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Full Steam announcements and update articles for this title.
Greetings, Engineers!
Update 1.3.3 for Super Loco World is now live. Introducing native full gamepad support and various changes and fixes. Full changelog below:
Properly implemented controller support — the game is now fully playable with an Xbox gamepad.
Added a loan system: you can now take a loan when you run out of money.
Added an option to disable money transaction sounds.
Emergency train evacuation is now free on Easy and Casual difficulties.
Added information about which resources carriages can carry to the pause menu.
Fixed campaign progression where the victory screen could appear before completing the Super Loco Engine step.
In Free Play mode, furniture and clothing demand in towns has been merged, allowing delivery of either resource.
In Free Play mode, fixed factory generation order (previously, rare cases could generate multiple identical factories in a row).
When multiple identical regions are available, they are now combined into a single “Create Region” button with a numeric indicator.
Fixed visuals for speed-adjusting signals.
Added light beams to all train types during nighttime.
All the best,
Andriy
I uploaded a small hotfix that fixes the issue with incorrect Depot behavior when the game is paused. Apologies for the inconvenience.
Andriy
Greetings, Engineers!
I'm presenting you a 1.3.2 update for Super Loco World. Changelog below:
Show fuel consumption when hovering over a train
Significantly improved game performance as your railroad grows
Allow multiple “check if another train is at location” conditions for AND logic in rail signals
Reworked factory reward generation in Free Play mode to improve balance
Fixed the furniture production value in Free Play mode
Increased number of visible tasks in Free Play mode from 30 to 50
All the best,
Andriy
Hotfix (1.3.1) is live. Please see the notes below:
Fixed an issue where the “town ready for level up” icon appeared when a town had reached its maximum level.
Town production and upgrades are no longer blocked when there isn’t enough space for town buildings and decorations to appear.
Andriy
Hello Engineers,
We hope you are enjoying our latest improvements in Super Loco World!
The Steam Awards are here, please could we ask for your help, and humble us with a vote in the Sit Back and Relax Award, your vote would mean so much!
Since our July launch, we’ve patched, polished, and made the game even more relaxing. The biggest addition -New Game Mode: Free Play:
· A nearly endless mode designed for long-term progression and creative map shaping
· Procedurally generated goals and resource progression
· Achieve goals to unlock new islands that you can place freely anywhere (within world bounds)
· Multiple towns you gradually unlock and develop, delivering passengers to the main (capital) town
Haven’t played since release? Now’s the perfect time to jump back in and experience all the improvements.
If you think Super Loco World deserves the “Sit Back & Relax” award, hit that vote button and help us spread the engineer vibes!
Again, thank you for all your support and feedback! If you haven't already please join our cozy Discord server, where you can share your thoughts about the game and show off what you have built!
Andriy and Curve Trains 🚂
Another quick hotfix (1.2.2) is live with fixes and improvements to Free Play Mode. Please see the notes below:
Made freeplay island slightly bigger
Fixed freeplay mode progression when you get a 4th town
Made islands generation in freeplay mode slightly more diverse
Andriy
Hello dear players,
A quick 1.2.1 update following our Free Play Mode update. Please see the notes below:
Added the ability to disable individual population-consumption rows in towns. This should give you more flexibility and, most importantly, allow you to progress in Free Play Mode when you don’t want planks to be consumed by the population so you can use them for tools.
Made Hard difficulty slightly less hard.
Fixed wagon condition titles not updating correctly when adding or removing wagons.
Andriy
Hello Engineers,
It’s great to see you all again, and I hope you’ve been enjoying your time building, and expanding your rail networks across Super Loco World.
Today I’m excited to share a fresh batch of improvements plus a new game mode!
PATCH NOTES:
· New UI Size Setting
· Areas/Regions generation improvements for more consistent results
· Increased maximum camera zoom-out
New Game Mode: Free Play A nearly endless mode designed for long-term progression and creative map shaping.
Procedurally generated goals and resource progression
On achieving goals you'll get new islands that you create freely anywhere you want (within world bounds)
Multiple towns which you gradually unlock and develop with a goal to deliver passengers to the main (capitol) town
Almost endless game mode, the only limit is map size
As always, thank you for your continued support and feedback. Your enthusiasm keeps the tracks moving forward.
Until next time, happy building!
Andriy and Curve Games🚂
Hello Engineers,
We know it’s been a little while since our last update, but we hope you’re continuing to master the art of track laying and automating railroads in Super Loco World.
