RailthreadPlayer handbook · desktop & browser

Your first delivery

One route, three destination shapes Route 1 connects a circle, a triangle and a square. A passenger requesting a square can reach the square station on this route. CircleTriangleSquareRoute 1
Follow the passenger's destination shape.
  1. Choose Learn for a gentle practice run, or Play for a new game. Continue reopens an eligible saved run.
  2. While paused, drag from the circle station through the triangle and square, then release to commit the route. The first valid route receives an available startup train automatically.
  3. Select Resume. Watch a waiting passenger board, travel and leave at a station with the passenger's shape. That is a delivery.
  4. Tap or click an object to pause and see its actions. Info opens its details. Add connections as stations appear, then Resume explicitly.

Learn is separate practice: restarting or leaving it does not replace your saved run, spend a loadout, grant rewards or reserve a competitive attempt. Optional lessons can be replayed.

Read the passenger shapes

A passenger's symbol is the shape of the destination they need. They can finish at any station with that matching shape; a station letter or name does not select a particular destination.

For example, a triangle passenger waiting at a circle can travel to either of two triangle stations. A useful route needs connected service and a train, not just a line drawn on the map. Passengers may wait for a full train or choose a different matching station when routes change.

Station names and train names are cosmetic. Shapes, route numbers and patterns remain useful when colours are difficult to distinguish.

Transfers, crossings and rivers

A transfer happens at an actual shared station: a passenger leaves one train, waits there and boards another route. Transfer passengers count towards that station's waiting queue.

Two lines crossing visually between stations do not connect. To make an interchange, include the same station on both routes and provide train service on each. A circle passenger can change trains at a square station on the way to a circle destination.

River crossings are infrastructure. Each continuous traversal of water uses crossing stock for that line; another line at the same location needs its own crossing. Trains do not spend a crossing on every trip. Removing infrastructure refunds it once, but an occupied old segment keeps its crossing reserved until trains clear it.

Pause and plan

Pause freezes trains, passenger generation, congestion timers, effects and the game week. You can inspect, draw and edit routes while paused. Resume restarts time explicitly; closing an object panel keeps play paused.

A weekly decision also pauses the game. Speed is beside Pause/Resume, Undo and More in the toolbar. Faster playback changes how quickly simulation time passes, so return to a comfortable speed when planning a rescue. More also contains speed, Fit Network, network lock and Menu.

Network lock prevents edits and resource assignment while inspection, pan and zoom remain available. Pause when away from the game is available in Settings; desktop focus-loss pause defaults to on. Saved games reopen paused and do not simulate the time spent closed.

What Undo can change

Undo reverses the last committed network edit, not simulation time. It does not rewind passengers, score, congestion, station growth, the week or failure. Weekly choices, purchases and power-up activations cannot be undone.

Undo uses a limited run allowance, including during paused planning. Ranked and Daily have exactly 3 Undo and reject token Undo and consumables. Eligible ordinary modes use their displayed free allowance; using an extra token labels an ordinary run Assisted.

The most recent edit must still be feasible with the current stations and resources. If it cannot be restored, Undo explains why and spends no allowance. Train and carriage changes may wait for a safe stop. Undo cannot skip an incompatible edit, revive a failed run or refund an activated power-up.

Trains, carriages and route service

A route without a train cannot carry passengers. Each new valid line receives one available startup or spare train automatically; extending a line does not add another. Drag a spare train from the stock dock onto a route, or use its action buttons. Drag a spare carriage onto a train to add seats. Inspect the object for available actions and current stock.

Carriages add capacity; extra trains can shorten waits, but trains travelling in the same direction cannot pass each other. A longer route takes more travel time and busy stops add boarding time. Loop direction changes which stations a train reaches next.

Reassignment or removal lets a travelling train finish its segment and unload safely. Carriage changes apply at a legal stop; removal can remain pending until passengers fit. Paused planning queues physical work rather than teleporting trains. Pending stock and crossing refunds become available only when that work is safe. Cosmetic vehicle names do not change speed or capacity.

