Mashinky
by Jan Zelený · 6 Oct, 2018
21 downloads
Multiplayer · Cracked Only
Cracked Co-op Only
Online works only between cracked copies — you can't join official servers or players who bought the game.
ProtonDB: Gold
2.0 GB
Indie
, Simulation
, Strategy
, Early Access
Added
8 months ago
Updated
4 hours ago
CSF + OFME
About the Game

Mashinky is a brand new transport strategy game from Czech developer Jan Zeleny. Zooming through gorgeous landscapes, utilising a traditional isometric construction mode and mastering a unique board game-like gameplay, you'll find yourself immersed in the task of building your own transport empire on a procedurally generated map.

The game is a unique blend of realistic graphics combined with an isometric construction mode and boardgame-like rules.

Players start the game in control of a transport company. They must lay tracks on difficult terrain, research and buy new vehicles, manage routes and compete against economic rules to make as much profit as possible by transporting passengers and various cargos. This makes for a challenging simulation game requiring the player to consider all elements of business to be successful.

Players can switch to an isometric construction mode inspired by the very best strategy classics. This is a grid based map where every change of traffic layout is a rewarding puzzle. You can build simple tracks connecting just two stations, or design sophisticated networks using junctions and signals to maximize efficiency and performance.

As the game progresses, you’ll need to extend and customize your transport empire. You can upgrade industry buildings, stations and depots in various ways, and improve your trains using new engines and special wagons. Each upgrade offers a unique bonus; greater capacity, new processing rules and even new cargo types. Players can develop their own strategy to suit best the network they're building.

With the innovative viewing modes, you can ride one of your trains or watch the operation of the network you have built. You can exit construction mode at any time to dive back into the beautiful landscapes and detailing of the 3D world. You can see your track network from a different perspective, or even jump into one of your train and enjoy the ride.

For the Early Access release, we've prepared already first 5 eras out of 7. As EA progresses, we will introduce more eras so in the future, you’ll progress from the Age of Steam through the modern world and into the future. You’ll encounter new industries and vehicles in each era. Villages will grow to become cities, new infrastructure and upgrades will become available. It is up to you how you use these new features to build your transport empire. From humble beginnings, you’ll build a vast transport network using everything from steam power while moving cargo like coal and wood to - will be introduced to the game in the future - maglev supertrains delivering futuristic electronics.
Screenshots
18 images
Version Information
Steam Patch Notes
Official update history
On the site: Build 23516684
Up to date
Numbers in names
- Station names uses modable suffixes instead of numbers
- Routelist names uses "Line" instead of vehicle name (which was confusing after reassigning routelist or removing the train)
Fixes for Tooltips
- Fixed 274 missing tooltips
- Fixed many wrongly assigned tooltips (bug #170)
- Prolonged tooltip appear delay from 1s to 3s
- Fixed bug #864: Wrong tooltips
Fixes for Visual issues
- Sometimes gaps between wagons and or locomotives
- Wrong garbage range displayed over the station
- Track end sometimes appeared on the wrong altitude
- Exit icon in prompt when exiting from the app
- Fixed bridge to station smooth transition (bug #178)
- Select vehicle just by its 3D label renders its highlighted version properly
- Fixed when train has red (invalid) path, it refreshes path every new tile instead of every junction (the result is the same, but it looks better, less confusing)
- Fixed bug #837: Speed of crocodile rods animation
Fixes for Performance
- Performance fix: wrong cache misses when using instancing
- Fixed performance for far-ambient rebuild requirements
Fixes for User interface
- Goto button sometimes pointed to map corner instead
- Fixed writing dot into input boxes (bug #877, bug #908)
- Text box when starting with end of line char
- Added: when save game in save dialog, proper line is selected and scrollbar moves to its destination
- Fixed bug #875: Edge scrolling caption ("screen move area" was misleading)
- Fixed driver mode track prediction visualization
- Added MP settings controls in new game and new scenario enabled/disabled according to choosen MP mode
- Modified building upgrade buttons automatic size (and window width as well)
- Fixed proper selection of sub tile quarters in some cases
- Power plants shows power capacity pre-production
Fixes for Gameplay
- Generator for the towns and industry now has wrap functionality and random start point. It should lower possibility of overlapping industry as well as accumulating on map borders
- Fixed bug #897, bug #892: trains preferes track where it gets closer to the destination with new penalty equal remaining distance to the destination.
