- 0.7.15 - A tiny patch to the tutorial - 9 August 2026
Our focus with this update has been the tutorial. We have edited it for clarity, fixed some bugs, and extended it to teach one-way orders.
- 0.7.13 - Fixing a crash - 20 July 2026
This update fixes a crash that occurred while removing a stop from a service that had trains very recently added to it. It is a rare case, but it accounts for all crashes in the last few versions of Iron Roads.
- Builder Mode - 11 July 2026
This update adds Builder Mode for those who want a more relaxing experience when creating their network. It isn’t challenge free, as you must still keep queues down, but you no longer need to worry about travel times. We also fixed a bug with the layout of the monthly challenge screen, tweaked inertial scroll, and we have worked on the tutorial.
- 0.7.10 - minor fixes - 15 June 2026
There are a few bugfixes in this updateWe fixed a bug with the option to edit all trains on a service at onceClicking on a train with some tools selected would not always select the train, we’ve fixed thisWe have removed a crash in Futura that could occur when completing contracts in a specific orderWe’ve also added a button to follow your trains around the network. This is for no purpose other than the satisfaction of taking a tour around your map!
- 0.7.9 - Usability patch - 1 June 2026
This is a quality of life patch that improves the usability of the UIWe’ve added a UI scaling option so you can customise the size of text and buttons in the gameYou can now upgrade all trains on a service in one go, no need to work through each train in a service now!Town descriptions are hidden in challenge modeWe’ve made some edits to clarify text, especially around the tutorial Thanks to all those who have sent us feedback!
- Start your Engine Festival - 12 May 2026
There are 86 games in total, many with significant discounts, some with new demos, and all sorts of interesting announcements. There is a trailer below, and you can take a look at the festival here!
- 0.7.7 - Bugs, Balance and Beautification - 15 April 2026
We have two goals with this patch: to fix some of the tougher bugs on our list, and iterate the balance a little based on feedback from iOS release. For example, many people have run out of platforms to build out their network in endless, but have a surplus of power, so we’ve increased platform rewards and nudged down power generation. There is more work to do on this, so we’ll continue to iterate in future updates as we play more with the new balance changes.The highlights of our fixes:The currency indicators have been clarified a little to avoid them bleeding into the map (shown above)The crash in futura that occurred if you achieved one star without researching perfume is goneWe fixed a bug with toggling custom cargo loadouts beyond the 32nd entry in the listWe stopped trains spawning on a platform just outside a nonstop zone that another train is routing to. I realise it is tough to…
- 0.7.6 - Bugfixes - 24 February 2026
The only gameplay change is that research progress is no longer shared between scenarios. This way each scenario stands alone as an experience, and scenario research behaviour is aligned with that of Endless mode. Other than that:We fixed a bug with scenarios where cargo chains could stop working after reloading a save. If that has happened to you reopening that save in 0.7.6 should fix itWe fixed a bug that could cause perfume notifications to be shown too oftenWe fixed a lockup that could occur if you manually duplicate files in the save folder Thanks as always to those who have sent us feedback leading to these fixes!
- Hotfix to solve a few crashes - 17 February 2026
Iron Roads released on iOS a few days ago, and such is the scale of the App Store more people have played in the last few days, than in the last few years. The larger player base is heartening, but it has unearthed a few well hidden crashes that we are fixing with this small patch- There is a fix for a bug that could cause a crash with long trains exiting non-stop zones- Drawing stations off the edge of the map is now disallowed, as it caused a crash
- Iron Roads on iPhone - 12 February 2026
After a year of feedback and updates, we are now in a position to expand the Early Access version of Iron Roads to mobile platforms. Today we are excited to release it on Apple’s App Store for iPhones, iPads, Mac and Apple TV!We need a bit more time to polish the Android version so that will arrive in April.This doesn’t change anything for Steam players. The game is identical across all platforms, with the only difference being in the interface. We will continue to develop it as we have been, keeping all platforms in sync. We have also taken this opportunity to refresh the Steam page with new screenshots and an updated video!With mobile in mind, we’ve also added Cloud sync for save games. If you sign in with Discord to both Steam and Mobile versions, your save game is synced across devices. This also works if you want to synchronise the game across different Steam copies.
