Enginefall
Steam News 14 April 20261mo ago

200,000 Wishlists - Thank You!

Freerailers! 200,000 of you have wishlisted Enginefall, thank you. For an independent studio, that number means everything, and we don't take this kind of support lightly. This game gets built alongside its community. Y…

Update log

Full Enginefall update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes2 additions5 changes1 removal
  • Maps
  • Gameplay
changedBuilding the Titan Trains: Redesigning the ExteriorThere's something primal about a train arriving at a station.
addedGameplay came first. Everything else followed.The Titan Trains were built from the inside out. Floor by floor, carriage by carriage, the team added whatever the gameplay demanded. Undercarriage traversal. Resource platforms. Rat tunnels threading between floors. For a long time, the exterior was almost an afterthought.
addedGameplay came first. Everything else followed.Then someone added a vent with destructible panels.
changedGameplay came first. Everything else followed.One playtest later, there was footage of a player raiding another player from the outside , scaling the hull mid-journey, breaching through the vent. " A lot of laughter and emotions ," as Art Director Seb puts it.
changedGameplay came first. Everything else followed.That single clip cracked the brief wide open. An open cargo carriage followed. A grapple gun for scaling vertical walls. Fights on the roof became a real thing. The exterior wasn't set dressing anymore; it was a full combat layer. Players jumping from the Control Room at the tip of the train. A skyscraper falling onto the Shirley Titan, ripping a hole through the 3rd Class carriage. The exterior now had become a ‘feature’.
changedGameplay came first. Everything else followed.The first pass on the exterior was built to match that moment in time, reactive, functional and designed to validate the gameplay loop rather than make a statement. It did the job. But the team always knew it was a placeholder. When the opportunity came to rework it properly, Seb and Concept Artist Lucas sat down together to do it right.

Freerailers!

200,000 of you have wishlisted Enginefall, thank you. For an independent studio, that number means everything, and we don't take this kind of support lightly.

This game gets built alongside its community. Your playtest feedback shapes what we make and knowing you're out there waiting at the platform keeps us pushing. To say thank you properly, we're pulling back the curtain on one of the ‘biggest’ visual overhauls in Enginefall's development so far.

If you know someone who hasn't grabbed their ticket yet, now's a great time to bring them along for the ride, we cannot wait to celebrate 300k wishlists and more with you, plus, this is the kind of game that gets better the more people help build it.

The Titan Trains have been rebuilt from the ground up. Here's how.

Building the Titan Trains: Redesigning the Exterior

There's something primal about a train arriving at a station.

The floor starts vibrating before you see it. You feel it in your feet first, then your chest. It's a sensation most of us have carried since childhood, a grip tightening on a parent's hand as the platform shakes. That sensory memory is the foundation the Titan Trains are built on. We all have trains imprinted somewhere in our unconsciousness. Creating a believable one should be easy, right!?

...Except Enginefall isn't a corridor shooter.

Gameplay came first. Everything else followed.

The Titan Trains were built from the inside out. Floor by floor, carriage by carriage, the team added whatever the gameplay demanded. Undercarriage traversal. Resource platforms. Rat tunnels threading between floors. For a long time, the exterior was almost an afterthought.

Then someone added a vent with destructible panels.

One playtest later, there was footage of a player raiding another player from the outside, scaling the hull mid-journey, breaching through the vent. "A lot of laughter and emotions," as Art Director Seb puts it.

That single clip cracked the brief wide open. An open cargo carriage followed. A grapple gun for scaling vertical walls. Fights on the roof became a real thing. The exterior wasn't set dressing anymore; it was a full combat layer. Players jumping from the Control Room at the tip of the train. A skyscraper falling onto the Shirley Titan, ripping a hole through the 3rd Class carriage. The exterior now had become a ‘feature’.

The first pass on the exterior was built to match that moment in time, reactive, functional and designed to validate the gameplay loop rather than make a statement. It did the job. But the team always knew it was a placeholder. When the opportunity came to rework it properly, Seb and Concept Artist Lucas sat down together to do it right.

Finding the reference

"We wanted players to feel like they are on a real train," Seb explains, "no matter if they walk down the main corridor, crawl through rat tunnels, or run over the ceiling past fortified enemy lines."

The answer wasn't science fiction. A slick bullet train surface would be too clean to make visually interesting, and too far removed from the memory most players carry. Something too generic would read as set dressing. What the Titans needed was a design that already lived in the cultural imagination.

Something with real engineering authority behind it.

They landed on the Amtrak.

"The Amtrak lives in a sweet spot between real-world engineering and cinematic presence." Clean elongated bodies. Strong horizontal branding.

Source

Steam News / 14 April 2026

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