- Fixed bug #882: Train was sometimes slowed down on yellow chain signal even if path does exist
- Fixed bug #878: Airport stands could by placed over each other (it is allowed, but only for building parts)
- Fixed bug #865: In manual driver mode, vehicles do not detect station properly and cannot unload/load
- Stop provides cargo to the vehicles missing the least cargo to leave instead of vehicle index
- Fixed bug #849: One depot mode now allows removing of depot parts, unless it is removed completelly
- Fixed bug #834: Rotation of post office when placed in editor and later spawned in game
- Fixed one way signal refresh in opposite direction when vehicle forced by ignore signal
- Fixed planes pathfinding (preferes to land later but spend minimum time on runway)
- Fixed planes pathfinding when searching for closes stand instead of center one
Fixed for Multiplayer
- Fixed issue with not refreshing whole area which ended up with crash of geometry corruption
- Fixed invalid road crossings
- Removed some obsolete trace logs or asserts
- Optimization: lowered network traffic by almost half
Other fixes and crashes
- Upgrading bridge caused invalid search graph
- 2 Bridges collision when upgrading one of them
- Airport one way taxi broken when adding runway
- Vehicles stacked on top of each other
- Vehicles may have been stopped infinitely when overtaking
- Fixed bug #861, bug #856: Train infinitely stucked after turning around when exiting the depot
- Crash when placing track in a dense populated area
- Crash when changing map size while in editor
- Fixed far ambient >32000 vertices meshes
Hello awesome community!
After latest performance update, I've realised there were accidentally several
new bugs added as well. Right after incoming reports, I started to work on these
issues and keep releasing fixes once I finished each of them.
So, after one week, I decided to write down more details to let you know about all these small recent updates:
What has been fixed:
- Fixed pass destination functionality, visible destinations in stop window, several related optimizations
- Fixed ghost trains (dislocated train and icon)
- Fixed overflowing stations with cargo / people
- Fixed unlock new era payment stored properly in save file
- Fixed draining of cargo when rating drops to zero. Caused by hidden feature cargo rating in cases where rating drops to zero. This fix also heals broken savefiles on load.
- Fixed town growing ability
- Fixed coming of passengers / mail to stations even before first vehicle arrives
- Fixed removing of bridge above a road caused road removal
- Fixed removing part of crossroads properly keep the rest untouched
- Fixed hobby market and food shop captions (funny how long the issue avoided my attention)
- Fixed new face in multiplayer properly generated on connect
- Fixed train movement desync in multiplayer
- Fixed filters in company assets window
That's all for now :)
Have a great weekend!
Jan
Hello respected community!
For last 6 weeks, I've been focused on multiplayer implementation and it progressed a lot. Soon there will be first internal test of basic game mechanics. Still this update is far in the future, so last week I switched to the City update instead which will be probably the biggest content update so far, and it is far closer to the release than multiplayer, so this is my highest priority atm. to deliver you new content and make the waiting on MP a bit more acceptable :)
Meantime, several bugs have been reported and I can't let you play such non-perfect game, so today I'm releasing these bugfixes only.