- 0.7.5 patch - 10 February 2026
0.7.5 is a small maintenance patch ahead of mobile release on Thursday!Iron Roads will now switch out of gamepad mode if you use mouse or keyboard, and back again when the gamepad is used. This should make it easier for those who are mixing inputs. This patch also fixes:A bug with Desert Dew scenario where aluminium was being created rather than Desert Dew!A bug with nonstop zones that broke stations with nonstop zones at each endA formatting error with growth notifications
- Controller Support - 1 February 2026
The headline feature in this update is controller support. With a controller plugged in you should see the Steam Deck control icons appear onscreen. This is brand new, so if you have any issues with us, please get in touch!Currently we haven't tested this with controllers other than SteamDeck and Xbox, so if you are using a playstation controller, or a nintendo pro controller, and you have issues, please get in touch as we'd love to support all controllers,Resource changesSince Beta 3 perfume was required to grow towns, but it was not required to maintain them. The same has long been true of train parts. Unfortunately this led to those resources stockpiling. To solve that:Perfume is required to maintain large towns. If you fail to supply it to them, they will shrink!Train parts are required to maintain more advanced trains and keep them running wellThis improves the late game, as you ne…
- Beta branch update - Bugfixes and Controller support - 26 January 2026
The headline feature for the update we are currently testing in the beta branch is controller support, but we've just pushed a new build to that branch to fix a number of bugs:Save games are trimmed in size, some history is now removed from graphs, but large games load and save much faster. This also removes an occasional crash with very large gamesThe town badge highlights passengers that have been waiting too long by showing the number in red and bouncing the icon An issue where the perfume contracts would not complete has been fixedThe edit service will now show an add town button when a stop is beneath is so you can add that more easily!The R&D count is shown on the research screenThere is back button on train info screen so you can more easily check statistics when buying a trainTo access the beta branchOpen the Steam client library pageRight-click on your copy of Iron Roads in the…
- Controller support beta test - 11 January 2026
The first build of Iron Roads with Controller support is up on the Steam `beta` branch. This is largely aimed at Steam Deck users, but it should work for any controllerIf you are interested in trying itOpen the Steam client library pageRight-click on your copy of Iron Roads in the lirary page and select PropertiesChoose the Betas tabClick the Beta Participation dropdown and choose beta-testAs always, we'd love to hear your thoughts if you try it!
- Fixing some zoom issues with Beta 3 - 23 December 2025
This is a small patch to fix some issues with zoom in Beta 3The aspect ratio of the initial map now matches the aspect ratio of your screen, which means that zooming out fully will now show you the full map when you startZooming is no longer capped, you can keep zooming until you see the entire map. If that means you go beyond the boundaries of the map, clouds are shown as shown in the screenshot belowThanks to those who sent us such feedback about this!
- Iron Roads - Beta 3 - 18 December 2025
If 0.6.7’s Quality of Life fixes were the crowd pleasers of Early Access patches, then Beta 3 could be thought of as Iron Roads’ difficult second album.In the biggest set of gameplay changes since Early Access launch, we have changed Iron Roads' default play mode from scenarios to the new Endless mode. Endless mode represents a new, randomly-generated play mode, in which you start with just three towns needing connection. If you serve them well, they expand and you are rewarded with R&D tokens that you can exchange for map expansions to add towns and systems to your map. Start small, end devilishly complex!What if you really liked scenarios, I hear you cry out? They are all still there, along with the time-bounded monthly challenge - we just don't expect players to be playing these by default and as the main gameplay.Why we made these changesFeedback from players revealed a few issues w…
- Beta update: lots of fixes and we've added a difficulty levels - 29 November 2025
The first gameplay change in this build is that towns require a continuous feed of perfume to remain above a certain size, they don’t just need it to grow. Without sufficient supply of perfume your towns will eventually shrink! This build also adds Snowy and Desert biomes. Desert is effectively a Hard mode, with less time to transport passengers, and stricter resource requirements. Conversely Snowy is the Easy mode, however with towns growing more easily, you quickly end up with a lot of passengers so it can become Crowd control mode.... This build also has a lot of minor fixes. Including: A new pause screen Currencies are shown gradually as they are needed We have fixed the description of the Aether to correctly identify it as a railbus, not a DMU We have fixed the scroll on the train screen
- The 100k passenger update - a Beta branch patch - 17 November 2025
A tester recently shared an interesting save game with around 100k passengers and cargo units on the board. Unfortunately it was running a little slowly, but it has been a great test case to improve performance. This update to the `beta` has a number of performance improvements for large games. It also fixes: A bug that could cause inconsistent train display, and eventually a crash (introduced on the `beta` branch) UI scaling on larger screens A bug that could double charge for track when extending platforms Thanks to all those who have given us feedback on the current `beta`, please keep it coming! If you have not yet tried the preview of Beta 3 and would like to, there are notes on how here.
- Iron Roads Beta 3 playtest - 7 November 2025
If 0.6.7’s Quality of Life fixes were the crowd pleasers of Early Access patches, then the update we’ve been working on recently could be thought of as Iron Roads’ difficult second album.In the biggest set of gameplay changes since Early Access launch, we have changed Iron Roads' default play mode from scenarios to the new Endless mode. Endless mode represents a new, randomly-generated play mode, in which you start with just three towns needing connection. If you serve them well, they expand and you are rewarded with R&D tokens that you can exchange for map expansions to add towns and systems to your map. Start small, end devilishly complex!If you'd like to try Endless mode, we'd love to hear your feedback. We have pushed a build to the beta branch - there are notes on how to try that hereWhat if you really liked scenarios, I hear you cry out? They are all still there, along with the ti…
- Beta 2 - Major Quality of Life update - 22 August 2025
All our recent patch notes seem to contain a variant of A big update is coming, but we aren’t quite there yet…, so it is with relief that I can tell you this particular butterfly is ready to emerge from its chrysalis, with quality of life fixes in tow.Create routes directly on the mapNo more need to memorise town names! When editing a route, buttons will appear directly on the map to add a town to the end of the route. The old UI remains to fine tune the route, but for the most part you won’t need to use it. Town screen overhaulThe town screen is an interesting problem for a designer. Iron Roads’ minimalist aesthetic is a core part of its identity, but for the game to have depth, players need information on how their network is performing. The town screen had become a dumping ground for us to add in this detail, and the screen had become crowded over time. The most important question th…