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Shane's Trains

Shane's Trains Steam news

Shane Ewing | Apr 24, 2026 | game

Released

0players observed · 25 September 2026 - 12:33:19 UTC

CasualSimulationStrategyEarly AccessSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive

Shane's Trains news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak1
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score100% positive
  • Total reviews1
  • Release dateApr 24, 2026
  • DeveloperShane Ewing
  • PublisherVerveForge

Genres: Casual, Simulation, Strategy, Early Access

Company pages: Developer: Shane EwingPublisher: VerveForge

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Shane's Trains Steam news

Shane's Trains news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Shane's Trains 0.2.1 - Visual Polish & Motion Fixes - 24 May 2026

    Bug fix - train movement stutter (regression since v0.1.7) Trains at 1x and 5x speeds appeared to "snap forward" every game-minute (~60 wall-seconds at 1x, ~12 seconds at 5x) instead of moving smoothly. The frontend interpolation was gated on the game-minute counter from a pre-lockstep multiplayer design; now refreshes on every tick. - Smooth motion at every speed multiplier. - Backend physics were always correct - this was a frontend display bug only. Saves, economy, signal logic all unaffected by the prior behaviour. - The bug shipped with v0.1.7 when realtime speeds were introduced. Players running at 30x, 60x rarely noticed (game-minute boundary fires every 1-2 seconds); players at 1x, 5x got the worst of it. New - station hierarchy on the map Stations were previously uniform circles regardless of importance. The simulation already knew which were major hubs; the renderer just didn'…

  • Shane's Trains 0.2.0 - Multiplayer (Beta) & Economic Realism - 24 May 2026

    ⚠️ MULTIPLAYER IS BETA - please read This release ships the first public version of multiplayer. The simulation core (network, economy, region access fees, end-of-day rollup) has been reworked to run identically on every peer, and the major architectural questions are settled. That said: this is a brand-new system with a lot of moving parts. You should expect minor issues - UI states that don't quite refresh, edge cases in disconnect handling, occasional desync warnings, lobby-flow quirks, balance numbers that still need tuning. None of this should corrupt your saves or your single-player map edits, but the experience won't be as polished as the rest of the game yet. PLEASE REPORT WHATEVER YOU HIT via the Steam Discussions board. Logs, screenshots, "I did X and Y happened instead of Z" - all useful. Feedback this round directly shapes the post-beta hardening pass. New: Multiplayer (Beta…

  • Shane's Trains 0.1.7 - Real Time & 3D - 3 May 2026

    New: 3D map view Toggle in Settings → "3D Map". Camera tilts to 50°, buildings rise from the basemap as 3D extrusions. Trains and carriages render as proper 3D boxes, leaning with the perspective. New "3D Train Size" setting (Small / Medium / Large) - multiplies box dimensions ×1, ×2, ×3 for visibility at low zoom. 2D mode is unchanged: dots and dashed carriage trails work exactly as before. New: Follow Train chasecam Click "Follow" on any active train (or in the train panel) to lock the camera onto it. Camera pitches to 70°, swings to align with travel direction, and tracks smoothly through curves. Bearing is lowpass filtered to avoid waypoint snap rotations. Press ESC or click "Exit" in the onscreen banner to release. Best paired with 3D mode and a realtime speed for a cinematic ride. New: Speed readout above every train Cyan "NN km/h" pill follows each moving train. Hidden at low zoo…

  • Shane's Trains 0.1.6 - 30 April 2026

    Map engine rewrite - Replaced Leaflet + protomaps-leaflet with maplibre-gl-js + @protomaps/basemaps. - Fixes the long-standing freeze where rapid zoom/pan would stall the GPU compositor and lock the window. - All six map themes restored (light, dark, white, grayscale, black, contrast) with full Protomaps flavor palettes, no more sharp cutouts at high zoom. Map editor port - Map editor rebuilt natively against the new engine; overlay no longer drifts from the basemap when panning/zooming. - Track waypoint editing is now GPU-accelerated: snap reference dots render as a single circle layer instead of 1,600+ DOM markers. - Selected track uses a dedicated source so dragging a waypoint doesn't retessellate every other track on the map. - OSM import (Overpass) and OSM trace (A* path along OSM ways) preserved. Visual systems - Weather overlay (clouds, rain, snow particles) ported to maplibre pr…