Here is the list:
- Added: Vignettation postprocess (a small detour, where I try to solve long-term comments on a gray and dark world). A pleasant palette of colors is definitely needed for relaxful playing with trains. Plus, it cost me about an hour of my work :)
- Modified: POEditor latest localization text
- Modified: More snow everywhere
- Modified: Cost of Aries vs Lok
- Modified: Lowered Steam API version from 151 to 150 due to Proton crash (SteamUGC from 15 to 14) - Linux Proton fix
- Modified: World towns list included in build
- Removed: Christmass gifts from buildings production
- Removed: Chromatic aberation postprocess (It is not my favourite any more :)
- Fixed: 1x1 towns in new game
- Fixed: Number of towns and town building. Now the city size is the same on all map sizes
- Fixed: Disbalanced town sizes (they are more even)
- Fixed: Quest Limits
- Fixed: Crash when game interacts with invalid building (somewhere in one of 100+ mods)
- Fixed: Lod baker issue (also potential optimization)
- Fixed: Set params in wagon xml
- Fixed: Camera positions in Azakase/Isuzumo engine
- Fixed: Script for quest visit 10 cities
- Fixed: Electricity overlay update
- Fixed: Crash when using stamp near map border
- Fixed: QC script callbacks
- Fixed: Blured wires when DOF turned off
- Fixed: Snow was missing on flat land maps (snow level reacts more on max map height)
- Fixed: One way road upgrade
- Fixed: Glassworks building rule
- Fixed: Mud when generating new map
- Fixed: Wrong road crossing generated when starting new map
- Fixed: Editor generates industry from all eras
- Fixed: Editor regenerating towns / industry now correctly remove roads
- Fixed: Draining money tokens when starting new era
- Fixed: x86 Steam API libraries version
- Fixed: Cost when placing shop
Hope this helps to make the game experience a bit smoother, I will meantime go back to City update so I can deliver to you as soon as possible ;)
Thank you all for such an amazing support and patience.
Best regards,
Jan
Hello respected community!
I am super excited to announce, that soon the game will include also road vehicles!
October 6th
- Road vehicles (first part)We are working hard to deliver as much vehicles on October 6th, but first update will be focused on early eras and mainly to passenger and lightweight cargo types that fit well to road transportation.
Road vehicles
- You will be able to extend your transport imperium with road vehicles: buy and manage busses and trucks.
- You will unlock new and more powerful vehicles as you progress through eras, but some will be released later in the early access.
- You may use existing town road network for public transportation or connect cities with your roads, while using also road bridges and tunnels.
- You may take a ride in one of your road vehicles and enjoy realistic landscape.
- There is a new physics for road vehicles, but it will improve trains realism as well
- You may combine train stations with road stops and inventory is shared.
- Vehicles smartly occupy each road stop platform, you may lay these the same way as for train stations and design your own road stops.
- Rail road crossings will be secured by automatic barriers that will be triggered as train enters the block (so for highspeed trains, placing railway signal too close to rail road crossing may cause some disasters :)
https://youtu.be/gg-kmTiDixo
To make it easier for you to wait (and give us time to finish and balance everything), today I've released support for Stamps!
Stamps
- The feature allows you to create stamps or blueprints and easily use these anywhere on your map.
- You may also easily share them via text or steam workshop so you can inspire tons of people by your creativity or get latest ideas from community.
- This way you will soon have perfect deck of junctions and station designs so you could build up your transport imperium even faster!
I am eager to see your junction designs!
... and now let's get back to work on Vehicles!
Best,
Jan
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/98dbddce8ccb86d68ade6ed53801f89292b69f4e.jpg
There is a new build available for Mashinky. This time, I've reworked pipeline for font pre-generating and I was finally able to add more languages.
We have a community-driven translation, so the new build includes also these languages, but you may still see some untranslated english words or maybe translation in not final quality, but I am super excited that these 4 languages made it to the game!
I've also focused on bugfixing and optimization of long track laying and map updating in general.
Now I am focused on blueprints and next step could be finally some other transportation type ;) lets see...
Best,
Jan
View on Steam
Hello respected community!
There is a new build available for Mashinky. This time, I've reworked pipeline for font pre-generating and I was finally able to add more languages.
We have a community-driven translation, so the new build includes also these languages, but you may still see some untranslated english words or maybe translation in not final quality, but I am super excited that these 4 languages made it to the game!
I've also focused on bugfixing and optimization of long track laying and map updating in general.