I decided to take a small break from development, hence the smalldelay in updates, but I’m happy to announce I am also working on a new game mode that I'm excited to share with you in the future. For now, please see the patch notes for the latest update below!
PATCH NOTES:
Added a difficulty selection with easier and harder options with the ability to change difficulty settings during in-game.
Added Emergency train evacuation. Players can now pay 1000 and 'teleport' the train to the nearest depot. Available through the right click menu.
New Setting: Added options to disable seasons and day/night cycle.
New Setting: Added fullscreen toggle.
New Setting: Added option to pause the game after application loses focus.
Fixed train names scroll sensitivity.
Adjustments to naming in the 'station condition' panel.
Added new sounds and voiceover to the victory screen.
Andriy and Curve Trains 🚂
📢 Now Boarding: The Super Loco World Soundtrack! 📢
Passengers, your attention please! The Super Loco World Express has arrived at the platform, and it’s carrying something special: the official soundtrack!
9 tracks composed by Danylo Dunets (I-Human) are ready to whisk you away. Each melody blends calm, tranquil rhythms with a touch of wonder — the perfect soundtrack for a leisurely ride through rolling green countryside.
This is your ticket to relaxation, comfort, and a cozy musical journey. Whether you’re setting off on new adventures or just letting the world pass by outside your window, these choo choo chuuunes will keep your spirits right on track.
Now available on Steam alongside the game.
Final call: don’t miss your chance to hop aboard and let the music carry you to your next stop — tranquility!
Curve Trains 🚂
Hey Friends,
We're back with another update! The main focus is on a new game end, with a new island you can keep constructing on. We've also added a bunch of Quality of Life improvements amongst a range of fixes.
Developed a game end, with animations and a new island you can continue building on.
Added a new goal to develop Capital to Level 8.
After reaching Capital Level 3, a new tutorial has been implemented to guide players on what to do with tools produced by settlements that need to be transported to other production sites in order to upgrade them.
Updated the Depot tutorial explanation with new text and a video.
Added more Hotkeys to the game.
Adjusted some resource area upgrade requirements to be less confusing to players.
Updated the Depot Panel to notify players when a train arrives or departs..
Added a new Signal logic - Enable 'Trigger on train tail' parameter for newly created actions related to the station signals
Reworked the Station Condition panel to make it clearer and more intuitive to interact with.
Replaced the 'Wool' icon to prevent confusion with 'Clothing' resource.
Audio - Game audio will no longer mute when tabbing out, or focusing on a different window.
Reworked price formation to fix negative price for Flour and Fish for the Level 7 town.
Updated factory models and added decoration to the town.
Signal logic - When using “Less Than” in station conditions, train checks for free space/goods now properly register if the train has at least 1 slot/item.
Andriy and Curve Trains 🚂
Hello Engineers,
We're delighted to be delivering our fourth Hotfix to the game. Please see the notes below.
Slightly increased the world size.
Added a frame limit setting.
Reworked the save system The new system now allows saves to custom slots, backup saves & restoration from backup files.
Added "save as" functionality to pause menu, so player can now save without exiting the game. Players can either:
Save gameplay to currently used save slot.
Save gameplay to any empty save slot.
Each slot can now hold 2 saves. One manual, and one auto save (created if played for 10+ mins).
Players can then keep the automatic save by moving it into an available save slot.
Added Load save file function to pause menu.
Fixed a bug that would allow you to give multiple trains the same name. If you now try to put in a name that is already in use it reverts back to one of the default random names.
Fixed bug whereby regions overlapped (Town and Flour).
Fixed a bug whereby removing a single train name (from name condition) also removed other train names as well.
Fixed a bug whereby if a refuel post was built near station signal, it removed existing signal logic.
Fixed a bug when after a station was destroyed, signals nearby were still controlled by the destroyed station.
Please keep your feedback coming!
Andriy and Curve Trains 🚂
Hello Engineers,
I'm delighted to confirm that today Super Loco World receives its third Hotfix, addressing feedback you've shared on Discord and in your reviews.
Here's what's in the latest Hotfix:
Added inverted logic for goods related conditions. Players can now set goods-related conditions using both "More than X" and the newly added "Less than X" logic, allowing for more precise control
Depos have also been upgraded with dual stop signs for each direction, improving ease of use
Fixed a bug that caused trains to freeze during flour station upgrades
Please keep your feedback coming, we're working hard behind the scenes to address more feedback and suggestions. Stay tuned!