Read congestion and recover

Only waiting passengers fill a station's queue, including people waiting to transfer. Onboard passengers do not count. Overload begins strictly above capacity; a queue at capacity or below lets congestion debt recover. The warning ring and remaining simulation seconds show how close the station is to failure.

Pause and inspect the destinations in the queue. Check that a matching destination is reachable, each necessary route has a train, and trains have useful space in the required direction. Consider a connection, a shorter journey, extra service or a station upgrade using available resources. These are suggestions, not a guaranteed rescue.

A full train alone does not end the game. A station exhausting its congestion grace does. Failure freezes the run; Undo cannot erase it. Results explain the cause and offer a retry.

Choose a weekly upgrade

A game week is 60 simulation seconds. The game pauses for a free weekly choice; read every benefit on the card before choosing. Scenario rules can change resources, so the current offer and stock are the guide for your run.

Trains add service, carriages add seats, lines add route slots and crossings allow more water traversals. Station upgrades add waiting capacity; fleet speed, boarding and turnaround upgrades reduce different parts of a journey. Capacity does not fix an unreachable destination. Major packages contain several benefits, all shown on the card.

A station reward needs an eligible target. A cancelled or invalid target spends nothing. Banking keeps one frozen offer for later, with the next week requiring its resolution. Rerolls are limited and may be unavailable when no useful alternative exists; the first fixed offer needs no reroll. An offered resource has not been received until selected. Stock carries between weeks, not between runs.

Choose your difficulty

New ordinary Endless, Assisted and Custom games offer Gentle, Steady, Standard, Rush and Expert. Choose the level in mode setup before Play. Compare difficulty shows the selected rules; new players begin with Gentle unless they choose otherwise. Custom remains practice at every difficulty.

Gentle has half Standard's passenger demand, slower station growth and 0.5× delivery points. Steady has 75% demand, slower growth and 0.75× points. Standard uses the baseline. Rush has 125% demand, faster growth and 1.5× points. Expert has 150% demand, the fastest growth and 2× points. Higher points come with more pressure; they do not make a run easier.

Difficulty changes demand, station timing and delivery points, not the normal crowding grace or the shape-introduction schedule. It is fixed when the run begins. Continue and Retry keep that run's exact rules, including older saved games. Ranked, Daily, City Challenges and imported scenarios keep their own fixed rules; changing your next-game choice does not alter them.

Each difficulty also has a career badge. Its qualifying service must be a completed ordinary unassisted Endless run on that difficulty, using the normal rules for your highest earned level at the start, without powers. It needs at least one simulation minute, 25 deliveries and deliveries to three different stations still active at the finish. Bronze, Silver, Gold and Platinum require 1, 3, 10 and 25 qualifying services. Older starts without the required starting record cannot be credited retrospectively; read the badge card for its exact rules.

Modes, practice and current service limits

Endless Standard grows until congestion ends the run. Assisted uses optional help and has separate labelled records. Ranked and Daily use equal fixed rules, exactly 3 Undo, a fixed reroll allowance and no inventory or purchased assistance. A Daily replay after the reserved attempt is practice. City Challenges have stated objectives and may allow continuation for medals.

Custom, imported scenarios, optional lessons and regional practice are not official competitive attempts. Regional practice opens its own picker from mode setup or More; read each map's objective and resources before starting. Sandbox is separate creative practice with provisioned resources and no congestion loss; its resources do not transfer to ordinary games. Mode and practice labels explain which rules apply before starting.

Career practice · First railway is a free chapter in the lessons area: make an interchange, cross a river, then rescue an imperfect railway. Finish missions in order and replay completed ones. Its chapter marks stay on this device; interrupted practice restarts. It keeps your ordinary saved run and grants no ordinary XP, Coins, inventory, missions or competitive attempt. Free assignments in Career and badges are a separate set with an explicit result-recording step.

The current desktop and browser shops, cloud services and competition services are local mocks. Mock credits, purchases, matches and boards demonstrate flows, not real payments or verified global competition. Offline Daily is practice. A backup or entitlement cache is not proof of a purchase; shared purchased currency needs its authority. Native Apple services and physical-device support are not established by these mocks.