New languages:
- Simplified Chinese
- Japanese
- Vietnamese
- Turkish
New cities lists:
- World
- Europe
- Japan
- China
- Vietnam
- Turkey
Fixes:
- Added Fields transparency on/off option
- Added Different altitudes of one building generates stairs between them
- Starting the game for the first time chooses proper UI Scale when
- Added localized Replacement window
- Added adjustable texture quality for UI (setup.xml only)
- Some buttons changed to fit longer texts (eg German)
- Modified visualization of depot signal
- White graphical glitch when selecting visible trees in construction mode
- Trains stucked in the depot after depot modifications
- Train waits on red signal for too long message
- UI Scale computation clamp (solved invisible UI for AMD chipsets)
- Splash window items enlarged a bit to fit text in it
- Reloading translated texts runtime
- Translated text in automatic replacement window
- Transparency of forest
- Reloading translated texts runtime
- Cost showed on buttons is vertical or horizontal depending on where it appears (vehicles, upgrades etc.)
- Translated text in automatic replacement window
- Transparency of forest
- Track waypoints could be only of specific type according to vehicle type (rails for trains atm)
- Reset date after loading map in editor followed by loading game
- Signals on bridge placement
- Modified pathfinding to search double distance
- Upgrading / removing tunnel or bridge
- Crash (when wrong town owner occurs)
Now I am focused on blueprints and next step could be finally some other transportation type ;) lets see...
Best,
Jan
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/576a51aac6d18ce3c5605d301489f706749ab0f9.jpg
There is a new update online, so I would like to share some details with you.
There is for example UI Scale feature requested by the community (especially usefull on 4k), which forced me to re-do all icons and UI graphics in general, so I was doing kind of HD-Remaster to the game that has not been released yet :).
Also several players asked me to add some possibility to do restoration of their precious old or unique vehicles in the game, so now you may use auto replace tool for doing this (we will probably re-balance currently-fixed restoration price in one of next updates).
There are also several small improvements and tons of fixes as always :)
UI Scale
Start new game from any era
Other
Fixes
Hope you will like it ;) Have a nice weekend and thanks again for keeping me updated on some of your ideas and wishes!
Best,
Jan
View on Steam
Hello respected community!
There is a new update online, so I would like to share some details with you.
There is for example UI Scale feature requested by the community (especially usefull on 4k), which forced me to re-do all icons and UI graphics in general, so I was doing kind of HD-Remaster to the game that has not been released yet :).
Also several players asked me to add some possibility to do restoration of their precious old or unique vehicles in the game, so now you may use auto replace tool for doing this (we will probably re-balance currently-fixed restoration price in one of next updates).
Main changes are:
- UI Scaling (You may choose the user interface size, especially handy for 4k monitors)
- Hi-res Icons (Reworked 400 icons)
- Start in any era (once unlocked by playing)
- 7 new Trees
- Restoration of old vehicles
There are also several small improvements and tons of fixes as always :)
Detailed changelog:
UI Scale
- New UI Scale feature
- New 385 icons, 500+ letters
- Added Tons of missing letters (aprox +200)
- Automatically scale up icons that are in an old resolution (due to mods)
- Modified icons of track modified to make them more distinguish
- Added automatic restriction to UI Scale according to resolution / window size
Start new game from any era
- Added possibility to start map in another era!
- Added autodetection of max start era unlocked (you have to progress naturally to unlock more eras to start from)
- 074 Bangle cost balanced to support start in later eras
- Added script function GetStartEra
Other
- Restoration possibility (autoreplace by the same vehicle, even for unique ones. Fixed cost atm)
- 7 new trees (+removed Acacia)
Fixes
- Fixed Town growing
- Added image to YouWing oil quest
- Automatic immediate reload of UI when language changed
- Fixed Crash when stop window too narrow
- Lowered farm fields size
- Some fixes for 512_h_paths map
- Fixed cursor position vs tool icon position
- Fixed some script minor issues
- Fixed visual glitch when using unknown cargo
- Fixed position of number showing distance between automatic signal placemnt
- Reload config runtime does not cause background main menu image to stretch
- Dragging locomotive in depot window active area
- Acccumulation of multiple "Train cannot find compatible track" message
- Fixed building rules where only token is produced (no inputs)
- Produced tokens agregated not per station nearby, but per token type (no more 0 tokens pruduct marker above the building)
- Fixed Issues with the new trees trunk mapping
- Fixed Device Reset when using assimp
- Fixed Rendered texture alignments (except texts)
- Fixed Consistency of leaves fade out on close model and far baked one
- Modified Small raycasting optimization
- Fixed Lodbaker supports also 32bits indices
- Fixed Auto detection of max UI Scale minor bug
- Fixed Crash when moded rail parts missing signal positions
- Fixed UI Icons white outlines issue
- Church quest do not build new town when any other existing
- Fixed Tooltip for Start Era option
- Fixed Changing Start Era cause change of difficulty selection
- Fixed Spawning of posts and towns when save/load custom map
- Fixed Era limitations (when start from specific era)
- Fixed Spawning posts and shops in town on custom maps
- Fixed Glassworks script
- Fixed Longer script
Hope you will like it ;) Have a nice weekend and thanks again for keeping me updated on some of your ideas and wishes!
