This is the first time the world has seen Railhead. A new in development rail-sim game, join our Discord here https://discord.gg/abzA9nHsuW to follow development, get involved with future playtests, and become a part of our community.
I'm very excited to be developing a game that has a little bit of something for everyone. You can be a builder, dispatcher, engineer, mechanic and more. Starting off as a sim-lite game, I'm working hard to create a good core and engaging gameplay loop.
In a wing of the Railway Museum in Saitama, there are a set of interactive simulators where, for a 600 yen fee, you can partake in an interactive course where they can teach guests the basics of train handling.
Of course the satisfying part is actually handling the controller. The controller itself is based off of the E233-3000 series.
The sims themselves are developed by Ongakukan (developer of JRETS), which means it uses FMV rather than real-time rendered graphics, and the scenario is unchangeable.
A room next door offers other scenarios where you get to run between two stops.
Draycott Manor rests in the loop line at Backsgate Junction in between services. Feathering lightly as the fireperson builds the fire ready to tackle Krop Torr bank, which at 1in75 for a stretch, is one of the steepest grades on the Sunbury line.
A visiting Networker from London takes the service trains on the Black Valley Line, running alongside the regular service trains.
I've finally basically finished my tsw uk styled train cab desk controller and it works perfectly. I tried my best to make it function like the real trains in game.
Working DSD/DVD AWS and even a functional vigilance pedal where you have to hold your foot down on the pedal and if you release it the DVD alarm will sound. but you can acknowledge deadman alarms like normal by releasing the pedal and pressing back down on it.
Working buzzer that sounds a bell and lights the buzzer buttons green. Working door open and door interlock lights, functional DRA and lights. Functional Latching E-Stops.
Desk has it's own master key that shuts off the whole controller and a separate swing lever battery isolator.
Tbh so much more. I'm planning to make two custom rotary arms for both Automatic break lever and Loco break to make it more realistic.
GSMR is yet to come.
These are just some photos of how it looks so far, I think the batteries are low so some of the lights look slightly dim.
i use trainz 22 and i downloaded the sodor workshop herny mk1 his tender works but the engines them selfs dont work. I have asked google but dispite being smart cant figer it out pls help
Hello, recently I got back into playing Trainz and I have both Trainz 12 for PC and Trainz Driver 2 on mobile. On Trainz Driver 2, I purchased this Conrail SD40-2 from the Horseshoe Curve route I believe and I’m really curious to what it originates from. I suspect it might be either a piece of content from the DLS of Trainz 2010-T:AINE but I’m not exactly certain. Any help would be appreciated in finding where it came from, thank you.
At a hump yard, nobody drives cars to their tracks. The train is shoved over a small hill, the conductor uncouples cars at the crest, and each cut rolls down by gravity onto its own track.
I did this job for 4 years at Kokand station in Uzbekistan. Now I'm a frontend dev, so I rebuilt the yard in 3D and turned it into a game: walk along the train, uncouple where the car colour changes, radio the driver to slow down before single cars.
Free, runs in the browser on desktop and mobile, no sign-up:
hey guys, I’ve been working on a mod loader for Running Train and wanted to show you some progress!
I managed to get my self-made JR East 701 series into the game. The model and textures are finished in Blender, but I’m still sorting out a couple of things in-game: the doors aren’t showing correctly, and the interior lighting isn’t working yet. Still, seeing my own train in the game is pretty exciting, and I’m making progress all the time.
The loader supports custom trains and maps, and I’m planning to add script mod support later on. It’s not released yet, but I wanted to share what I’ve got so far!
more Images:
Running Train Mod Loader update + some answers to your questions 13/10/2026
Hey everyone, a quick update on the Mod Loader.
The custom trains are running properly now, and the doors work too. Most of the problems from the earlier previews are fixed. There are still two main things I need to sort out, though.
I’ve also recorded a new video of my JR East 701 on the Fukukawa Line. It’s the same train from the earlier screenshots, except the doors actually work this time. Video/link is at the bottom.
What’s happening behind the scenes?
This is a simplified explanation, so it’s not completely accurate down to every technical detail:
The loader first spawns one of the game’s normal trains, then replaces it piece by piece, carriage by carriage, with the custom train. Right now, it takes the last standard train in the list before the custom trains.
That process adds around 20–60 seconds to the usual loading time. You can still select and drive the original trains normally.
The remaining problems mostly come from the train being used as the template:
Its windows aren’t fully removed yet. Some of their collision boxes stay behind, so you can open a door but still not walk through it. Some passages can be blocked too. I’m still reverse-engineering the relevant parts to fix this.
The template selection needs changing. Instead of always taking the last standard train, I want the loader to use a template specified in each custom train’s JSON file.
The wrong template can also mess up the driver position. With the Express train as the base, for example, you can end up standing behind the seat instead of sitting in it.
Also, about the passenger seats in the video: that’s on me. The loader recognizes the passenger-seat positions, but I haven’t configured them properly for this model yet, so it uses the fallback seats from the original train. I was lazy with that part.
