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Steam News28 May 20265mo ago

I'm Still Working on Optimization and Logistics

Hello everyone! First of all, sorry — the next patch is taking a little longer than expected.

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Full Steel Artery: Train City Builder update

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Repeated intro

Hello everyone!

What changed

1 fix0 additions4 changes0 removals
  • Performance
  • Fixes
  • UI and audio
  • Balance
changedInitially, I wanted to quickly improve performance by moving some calculations to native C++ and release the patch this week, but.. it turns out that doesn't really help, because the bottleneck isn't the calculations themselves — it's the way data is stored and prepared.
fixedI also want to apologize for not fixing everything that was supposed to be fixed in the previous patch (although at least some issues were resolved).
changedRight now, my priority is increasing performance enough that even weaker machines can handle 1000+ creatures in real time. That's why I'm focusing on optimization first.
changedImmediately after that, I'll return to fixing the remaining issues (UI realtime updates, social center render, some logistics issues etc) and working on QoL features.
changed(75% positive reviews is actually amazing and gives me hope that the game will eventually pay for itself and become profitable.)

Steel Artery: Train City Builder changes

changedInitially, I wanted to quickly improve performance by moving some calculations to native C++ and release the patch this week, but.. it turns out that doesn't really help, because the bottleneck isn't the calculations themselves — it's the way data is stored and prepared.
fixedI also want to apologize for not fixing everything that was supposed to be fixed in the previous patch (although at least some issues were resolved).
changedRight now, my priority is increasing performance enough that even weaker machines can handle 1000+ creatures in real time. That's why I'm focusing on optimization first.
changedImmediately after that, I'll return to fixing the remaining issues (UI realtime updates, social center render, some logistics issues etc) and working on QoL features.
changed(75% positive reviews is actually amazing and gives me hope that the game will eventually pay for itself and become profitable.)

First of all, sorry — the next patch is taking a little longer than expected.

Initially, I wanted to quickly improve performance by moving some calculations to native C++ and release the patch this week, but.. it turns out that doesn't really help, because the bottleneck isn't the calculations themselves — it's the way data is stored and prepared.

Because of that, I've decided to resort to some old-school programming techniques (various hacks, such as packing data into extremely dense index structures instead of traditional objects), and that will take some additional time.

I also want to apologize for not fixing everything that was supposed to be fixed in the previous patch (although at least some issues were resolved).

Right now, my priority is increasing performance enough that even weaker machines can handle 1000+ creatures in real time. That's why I'm focusing on optimization first.

Immediately after that, I'll return to fixing the remaining issues (UI realtime updates, social center render, some logistics issues etc) and working on QoL features.

Thank you for your patience.

And thank you for your trust.

(75% positive reviews is actually amazing and gives me hope that the game will eventually pay for itself and become profitable.)

Source

Steam News / 28 May 2026

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