Best,
Jan
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/5c5c8e5574df177ba591f42b279aa085c2631c18.jpg
After 5th era release, I've fixed several bugs and meantime implemented (and fixed) also asset lists (of all vehicles, buildings, towns, depots, etc). Including sorting. I will be adding more sorting options, these are just basic atm.
There are also several visual improvements, mostly distant fields flickering and sea shape and foam in a distance.
There is also a text polishing made by our mighty translators and Wad made some script improvements as well and he made a beautiful new map for you!
Also all critical issues should be fixed now ;)
Thanks a lot for all your feedback and support! It helped me a LOT!
Improvements
Fixes
Rendering
Now lets start with the next era and even bigger & bold changes :)
Best,
Jan
View on Steam
Hello respected community!
After 5th era release, I've fixed several bugs and meantime implemented (and fixed) also asset lists (of all vehicles, buildings, towns, depots, etc). Including sorting. I will be adding more sorting options, these are just basic atm.
There are also several visual improvements, mostly distant fields flickering and sea shape and foam in a distance.
There is also a text polishing made by our mighty translators and Wad made some script improvements as well and he made a beautiful new map for you!
Also all critical issues should be fixed now ;)
Thanks a lot for all your feedback and support! It helped me a LOT!
Full changelog is here:
Improvements
- Added New "512 Path" Scenario
- Added Sortable lists of buildings, vehicles, stations, etc.
- Kumulative messages (automatically switch to kumulative message instead of enumerating every instance)
- Added cycling goto feature for kumulative messages when clicking on them
- Added possibility to start / stop all vehicles at once
- Showing red numbers in assets window when station storage full
- Added filtering in replacement list only existing loco/wagon types in game
- Added depot button for electrification (like using track upgrade tool manually)
- Modified Number and size and the shape of fields
- Modified Scripts and Texts
- Modified Power plants ballancing
Fixes
- Smoke and sound of train waiting on signal
- Train stucked on a platform (when clear routelist and turn around)
- Red signal when removing track piece between two blocks where one is occupied
- Better streaming of terrain (fixed also issue with 10s lag when switch to construction mode)
- Waypoints
- Goto buttons in buildings list
- Issue with stucked train leaving the depot
- Blue track overlay wrongly applied to trees and fields
- Frustum culling of plants (sometimes invisible when close to screen border)
- Frustum culling of vehicles (sometimes invisible cemara onboard)
- Max weight when going on reverse
- Landscape type names (was "showing unknown" text instead)
- Asynchronous access crash and buidling list flickering
- Track version statistics (used by some script functions)
- Food shop name
- Buying new vehicle or bridge / tunnel does not play sound when not enough tokens to finish the action
- Signal type may be changed without removing old signal first
- Icons in realistic mode not visible on horizon
Rendering
- Added SSAO diameter noise (supress shadow silhouettes)
- Added humidity gradient over the map adding more visual variety
- Modified sea params, colors, foam
- Modified SSAO ranges when camera onboard
- Map streaming improved
- Fixed Sea and fields z-fighting
- Fixed Sea foam jittering
Now lets start with the next era and even bigger & bold changes :)
Best,
Jan
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/75ab5b91a8d8affa9e0da1b304b1c71e21e8060d.jpg
5th era is finally out now!
Please enjoy and let me know any concern, feedback, issues ;)
Full changelog is here:
Hope you will like it as much as I do (and due to the fact it probably the biggest update so far)
Thanks again for your support and interest in Mashinky game!