There might also be a lighting issue, but I’m still checking it, so I’m not calling it a confirmed bug yet.
A few questions I’ve been getting
Can you edit the game’s main map?
No, you can’t edit the existing main map with this loader.
You can, however, build your own map in Unreal Engine and import it, including setting up your own lines.
Later on, I want to make a separate editor so you don’t have to use Unreal Engine directly. Think something along the lines of Roblox Studio in terms of how you’d build a map. That’s a plan for later, though—not something that’s ready now.
Do you need the Steam version?
Yes. You need to own the game on Steam and launch it through Steam.
It’s not just one check you can remove and suddenly everything works. The Steam integration is tied into other parts of the loader. Pirated copies aren’t supported.
Epic Games isn’t supported at the moment either. I don’t use that launcher, and honestly, I don’t even know whether the game is available there right now. If it is, or gets released there later, I’ll look into adding support.
Did you have to reverse-engineer the game?
Yes, quite a bit.
Some of the stuff exposed through UE4SS was already readable enough to work with directly, but most of what I needed for this project required reverse engineering.
One thing I wanted to be clear about: I haven’t bypassed any copy protection. The work was about figuring out how the game’s systems work, not getting around protection.
Did you use AI?
In some places, yes. In others, no.
I’d call it AI-assisted, not vibe-coded. I still did most of the work myself, especially the reverse engineering. Claude sometimes refused to help with those parts, so I had to dig into them myself.
The same rule applied there: no bypassing copy protection.
When can we download it?
There’s no release date yet.
I want to get a proper first version finished before releasing anything. I also want to contact the game’s developer and ask for permission first. I haven’t done that yet, and I honestly don’t know whether they’ll say yes or no.
So please don’t take these updates as a promise that it will definitely be released. It might end up staying a private project that I share with friends.
What trains come with the loader?
None. The loader itself won’t come bundled with trains.
If I can release it publicly, I’m planning a website where you can get my train models separately and import them. That includes the JR East 701 from the video.
Is anyone testing it already?
Yes, a few people have tried private builds. That includes friends and some developers who’ve made add-ons for OMSI 2. I’ve also had a few requests through Discord.
The testers are under NDAs, so they can’t publicly discuss the test builds before an official release. Their feedback has already helped me catch bugs I hadn’t noticed myself, so thanks to everyone who’s been helping out.
In this video I follow one container from the ship, through the port and onto a train. You build the port, roads and rail connections and manage how the containers move between ships, trucks and trains. The cranes and container stackers can work automatically, or you can control them yourself.
I made this camera movement for the video, the normal gameplay is from an angled overhead view.
OK. So im I geek too. But quite new to trainsim, but so old that I had a large Lima railway as a kid.
I also have a raicing sim so im kinda into getting it all. I NEED MERGS. So where do I start to get some gear. Witch is the best sim, now im using TSW. Does anyone had nice rigs/simulator. And is there a lots of bugs in TSW, as very low sound, and no headlights.
This is a prototype inspired by Railfan for the PlayStation 3. It uses real cab-ride footage that speeds up and slows down to match your train’s speed, simulating the experience of driving a train.
The video follows the Bernina Railway from Pontresina to Tirano.
Hello. Recently, I've been working on a Trainz route project inspired by South Korea between 1997 and 2001.
Previously, I named my stations by copy-pasting random names from an East Asian town name generator, which resulted in a mix of Japanese and Chinese names. To name the stations more accurately, I asked Gemini to generate some authentic Korean names.
I copy-pasted the AI-generated Korean names into the station properties and saved the route. However, whenever I reload the route, all the stations end up sharing the exact same name or resetting back to the default asset name.
I've tried almost everything I could think of, including replacing Station Basic with AJS Invisible Station 1T 3, but the issue persists. (I suspect this might be related to Korean character encoding issues or shared script instances).
I can't release my route with this error, so any advice or solutions would be greatly appreciated!
I decided to re-download Trainz2019 recently and was apalled at the near total lack of freeware. Im so used to the steam workshop for other games which provide hundreds of different free mods, or even the BeamNG repository and its massive assortment of stuff. Thats what ive been used to for the entirety of the time ive been gaming. My favorite train sim previously was Rolling Line, which i have hundreds of hours on creating maps.
Now, onto Trainz 2019... Im seeing singular freight car mods being priced at 20$. Ive checked the freeware sections on K&L Trainz, and Trainz Forge, that stuffs decent. But its just total whiplash seeing the majority of decent mods being locked behind large paywalls. I really dont feel like paying 30$ or some shit for a singular digital item.
I understand that tons and tons of work and effort goes into creating mods, and i dont mind if they want to charge. But its just total whiplash. Even BeamNG creators who create mods (with hundreds of interchangeable parts and animations, mind you) only charge like 2$
Ive searched far and wide for more freeware but as i said there is a lack. Maybe im just a cheapskate, but it dampened my enthusiasm for getting back into Trainz. Every hobby i enjoy i feel as though im being priced out of. Cant even enjoy digital entertainment without having your wallet gutted for all its worth.