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
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 beloved community!
Today, it is kind of content & content update :) I've been working for some time on pack of new road vehicles, and while preparing them for the release, holiday season came so I've also prepared new Christmas quest with Santa.
Hope you will enjoy it!
New road vehicles
Added 13 New modern road vehicles including new double decker bus. These were the last missing road vehicles I've planned for the full game.
[img src="{STEAM_CLAN_IMAGE}/30409173/80e160fd9304fff99bf6daeb1f14f7d15e650ce2.jpg"]
Christmas quest
There is a new Christmas quest, featuring 5 unique vehicle versions (reskins for goods delivering vehicles) and loco as a reward!
Get on board a car for goods delivery, find Santa waiting at a station and give him a lift to any city station where he jumps out and light up the Christmas tree on city center.
Repeat for as many cities as possible to get unique locomotive as a reward.
I've added also 3D icon of Santa and the distance to him when in driver mode and route list icons visible (by hitting Alt key). This should helps you find him easily.
[img src="{STEAM_CLAN_IMAGE}/30409173/f26e9cb5226762621bbad43fec40d9d42220e25d.jpg"]
Quality of life
Added Metric system (Kph/Mph) game setup. I know I know, sorry it took me so long :) I really appreciate your patience.
Change log:
Fixed proper Turn around on the end of runway
Fixed two potential crashes when accessing missing planned path
Fixed cargo filter icons in shared routelist
Added christmass quest, script, visual midification of 5 vehciles, animated Santa on road stops, animated Santa in road vehicles, added co-driver positions for him, etc.
Vehicle / wagon with cargo type but no capacity shows visually full load
Added new script function GetVehicleCargoType(vehicle, preferredCargoType) - return first cargo type detected, but if preferred valid, returns the same string if vehicle have it
Added new script function VehicleSetWagonType(vehicle, index of wagon, new hash)
Modified XMass quest now release Santa after each successful delivery so you need to find him every time (but you may change vehicle to test xmass modified versions)
Added 3D icon of Santa position when in driver mode and routelist icons visible
Added emmisive materials support
Xmass assets are now using emmisive light bulbs
Fixed possibility to pick up Santa when manual driving (and station is not in the routelist atm)
Fixed black rectangles instead of croswalks
Added Kph/Mph setup
Fixed strange keys iresponsibility when load savegame from other savegame
Fixed proper track/road speed hints
Fixed driver mode road highlight visualization
Fixed issues with loading some saves and start custom maps
Enjoy the holiday season, I will meantime keep working on last 7th era, monorail and endgame content ;)
Best regards,
Jan
Current Release
22292413
Uploaded Apr 27, 2026
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System Requirements
How to Install
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
1.4 GB
22292413
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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.