Best,
Jan
View on Steam
Hello respected community!
5th era is finally out now!
Please enjoy and let me know any concern, feedback, issues ;)
Full changelog is here:
5th Era update overview
- 5 new locos (3 electric, 1 diesel, 1 quest loco), 6 new wagons (1 quest wagon)
- 3 new industry buildings with upgrades
- 2 new buildings without upgrades
- 6 new quests, 1 era quest
- 1 new cargo type
- 1 new track type, new depot
- new sounds, particle, camera positions, fixes, features, visual effects, etc.
Electrified track
- Electrified track (UI, 3D assets, gameplay params & balancing, transition parts, AI pathfinding, new depot)
Fields
- Field generator (respects terrain shape, chunking into compact shapes, select amount in newgame dialog, tools for planting and removing, limit trees on fields)
- Field types - corn, grain, sunflower
- Shader feature for Fields growing in spring, autumn harvest, clipping by rocks, separate "harvestable" geometry (fences stays over the winter)
- Field type moved to xml - so fields are modable too!
- Generating fields even into savegame when old savefile detected
Script
- New quests for 5th era
- Bonus wagons present in the depot even if owner quest invisible
Buildings
- Oil power plant, upgrades
- Coal power plant, upgrades
- Farm, upgrades
- Glassworks (quest building)
- Food shop
- Temporal coal mine upgrade
Vehicles
- New Ragulin diesel loco
- New Alligator electric loco
- New E118 electric loco
- New E66 Azakase electric loco
- New Passenger, Mail and Restaurant wagon
- New Timber wagon
Rendering
- All textures are now compressed (smaller HDD footprint, faster streaming)
- Transparent pass (Glasses)
- Fresnel driven glossiness
- Overlays for track type (helpers for track upgrading)
- Vehicle particle delay randomizer (controlled by its xml params)
- New Electric loco particle
- Improved details via distance interpolation
Sounds
- New sets of sounds for electrified locos
- New Sounds for Oil Power plant, Coal power plant, Farm
- Loco sound reference speed (not needed current max speed) - this will provide more engine sound variations
User Interface
- By deselecting wagon / loco type filter in depot, all are activated again
- Prefered track (only when using shortcuts) is now automatically updated once new track appears or after load / start new game
- Screen resolutions sorting (also it offers Full Screen multiple times with different frequencies)
- 55 new buildings cameras and 24 new vehicles cameras
- Vehicle shows depot icon when it's heading to a depot
- Missing or dangerous mods windows shows only up to 10 first mods and "..." instead of the rest to fit the screen
Gameplay
- All tracks returns full price once removed (so player can get tokens back by removing track)
- Train chooses depot exit according to its track type (for bug depot with multiple exits)
- Multiexit depots are possible now even for one-depot mode (you may place multiple depots chunked together)
- Upgrade also to basic track (downgrade from any track type to basic one)
- Generator places buildings closer to map edge - up to 5 tiles instead of 5%
- Params for all new vehicles and wagons, several iterations, balancing
Optimizations
- Better clipping for plants, smooth terrain chunks and grass
- Faster Generating new map and Loading savegame
Fixes
- GPU loop issue, fullscreen switching (not verified all occurrence yet)
- Wring UI text size computation (caused empty space in missing mods list window)
- Grass length, wrong clipping, added some grass on rocks
- Flickering when rendering large buildings far from camera
- Unable to load the game when some mods are missing and others are dangerous
- Train does not skip waypoints when right after full unload / load
- Removed unnecessary whitespaces at the beginning and end of mod name
- Dithering lod transition
- Some Script issues
- Clipping of grass and fields near the bottom screen edge
- Terrain type names
- Map generating issue (caused slow down of generating)
- Sea foam rendering
- Grass & Fields mask where bridge ends, also for station and station upgrades
- Correct upgrade cost (take track sell cost also into account)
- Removed gravel under town buildings, used grass and gravel paths instead
- Using enter when missing mods window appear no more break the loaded game
- Crash / corrupted far geometry after map edit
- Depot refresh after upgrading track inside
- Tons issues with glass and fields when implementing them :)
Hope you will like it as much as I do (and due to the fact it probably the biggest update so far)
Thanks again for your support and interest in Mashinky game!