-Andriy
Hey Engineers,
We're back again! Thank you for all of the feedback you've provided to us so far, its really helpful to ensure we can be reactive with our updates. Read on for a breakdown of our latest Hotfix...
Fixed a bug when it was impossible to build a station in an overcrowded region (happened with super loco region)
Improved Depo UI including color selection. Added tiny smoke animations for all depo interactions with a train
Let player type a custom name for a train in a depo
Here are also some short-term plans we’re working to deliver in the near future:
A tool for emergency train evacuation to the depot (for a small fee)
Inverted logic for goods-related conditions. Currently, it only supports "More than X" — we plan to add an option for "Less than X"
Display somewhere a tip with a list of wagons and the goods they are carrying
Ability to save to a different slot
More settings: framerate limit, windowed mode
Tutorial improvements — specifically, new buildings and mechanics will be unlocked as you progress
More updates are on the way, so stay tuned!
Curve Trains 🚂
Hello Engineers,
Thanks for playing so far. We hope you're enjoying your time in Super Loco World! We're Just dropping by to let you know you can now update the game with our first Hotfix.
Fixed an issue with Warehouse traffic lights displaying an incorrect "Signal has no action" icon when an action has been set.
Curve Trains 🚂
Hello friends,
I'm thrilled to announce that today my game Super Loco World is officially launching as part of the Steam Automation Fest!
This is a very important and exciting moment for me — you never know how the audience will react to your game. Maybe everything will go well and I'll continue making indie games, or maybe I’ll have to get a “real job” (haha). But regardless, I’m proud of what we achieved with our tiny team (core team of 2). And while it might sound cliché, this is truly my dream game. I had this idea for a long time, and it’s exactly the kind of trains game I was always missing.
I admit that Super Loco World Demo wasn’t perfect. But we gathered and carefully analyzed all your feedback to fix problematic parts of the game. So let me share what was changed in the full game compared to the demo.
The main issue almost everyone pointed out was the tutorial. So we completely overhauled it — now it includes video guidance and is split into separate step-by-step lessons to help you better understand basic gameplay concepts. We also added contextual hints about how to automate railway signals.
Another big change was reworking one of the demo’s core mechanics — island creation. It sounded good on paper, but in practice it added unnecessary complexity and made late-game logistics clunky once you had multiple islands. So in the full game, you’ll play on one large island. And instead of creating new islands, a new and more elegant mechanic has been introduced: you choose where to found a town and where to place production regions. Of course, there are some restrictions — for example, lumber mills can only be placed near forests, and the fishing industry must be created near the ocean.
On top of that, we made numerous small UI improvements, fixed most of the bugs and annoyances we could find, and even improved the graphics a bit. I’m sure you’ll notice and appreciate all these changes in the full release.
We’re planning at least one major update after launch that will include everything we wanted to add on release but didn’t have time for. More specifically:
Accessibility improvements, including key rebinding and updated save system
Difficulty settings, allowing both easy mode (e.g. transparent trains or infinite money) and harder game mode where you’ll have to count every coin
Smaller improvements, like being able to take a loan when funds are low, and a display showing your current economy status
I also see great potential in extending the game with additional objectives, gameplay scenarios, or even entirely new game modes. But I don’t want to promise anything just yet — first, I want to make sure you have interest in continuing to play Super Loco World after the main campaign is completed.
Thank you for all your support and feedback! I’d also like to invite you to our cozy Discord server, where you can share your thoughts about the game and show off what you’ve built (I seriously can’t wait to see it!).
So, if you’re into logistics games, automation, or just appreciate unique and unusual games — go get Super Loco World!
- Andriy
Hello, Engineers,
We’re excited to finally share some big news. Super Loco World officially launches on Monday, July 14th.
It’s been a long journey to get here, so we’re incredibly excited for you to get your hands on the final experience. Filled to the brim with tons of automation, effortless building and dynamic economies that will shape your railroads, we hope you enjoy it all. Get ready to cozy up and let your automated train dreams run wild in just 2 weeks!
We’d also like to say thank you so much for your support so far. It has been great to see all the positive messages and feedback from the demo. Don’t worry, there’s still some time to check it out if you haven’t already!
Mark your calendar and get ready as launch day is just around the bend! Make sure to wishlist to be the first to get hands on with the full game and join the Discord community here to exchange tips and tricks!
Curve Trains 🚂
Hello, Engineers!