  • Shane's Trains v0.1.4 — Patch Notes - 27 April 2026

    Economy Rework + End-of-Day Summary This patch is the biggest change to the economy since launch, based on player feedback that nightly costs felt opaque and disconnected from what the player was actually doing. Added: - End-of-day summary screen. When the in-game day rolls over you'll see a full breakdown of the day's revenue (tickets, retail, government subsidies), costs (train operating, fleet, driver salaries, station/track maintenance, loan payments), passengers delivered and reputation. No more guessing where the daily £xx,xxx went. The summary is suppressed on Very Fast speed where days fly past too quickly to read. - “Today's Breakdown” panel in the Economy tab. Live, expandable view of every revenue and cost category for the current day - same data the end-of-day modal shows, just always visible if you want to track P/L mid-day. - “Disable Upkeep Costs” sandbox toggle in the le…

  • Shane's Trains v0.1.3 - UI Polish - 27 April 2026

    Quality-of-life improvements based on player feedback. Lots of small things to make the start screen and save management feel as nice as the rest of the game. - "Continue last save" is now the main element on the start screen. When you have an existing save, it's front and centre with a large Continue button - no more hunting for it below the new-game options. Save details (mode, balance, in-game date) are shown prominently. Starting a new game is still right there as the secondary option. - "Browse all saves" no longer loads you into the game first. Clicking it now opens the save selector directly on top of the start screen, where it should always have been. Cancel just dismisses the dialog and leaves you on the title screen. - Save manager redesigned to match the start-screen visual language - gradient backdrop, cyan-accented borders, Oswald display fonts, hover highlights on save row…

  • v0.1.2 — Zoom freeze fix + improved diagnostics - 26 April 2026

    - Fixed: game freezing for ~1–2 seconds when zooming the map - Improved: freeze log now captures visual stalls (not just JS hangs), with a tighter 3-second detection threshold - If you experience any remaining freezes, the log at %LOCALAPPDATA%\scottish-rail\freeze.log will now contain useful diagnostic info — please share it when reporting Thank you for the continued support and bug reports!

  • Shane's Trains v0.1.1 — Patch notes - 25 April 2026

    Fixed - Trains bouncing back and forth at single-platform stations (e.g. Eskbank). Trains arriving when the platform was already busy were oscillating between the station boundary and a holding point instead of actually waiting. They now sit still and enter cleanly the moment the platform clears. - Trains incorrectly held by oncoming services on double-track. The "is this platform busy" check was counting trains heading the opposite direction as occupying our platform-side. Routes through stations with bidirectional services should now flow as expected. - Single-line section passing. Two trains running in opposite directions on the same single-line route used to either get stuck or pile both into the same platform unrealistically. Trains now wait at their previous station until the destination platform is free, then proceed, effectively making each station behave as a passing point. A b…

Patch notes and updates

S.noRelease datePatch nameGID number
124 May 2026Shane's Trains 0.2.1 - Visual Polish & Motion Fixes1833334318576141
224 May 2026Shane's Trains 0.2.0 - Multiplayer (Beta) & Economic Realism1833334318576075
33 May 2026Shane's Trains 0.1.7 - Real Time & 3D1831432155575831
430 April 2026Shane's Trains 0.1.61831432155569592
527 April 2026Shane's Trains v0.1.4 — Patch Notes1830797770243726
627 April 2026Shane's Trains v0.1.3 - UI Polish1830797770243339
726 April 2026v0.1.2 — Zoom freeze fix + improved diagnostics1830797770240168
825 April 2026Shane's Trains v0.1.1 — Patch notes1830797770239038

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