Best,
Jan
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/03e500d7415ffbb1c575ed0c9449070df8a453a7.jpg
We've finally progressed with probably the biggest update so far - the 5th (electrified) era!
Today, I've updated experimental branch with brand new content so for those who are brave enough, let's switch there and help us find last several bugs and finish this great update together!
It is hard to point out what is new, so here you have at least main changes:
you may find detailed changelog here https://trello.com/c/byaZAlXq/103-27th-april-2019
Please use Discord bugreport: https://discord.gg/s8PnRS and thanks a lot for any comment or bug report.
Hope you will like it ;) and thanks all of you for your time!
Best,
Jan
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/d98c78e8b2293a44e8f54b3ce56889aab4c2b549.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/38f49883afa7cda815c1b977ca889869e0fdd174.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/89eb679da39e075da67745ce4008516ed4eb5a3c.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/155076112dc927f065a0d9f55e5d3f121350ed2c.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/662d7026433e84dc6751d4f206b49a6168bc5e64.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/ce90743a046853d6fafb387644983df1a5472b5a.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/21efeea6d12c9f9d4906ddb1a6cd140933d73929.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/e4ba341a3743dd7b8ae71d27a8ea9bde1d8416b1.jpg
View on Steam
Hello respected community!
We've finally progressed with probably the biggest update so far - the 5th (electrified) era!
Today, I've updated experimental branch with brand new content so for those who are brave enough, let's switch there and help us find last several bugs and finish this great update together!
It is hard to point out what is new, so here you have at least main changes:
- 4 new locos (3 electric, 1 diesel), 6 new wagons (1 quest wagon)
- 3 new industry buildings with upgrades
- 2 new buildings without upgrades
- 6 new quests, 1 era quest
- 1 new cargo type
- 1 new track type, new depot
- new sounds, particle, camera positions, fixes, features, visual effects, etc.
- fields! 3 types atm.
- all textures switched to compressed format (small disk requirements, faster streaming)
- new render features like Fresnel Glossiness and Glass rendering
- first colorize overlays (currently track type visualization) to help you see the overall situation
- and lot more..
you may find detailed changelog here https://trello.com/c/byaZAlXq/103-27th-april-2019
Please use Discord bugreport: https://discord.gg/s8PnRS and thanks a lot for any comment or bug report.
Hope you will like it ;) and thanks all of you for your time!
Best,
Jan
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/d98c78e8b2293a44e8f54b3ce56889aab4c2b549.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/38f49883afa7cda815c1b977ca889869e0fdd174.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/89eb679da39e075da67745ce4008516ed4eb5a3c.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/155076112dc927f065a0d9f55e5d3f121350ed2c.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/662d7026433e84dc6751d4f206b49a6168bc5e64.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/ce90743a046853d6fafb387644983df1a5472b5a.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/21efeea6d12c9f9d4906ddb1a6cd140933d73929.jpghttps://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/e4ba341a3743dd7b8ae71d27a8ea9bde1d8416b1.jpg
Hello respected community!
I have again rather small update for you, this time it brings for example town growing over the stations, rivers and so on (you can help the town by laying roads there).
Some mods issues detection
Also we are experiencing increased amount of crashes and game issues caused by some specific mods. The cause is for example when mod sets number of industry buildings generated to 0 so the game may not be playable any more.
I was thinking about preventing mods from doing so, but there could not be great mods using this wisely anymore, so the game only detects these type of mods and show warning every time you start new game or load one that requires these mods.
Improvements and Fixes
- Towns may grow over the track if road present there (they may spread behind stations, rivers, small rocks etc.)
- Improved all train lists, which are able to show more info for each train (for example age in replacement window)
- Increased buildings max size increased to 9 for now (huge buildings ahead ;)
- Fixed Crash when click on main menu camera icon (or hit F11)
- Fixed town growing when placing shop manually (but cannot be removed for now)
- Fixed removing trees near building even when not enough tokens to remove building itself.