XP, missions and run rewards

Open Profile and choose XP and unlocks to see your current level, XP still needed, next earned unlocks and highest earned level. Eligible completed runs earn XP from delivered passengers, station development, completed weeks, challenges, achievements and missions. Ordinary Assisted runs can earn these rewards. Practice, Sandbox and debug runs do not earn ordinary profile rewards.

At results, choose Collect run rewards, or submit an eligible competitive result, before treating its rewards as collected. Show reward breakdown explains the XP and Coins actually credited, including new achievements, completed missions and levels. A pending or older result may have no breakdown; opening results again does not grant the same rewards twice. Your final network and replay views help you review what happened.

Profile → Missions shows each task, target, progress and reward. Unfinished missions carry over; completed slots refresh on a later day. A Preview starts with your next eligible completed run. If the date service is unavailable, saved progress stays but new missions and replacements wait. Daily rewards currently use a local mock service.

At level 50, Prestige is available in Daily rewards. Read its confirmation before accepting a new level cycle; earned unlocks and allowances, permanent career and earned badges remain. Profile ticket stamps are optional achievement-earned decoration: preview a stamp's requirement, then use Use on profile ticket after earning it. The selection stays on this device for this account and is separate from cloud saves.

Your permanent railway career

Open Profile → Career and badges to see your permanent title, next promotion requirements and earned badge tiers. Career recognition is free and survives Prestige. Finish eligible runs and collect their results to record progress; browsing cards grants no XP, Coins, items or gameplay strength. Each badge explains what counts, so a task may have stricter rules than ordinary XP rewards.

Badge collection lets you search names or tasks and filter by family, Earned, In progress or Future goals. Read whether a target is lifetime progress, progress since tracking began or the best from one run. Tracking coming later means that task cannot record progress yet. The catalogue includes future goals; seeing a card does not mean every badge is currently earnable, and older play is not automatically reconstructed for newly added tracking.

Collections groups badges into Everyday Service, River Railways and Railway Rescues. Only earned tiers count; pending tiers remain in the displayed total. Specialist licences recognise relevant earned tiers without extra train strength. Show lifetime service records displays numbered passenger and Prestige milestones from your recorded totals; these numbers add no rewards.

Every Journey Matters recognises completed ordinary Endless services without power-ups where a passenger journey has finished from every station active at the end. A connection or boarding alone does not count, and a late new station is included. Other badges observe different service, interchange, departure or river tasks; read each card's complete requirement.

Results identify badges and promotions actually credited by that run when those details are available. Optional product ideas are previews with proposed prices: qualifying earns the free recognition, not ownership of a proposed cosmetic. There is no checkout in that page.

Pin a badge goal

  1. In Profile → Career and badges, open a badge and choose the exact tier you want to work towards.
  2. Use its Pin goal action, then choose Near-term goal, Specialist goal or Lifetime ambition. Up to three different badge tiers can be pinned. Choosing an occupied slot replaces that goal.
  3. Return to the career summary to read current progress and what remains. Clear pinned goal removes a choice without losing earned progress.

A pin is a reminder, not a reward or a change to the task. Future goals stay marked as coming later. Your choices stay on this device for this account and are separate from cloud recovery. Results show the currently pinned goals; they do not reconstruct which goals you had pinned during an old run.

Profile → Cosmetic goals also offers one separate pinned appearance target for Retro or Metropolis. Read its exact earned requirement and remaining progress. Pinning or previewing a style does not unlock it; use its equip action only after earning access.

Continuing service contracts

In Profile → Career and badges, choose Show service contracts. Three free goals track Passenger deliveries, Direct journeys and Station visits. Their unfinished progress persists without a daily deadline. Each shows both its service target and progress across two different seeds or rule setups.

Complete ordinary Endless runs without selected power-ups and collect their results to contribute. A direct journey uses one line without a transfer. Repeating the same seed and rules can add service but cannot supply the required second different setup. Reaching the numerical target alone is not enough; when asked, provide qualifying service toward that goal in another setup.

