

Too many crossings may make your designs not viable.
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We are also supporting Steam Workshop mods from day 1 and we can't wait to see what train designs modders come up with.” The developer is active in the Steam forum and in our own Discord server and directly answers questions from players. The feedback we get from our players will be invaluable to steer the development of the game. “We will regularly publish new versions, documenting the development process, gameplay changes and additions, for our community to play. How are you planning on involving the Community in your development process? “There will be a small price increase after Early Access.” Will the game be priced differently during and after Early Access? But keep in mind it leans heavily on the sandbox aspect, lacking in more guided gameplay features like a campaign mode.” All areas of the gameplay as described in the store description are present starting from the first public version.
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“The game is fully playable, both as offline single player and as cooperative multiplayer. What is the current state of the Early Access version?
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How is the full version planned to differ from the Early Access version? That said, this game has ambitious goals, and we would rather push the final release date down the line, and stay in Early Access, than impose a hard deadline on its development.” “Developing our current roadmap will take roughly one year. Early Access will both give us the extra time, and the feedback from a community, to make the best possible game.”Īpproximately how long will this game be in Early Access? There are still many interesting features left to implement, test and polish. Early Access will help the development of the game by proving our concept in front of wide audience. Of wanting to blurry the lines between a game and a real world design tool. NIMBY Rails was born out of the desire of playing a game without these limits. After playing thousands of hours of transportation simulation games, we were left wondering what could happen if some of the traditional limits of the genre didn't exist: in map sizes, track layout complexity, or train scheduling. “NIMBY Rails is both our most personal, and most ambitious game.