Firstly, we want to extend a huge thank you to everyone who has played our demo! Your feedback and suggestions are incredibly valuable as we work to refine Super Loco World ahead of its launch. We recognize there are elements of our tutorial/instruction elements that could use some improvements, and we’re actively implementing additional guidance in the demo and for the final game. Your feedback is crucial, so please keep it coming!
Here's a quick overview of what we’ve addresses so far, and we’re just getting started!
Tutorial improvements
Rail signal UI improvements
Added missing escape functionality to UI prompts
Improved train UI
Newly added manual override to traffic lights
Substantially increased train interaction zone for depots
Small rephrasing adjustments in tutorials
Trash icon added when erasing items to avoid it being mistaken for a close button
Extended the demo with an additional island and extra goal to level up your town to level 4
Added correct Discord link
Moving camera now possible with keyboard in the first tutorial
Thank you for being a part of this journey with us, together we’re building something we think is special, Super even!
Wishlist and follow us here on Steam to stay up to date with all things Super Loco World!
Curve Trains 🚂
Hello, Engineers!
We hope you’re enjoying your time in Super Loco World so far. We're dropping by with a thank you from Andriy along with an update to the demo. We've been listening to you and we've made a few changes based on the feedback we've seen so far.
"Thank you for picking Super Loco World among hundreds of other great games at Steam Next Fest! This is an exciting moment for me as it's the first public appearance of the game in over a year of development. Not everything went perfectly, I am aware of the tutorial and usability issues. Fixing those issues has been my priority in the last few days. I hope the most critical problems have been fixed in the latest 0.7.7 update which was released today. More to come, so please stay tuned!"
Tutorial improvements
Rail signal UI improvements
Added missing escape functionality to UI prompts
Improved train UI
Newly added manual override to traffic lights
Substantially increased train interaction zone for depots
Thank you again for taking the time to check out Super Loco World. If you're enjoying it, make sure to Wishlist the game to be one of the first people to find out more information as it comes in!
Curve Trains 🚂
Hello, Engineers!
Look, it’s our first piece of news – that’s exciting! First of all, thank you so much for taking the time to check out Super Loco World, it means a lot to us. Secondly, welcome! It’s an absolute pleasure to have you all aboard, and we hope you enjoy the journey ahead. We’ve got some exciting news to share as part of our first message...
We’re happy to announce we’ve just launched a Demo version of Super Loco World that you can play right now! Check the link below to start playing.
Furthermore, we’re going to be in Next Fest! We know there’s always a huge selection of games to choose from during the event, so if you do have the time to check out Super Loco World, we’d be incredibly grateful.
It’s a unique passion project, made primarily by Andriy Bychkovskyi with the help of a small team, including: Vitalii Hyhorash - a talented 3D artist who is responsible for the gorgeous graphics, Serhii Tronchuk – A fantastic sound designer who implemented the mind-pleasing SFX, Danylo Dunets – the mastermind behind the relaxing soundtrack and finally Roman Yanchyshyn – a programmer who helped with shaders and post effects to give the game those finishing touches.
In the Demo version of the game, you’ll be able to access all functionalities, including:
Track construction
Train controls, track controls
Goods delivery
Island creation
Rail signals automatization
Trains refuelling
So, what is Super Loco World? Well, let us start by saying it isn’t your average train game. It’s a relaxed, yet surprisingly strategic experience where building, automating and optimizing your rail empire is at the forefront of this cozy adventure.
Effortless Building - Lay down tracks with ease using intuitive tools that feel like painting on an island canvas, making it easy to redesign and improve your routes as your cozy empire expands.
Smart Automation - Set up smart rail signals, logic-based stop signs, and dynamic junctions to keep your fleet flowing. You know what they say. “The more you automate, the more you... your... deliveries... won’t be late?”. That’s good enough, right?
An Evolving World - No two games are the same thanks to procedurally generated maps and economies. Villages grow and demand increases, so make sure your network keeps up with your ambitious expansion.
Super Loco World's relaxing pace, soothing music and effortless construction belie an in-game economy that will test even the shrewdest businessperson and automation savvy industrialist.
Check Out the Dev Dairy below to delve behind the scenes and find out what inspired him to create the ultimate cosy, automated train experience.
Remember, if you like the look of the game hit that Wishlist button, it really helps us out!
Curve Trains 🚂
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Super Loco World - Cozy Train Automation, 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 Super Loco World - Cozy Train Automation 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.