Are you watching, Dovetail?
Yes i was following that sim growing since years, its impressive and superb and visually and sound perfect. About visuals its stunning because no less no more effects than need. Saddly exist many games that are pretty and cool but they oversaturate the effects in a way that looks to sell more new gpu than trying to make the visuals real. This one, no, its perfect.
Because being a japanese product to sell out from japan (exporting) we have a tiny problem here, we cant have from them real routes and real railway companies. In japan exist strong laws that not allow internal products being exported with commercial logos of japanese companies etc.
Its why for example their internal atc sims have all the companies and liveries correctly represented, but the international version no
I thought I was on my morning commute for a minute there.
Hearing that this was done by one person, as opposed to a team like Dovetail, and that those with early access are reporting amazing visuals as well as framerates, means I will almost certainly end up grabbing this even if only on general principal to support a noble effort.
ditto.
More bizarre Japanese releases are ALWAYS welcome. They always have some fun niche titles.
Video creators opinion:
Today I want to talk about a topic I have thought about in the past and has been brought back into my mind by the release of Running Train.
Why do games developed by individuals or small teams often beat games that have been developed by large studios?
Running Train has been created by one single guy and is probably one of the best simulator games I have ever played. How is this possible?
This looks amazing. Want to support the single (!) developer on this one, even if not a huge train fan. Amazing progress so far in EA already.
Looks great and runs smoothly at 1080 with all the graphics options maxxed out even on my six year old (semi) potato of a PC
Not a lot of ‘track’ yet. But as an early access game for less than $30 dollaridoos… I would have given that to a kickstarter for an indy developer to do this.
It’s a nice game so far, and got its first patch already which is a good sign.
I got it working in VR with the UEVR praydog mod. Works ok with DLSS / DLAA on a Oasis driver HP G2. Here’s the steps I used:
1 - Downloaded uevr.zip into a folder from the latest nightly build of praydog’s UEVR: Releases · praydog/UEVR-nightly · GitHub
2 - Downloaded a helper DLL and put it in the uevr folder from above of this (it tricks UEVR to see it as a different game on a similar version of UE for now): Releases · joeyhodge/UEVR · GitHub
3 - Ran UEVR and did the inject with the game running. I used with ‘OpenXR’ and had to start with a broken VR Rendering Method of ‘Native Stereo’ and then flip it to ‘Synced Sequential’. If you go straight to ‘Synced Sequential’ it gets the in-train resolution incorrect (so you have a black box around your view), so go to the (broken) Native first and then flip it to sequential to get it going nicely.
4 - With the UEVR menu up (if not press keyboard Insert key) then use a controller with right trigger and the sticks to move default camera position to get a comfy seat view.
With a 5080 and DLSS/DLAA it struggles but works. The ‘Synced Sequential’ is killing it, but then I had everything turned up which doesn’t help. DLSS Quality and the upscale would probably work better.
I am a terrible train driver, I can literally hear the people sighing with disapproval as I stop about 10 meters past the platform..



