not available in demo)
Moved sellers under their own filter.
Added an objective for multiple trains running.
Placing additional stations now increases cost per station.
Implemented a global crash logger in order to help find and fix bugs.
Fixed a loading crash bug.
Fixed the message displayed when colored attachments don't match.
Fixed colored attachments to not allow looking to be connected.
Removed golden resets and added scenario completion/unlocking instead.
The train is no longer re-assigned to the station it runs over. - Fixes an infinite crash/respawn bug when using multiple trains.
An exception during loading now blocks saving and logs the exception remotely.
Fixed a bug where the seller tutorial could pop up while placing tracks.
Updated the structure of save data. Added a user data file.
Multiple train crashing now works.
Pause is now per level instead of per user.
Fixed a bug where the seller would get stuck if the attribute was upgraded to the number of resources stored in it.
Made the stone train car have something that looks more like stones.
Added a freight train horn.
Updated the project to Godot 4.5
Fixed the track collection objective bug, where it would reverse a completion if a track was removed.
Separated out the WASD tutorial messages into individual keys.
Switched Q and E keys to match other program 3D nav views.
Added a tutorial for up and down.
Fixed an incorrect tween delay when the timescale was not 1.
Increased the update frequency for resource amount increases.
Fixed max resource number not updating when placing or removing a storage track.
Fixed a bug where if the last storage was removed it would still show the previous amount at the top.
Cleaned up the profile and tracks panels.
The mouse only centers upon placeable instantiation if a Use button is pressed.
Pressing escape now first removes the current active track placement, then opens the main menu.
Made the "Not available in demo" panel to be less harsh.
Added a raycast check for camera movement so the camera won't go through walls.
Made scenarios visible to players.
Option sliders no longer scrollable with middle mouse.
Cleaned up the layout of the options menu.
Performance improvement for connecting attachments when a lot of tracks are in the scene.
Added a fullscreen toggle and windowed sizing adjustments.
Improved the performance for adding and removing train tracks.
Other various bug fixes
Version 0.5.0
Known Issues:
If you're using an AMD card with driver version 25.8.1 or 25.9.1, you will likely experience a visual corruption issue. Driver version 25.9.2 should resolve the issue. Here is a link to AMD's 25.9.2 driver page: https://www.amd.com/en/resources/support-articles/release-notes/RN-RAD-WIN-25-9-2.html#Downloads
Updates:
Added a cap framerate option.
Added new music and random music player.
Lowered the default music volume.
Added an objective completed tutorial.
Tutorials can now be advanced by pressing "Enter" when the button is visible.
Shortened the intro tutorial.
The tutorial button text now typically says "NEXT" unless it's the last tutorial step.
Added a tutorial for sellers.
Renamed "Tutorial Objectives" to "Onboarding Objectives"
Added a tutorial that you lose resources when you remove a storage unit.
The track rotation is now remembered when spawning the same type of track after cancelling the current item being placed.
Fixed incorrect characters in the save timestamps.
Accounted for golden reset numbers in the the profile screen.
Swapped out the hill with grass on the title screen with the dirt one.
Reorganized objectives to be more in line with the order of the game.
Fixed a graphical issue with the tracks panel.
Fixed a bug where the the profile panel wouldn't update when a seller was filled.
Replaced the train crash sound with an error sound.
Reduced the cost of auto-collectors from 500 to 250
Updated several sfx volumes.
Camera should now rotate more smoothly.
Fixed store item resource text size.
Softened panel and purchase sound fx.
Fixed some unassigned audio buses.
Added a golden caboose collected sound.
Made the golden reset button a bit smaller.
Fixed split tracks causing the train to jump from one track to the other in random or toggle mode.
Fixed the clouds decal having a line in it.
Favorites toggles no longer get control focus.
Fixed tracks not snapping to certain attachments when others are available, but farther away.
Fixed dirt seller objective from showing twice.
Fixed some graphical issues with swapping error material and existing materials.
Fixed road appearing on sides of sidewalk that don't connect to road.
Autotiling of sidewalk is now based on attachments instead of an approximate grid.
The "More Games" button now goes to the new "Game Warden Games" page.
New Music ... more coming soon.
Rocks are now removable and can be placed wherever the player wishes.
Added animated clouds
Added Birds
Added a golden caboose (not reachable in demo)
Added many more props (most not reachable in demo)
Added auto collectors (only wood auto collector available in demo)
Reticle is no longer visible in spectator mode.
Track panel filter now hides when the panel is closed.
Fixed a bug where more resources were being deducted than should have been.
Fixed track id showing in error message instead of track name.
Made the stone icon look more like the stone 3D graphics.
Fixed some bugs with sidewalk auto-tiling
Known issues:
Auto-tiling of sidewalk tiles can auto-tile if the tiles are separated a little bit
* This is already fixed, but didn't make it into this release
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Lazy Train Game, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Lazy Train Game statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.