Regarding to 5th era, I've spent last couple of days implementing tech for fields spread over the map (we will need them ;) ). Also we have several new assets for this era, so I will be soon sharing more from this content ;)
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/69222cdf33fdd856e3c1eb0caf4d93caac4dea1a.jpg
Have a great week!
Jan
Hello respected community!
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30409173/b9b3b344751f4354c32f365e0576934b7bacec2c.jpg
Before releasing any info about 5th era, lets make the Mashinky gameplay a bit more interesting and challenging and train management a bit easier :)
There is a new update, where I've implemented 2 new features:
- Train aging (both visual and gameplay)
- Mass train replacement (requested by the community for a long time)
Train Aging
- Train has an age now. This affects fuel consumption speed (mainteinance cost)
- Train age is visible also by icons colors
- All aged engines / wagons can became rusty (procedural rust rendering)
- These two features (mainteinance cost and rustyness are optional)
Mass train replacement
- System for planning train replacement!
- Accessible by train list window, depot window or train details window
- Persistent list of replacement rules. Once applied to any train, train heads to neares depot, process replacement and get back to its routelist. If not enough tokens, train waits until enough tokens gathered and displays warning message.
- You can cancel replacement order by pushing the same replacement button again
Bug management
- First and very simple version of bug management system!
- Also comes with rating system, where you can upvote (raise priority) for any bug instead of creating duplicates
- It is quite WIP now, so this will be improved in the future a lot.
Improvements and fixes
- Improved Script function AreConnectedByTrack, GetNumTracksVersion, UpdateTextFormat, GetName, GetNumTracks
- Possibility to Unsubscribe Steam workshop ingame
- Rebalancing (City grow speed via passengers)
- New version of localized texts
- Scripts iteration and fixes
- Scenarios do not save mod ids (workaround until proper UI implemented)
- New game do not shows missing mods warning
- Music multiple tracks play together
- Crash related to click on status bar
- Signals refresh when ignore & pass one-way signal in opposite direction
- Recommended train weight independent on multiple locos order
- One depot limit no more applied in editor
- Drag drop wagons in depot keeps all wagon params
- Wagons without outcome are not affected by age
- Town doesn't grow when starting new scenario
Hope you like this update! Just let me know in comments ;)
Next stop (hopefully) some first info about 5th era, because if everything goes well, it's gona be awesome! :)
Best regards,
Jan
Hello respected community!
We are working hard on 5th era, but meantime I am fixing some issues and adding new features. This update is rather small, but there are more to come soon (like train replacement feature or ingame bug reporting system).
For today, there are these changes:
- Modified: Loading does not require mods strictly (only shows warning)
- Added: Validate mod button
- Added: Re-saving of models (by validate button, fixes some inconsistencies made by different 3D modeling soft exporters)
- Added: Shuffle option to music player (default on)
- Added: Icons for music player
- Added: Removing whitespaces from package name
- Modified: Scenarios do not save mod ids (workaround until proper UI implemented)
- Modified: New game do not shows missing mods warning
- Fixed: Crash related to click on status bar
- Fixed: Signals refresh when ignore&pass one way signal in opposite direction
- Fixed: Recommended train weight independent on multiple locos order.
- Removed: Tags mod param stored in xml (obsolete, game generates it automatically)
Stay tuned for more news soon!
Best,
Jan
Current Release
Build 23516684
Uploaded Jul 13, 2026
System Requirements
OS
N/A
CPU
Dual Core 2.0 GHz
RAM
4 GB RAM
GPU
GeForce 750 or equivalent
How to Install
1
Download all files
2
Extract the .ZIP file to a folder (use WinRAR or 7-Zip)
3
Run Mashinky.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Size
2.0 GB
Build
23516684
Password: cracked-games.org
CRC32
FCF135F8
SHA-256
74e990a3f85210d2892e11438ed5a8365bc61fc62fbb1924a1a97a6d76e16384
How: Right-click the downloaded file → 7-Zip / WinRAR → CRC SHA → compare with the values above.
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View AllDownload Mashinky for PC with a direct link or via torrent. Get the full version of Mashinky for free. Mashinky is a Indie released by Jan Zelený.