HomeGamesUpdatesPricingMethodology
Steam News25 November 20257mo ago

Devlog 2: Pre-Alpha

Levels We have continued the conceptualization and began the implementation of the levels.

Full notes

Full NoRail update

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

What changed

0 fixes2 additions5 changes0 removals
  • Store
  • UI and audio
  • Gameplay
changedLevelsStation Levels Steam post imageFor the Station Level, we focused on the layout and how it will function in the game. From a design perspective, the Station itself does not change, but what the player has access to does. For example, a wing or level will be blocked by rubble, preventing the player from access. This allows us to only create one level, and then have some cosmetic differences. Loot spawns will also be randomized.
addedTrain LevelsRegarding the Train Levels, the design functions more similarly to other roguelike games. Rooms will be pre-made. There will be some simple cosmetic changes to add variety, however. We have several encounter types, including waves, timed survival, and defeating all the enemies. These can also be randomized depending on the room.
changedBuffsSteam post imageWhile general weapons and buffs had already been designed, we are now able to start that implementation process. Additionally, we created UI to be used in conjunction with Buff Selection. Of course, we will eventually need to work on balancing, but for now this is enough to get an idea.
changedProductionDocumentation (Assets, Sound Logo, etc.)
changedBehind the Scenes WorkPlayer Death and Spawning
addedMusic and SoundWe’ve started to hone in on what we want the sound to be for the game. As atmosphere is important, we want as much “Diegetic” audio as possible. We will break this a little bit to experiment with combat music to see if it adds to the experience. General sound references include Halo and Dead Space.

Levels

We have continued the conceptualization and began the implementation of the levels. Level Design is split up into two sections: Station Levels and Train Levels

Station Levels Steam post imageFor the Station Level, we focused on the layout and how it will function in the game. From a design perspective, the Station itself does not change, but what the player has access to does. For example, a wing or level will be blocked by rubble, preventing the player from access. This allows us to only create one level, and then have some cosmetic differences. Loot spawns will also be randomized.

Train Levels

Regarding the Train Levels, the design functions more similarly to other roguelike games. Rooms will be pre-made. There will be some simple cosmetic changes to add variety, however. We have several encounter types, including waves, timed survival, and defeating all the enemies. These can also be randomized depending on the room.

Steam post imageWe also began on the block out and lighting. The goal is for these levels to feel intimidating, which is demonstrated by how the lighting dramatically affects the perception of the room

Buffs

Steam post imageWhile general weapons and buffs had already been designed, we are now able to start that implementation process. Additionally, we created UI to be used in conjunction with Buff Selection. Of course, we will eventually need to work on balancing, but for now this is enough to get an idea.

Additionally, below you will see the various buffs in action:

[carousel]

[/carousel]

Miscellaneous

Production

  • Created a Project Roadmap

  • LLC and Bank Account Formation

  • Documentation (Assets, Sound Logo, etc.)

Behind the Scenes Work

  • We started on “pick ups,” including VFX for things you can pick up and the backend work

  • Player Death and Spawning

Music and Sound

We’ve started to hone in on what we want the sound to be for the game. As atmosphere is important, we want as much “Diegetic” audio as possible. We will break this a little bit to experiment with combat music to see if it adds to the experience. General sound references include Halo and Dead Space.

For music, we want music to play over speakers. Our main reference will be “ Frutiger.” (Link to Example)

Source

Steam News / 25 November 2025

Open original post

Changelog.gg summarizes and formats this update. How we read updates.