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Steam News4 August 20269d ago

Engine Room Dev Update 0.2.5

Hello Everyone! Welcome to the third Engine Room Dev Update and Patch 0.2.5! EverRail entered Early Access on July 20, and we're already releasing our third post-launch update.

In this update3

Full notes

Full EverRail update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

25 fixes7 additions8 changes0 removals
  • Gameplay
  • UI and audio
  • Fixes
  • Performance
  • Balance
  • Server
addedHello Everyone!Welcome to the third Engine Room Dev Update and Patch 0.2.5! EverRail entered Early Access on July 20, and we're already releasing our third post-launch update. We've been hard at work reviewing your feedback, fixing issues, and delivering improvements each week to make the game better with every patch. As part of our commitment to Early Access development, we'll continue releasing a new update every Tuesday at 14:00 CEST (13:00 UK, 8:00 AM Eastern, 5:00 AM Pacific).
changedHello Everyone!This patch addresses a whole set of your issues, including a bug which caused co-op saves to stop working for clients after a longer play time, a rebalance of the costs and durability of hacking, scrapping and repair kits and a change to the interior of your trains, so that you can see which direction you need to go to get to the front of the train (there are now some neat little arrows on the floor so you know which way to go!). There’s also UI additions, balance changes and a bunch of bug fixes!
fixed0.2.5 Patch Notes:Fixed Multiplayer saves no longer working for clients after playing for a certain period of time
changed0.2.5 Patch Notes:Performance Optimization
changed0.2.5 Patch Notes:Reworked Scanning from AsyncOverlaps to simple grid-based distance checks for performance optimization
changed0.2.5 Patch Notes:Player Guidance & UI

EverRail changes

addedWelcome to the third Engine Room Dev Update and Patch 0.2.5! EverRail entered Early Access on July 20, and we're already releasing our third post-launch update. We've been hard at work reviewing your feedback, fixing issues, and delivering improvements each week to make the game better with every patch. As part of our commitment to Early Access development, we'll continue releasing a new update every Tuesday at 14:00 CEST (13:00 UK, 8:00 AM Eastern, 5:00 AM Pacific).
changedThis patch addresses a whole set of your issues, including a bug which caused co-op saves to stop working for clients after a longer play time, a rebalance of the costs and durability of hacking, scrapping and repair kits and a change to the interior of your trains, so that you can see which direction you need to go to get to the front of the train (there are now some neat little arrows on the floor so you know which way to go!). There’s also UI additions, balance changes and a bunch of bug fixes!
fixedFixed Multiplayer saves no longer working for clients after playing for a certain period of time
changedPerformance Optimization
changedReworked Scanning from AsyncOverlaps to simple grid-based distance checks for performance optimization

Hello Everyone!

Welcome to the third Engine Room Dev Update and Patch 0.2.5! EverRail entered Early Access on July 20, and we're already releasing our third post-launch update. We've been hard at work reviewing your feedback, fixing issues, and delivering improvements each week to make the game better with every patch. As part of our commitment to Early Access development, we'll continue releasing a new update every Tuesday at 14:00 CEST (13:00 UK, 8:00 AM Eastern, 5:00 AM Pacific).

This patch addresses a whole set of your issues, including a bug which caused co-op saves to stop working for clients after a longer play time, a rebalance of the costs and durability of hacking, scrapping and repair kits and a change to the interior of your trains, so that you can see which direction you need to go to get to the front of the train (there are now some neat little arrows on the floor so you know which way to go!). There’s also UI additions, balance changes and a bunch of bug fixes!

As always, this update simply wouldn’t be possible without all of the reports you all send us, and we really do want to thank you all for all of the feedback and reports, they make our lives infinitely easier, and we really appreciate them!

Now, without further ado, here’s this weeks Patch Notes:

0.2.5 Patch Notes:

Co-Op Saves

  • Fixed Multiplayer saves no longer working for clients after playing for a certain period of time

Performance Optimization

  • Reworked Scanning from AsyncOverlaps to simple grid-based distance checks for performance optimization

Player Guidance & UI

  • Added Crafting Overview “J” tutorial popup + objective

  • Added preview Images for Cryopod

  • Added player guidance on train floor that shows where to go to the cockpit

  • See every recipe for items, buildings and modules - and the materials you need to craft them

Balancing

  • Rebalanced Cost and Durability of Repair kits, Scrapper Kits and hacking kits. The higher versions cost much less and gain much higher durability, making them worth it.

  • Fixed robots and spiders not spawning after having progressed past a certain point in the game

Player Interactions

  • Added functionality to deposit all items in your chests by pushing “V” or only deposit certain items to fill existing stacks and its type of item in your chest by pushing “SHIFT + V”

  • Train and Wagon Starting Max HP are now exposed in difficulty settings

  • Added scroll bar to scrollable settings entries

  • Tracked crafting quests now also get completed when starting to craft an item and not only when collecting it from the queue

Bug Fixes

  • Fixed clashing input binding in salvager between 'sort' and 'move all trash'

  • Fixed game-over screen not shown to clients in multiplayer

  • Fixed overlapping tracks

  • Fixed client getting stuck in place building state after building a storage

  • Fixed Clients not hearing consumable sounds when used

  • Fixed player name tags render in the sky or somewhere in the world

  • Fixed for freeze parameter not working in custom settings

  • Fixed player character get stuck in elevator

  • Fixed position of hit boxes for robots and added critical hit collisions to the ones missing crits

  • Fixed glider soft-lock when caught before the catch arm finishes deploying

  • Fixed healing stations not recognizing improved Suit Max Health upgrades in the Belt

  • Fixed bot dismantling VFX multiplayer issues (hover highlight shown to other players, robot dismantle animation not played for other clients)

  • Fixed that the item stats were missing from the crafting menu

  • Fixed train max durability being displayed incorrectly on client

  • Fixed excessive derailment damage

  • Fixed LOD Issue where Materials were incorrectly displayed

  • Adjusted repair kit L3 to heal more

  • Fixed HUD widgets of tools (Repair Kit and Bot Dismantling) never getting removed on client if the tool gets unassigned but not unequipped on client (i.e. destroyed)

  • Fixed several crashes (e.g. upon launch, in dungeons, when shooting on mine that would kill the player)

  • Fixed text unclarities so feedback is clearer (e.g. Tooltip for the Blackbox Pod Mk I-III, DE tooltip for the Dismantler Tool)

  • Fixed an incorrect rotation of one of the outposts

  • Fixed non-Salvageable item bugs

  • Fixed decoration clipping into crafting stations

  • Fixed The name of Tech Unit I as it was Wrongfully “Tech Unit II”

We’re already hard at work on the next update, and we’ll be continuing to improve the game and add new features throughout Early Access!

That's everything for this update - please do keep sending us bug reports and your feedback, either here on Steam in our Discussion threads, in game using the F2 Bug Report tool, or on our Discord!

Be Amazing Everyone!

Source

Steam News / 4 August 2026

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