Completing a contract records a numbered service recognition and starts a replacement goal in that slot. Recent service recognitions lists completed work. These contracts grant no extra XP, Coins or inventory. Assisted, competitive, practice and assignment runs do not count; their other rewards keep their own rules.

Complete a free assignment

The career page offers Free assignments: six separate railway tasks with fixed objectives and resources. They are separate from the First railway practice chapter. Start from the main menu after leaving other modes; your ordinary saved railway is kept.

  1. Open Free assignments, choose View assignment and read the objective, time limit and available trains and lines.
  2. Choose Prepare assignment, then Begin assignment when ready. Preparation alone does not start the attempt. Use ordinary railway controls to solve the task.
  3. When the attempt ends, choose Check result. If the objective is verified, choose Record completion to keep that completion. A failed attempt can be tried again.

An assignment can pause while the game stays open, but it cannot be saved or resumed after closing or reloading. Leave assignment asks before discarding that attempt. Recorded completions remain; an unfinished attempt must start again. Assignment completion grants no ordinary XP, Coins, badges, inventory, mission or service-contract progress. Reading a brief or preparing a railway grants no completion.

Earn and choose an appearance

Profile → Train liveries offers Classic plus Commuter band, Loopline double stripe and Intercity chevrons. Preview livery shows a schematic train and carriage. Read the current achievement requirement; after it is recorded in eligible rewarded play, choose Use this livery. Reset to Classic returns to the free default. A locked preview never equips or unlocks the style.

Liveries decorate both trains and carriages. They change no speed, capacity, score or passenger service; route colours, loads and controls keep their meaning. Your selection stays on this device for this account. If a selection cannot be saved, retry before assuming it will remain after reopening.

Cosmetic goals shows the earned requirements for Retro and Metropolis themes. Settings appearance previews compare styles on the same example railway; previewing does not equip or grant access. Installed styles still require their displayed ownership or earned access. Ticket stamps and result-card styles are separate profile decorations.

Regional practice can have its own scenery and colours, including Yorkshire's landscape. These are visual identity, not different railway rules or new ordinary rewards. Quiet scenery, reduced motion and other accessibility choices remain available. Optional product ideas and mock shops do not establish a real purchase.

Find new stations and watch busy hubs

Later stations receive a brief camera visit when the map is free: pull back, travel and zoom in, then stay at the new station. Editing or a decision can postpone a visit. Manual pan, zoom or Fit Network takes control of the view; reduced motion uses static guidance. Camera movement does not connect a station or pause passenger demand. Pause explicitly when you need planning time.

N marks a newly arrived station until its first committed railway connection. A route without a train clears N; a draft or track passing nearby does not. Seeing a station or moving the map does not clear that connection reminder. An unconnected arrival moved offscreen can show its named edge reminder again.

The red bottom-left station shortcut focuses the oldest station currently without a committed rail connection. It can include starting stations and stations disconnected by an edit or Undo, even after their N badge has gone. It stays on that oldest station until its connection changes. A railway connection still needs train service to carry anyone.

More → Pinned hubs and recent stations lists the latest eight arrivals until dismissed or replaced. Pin to hub watchlist monitors up to six stations' real waiting/capacity and overload countdown during this run. Focus on map centres a station at your current zoom; Inspect station pauses for ordinary actions. These hub pins and arrival markers clear when the run changes. Fit Network shows the whole railway whenever you need an overview.

Save, continue and keep a browser backup

Continue resumes an eligible saved run, paused. No game time passes while it is closed. In the browser, open Browser saves & files and use Save & pause; wait for the successful saved status before closing the page. A pending save has not yet reached durable browser storage.

Download a progress .transit-save backup regularly and before moving the game to another address or clearing website data. Browser storage belongs to its origin: scheme, hostname and port. A different address or port can show a different empty profile. Private browsing, quota limits and browser eviction can prevent or remove saves.

Import a backup through the visible review and confirmation flow. Corrupt or unsupported files must be rejected rather than replacing a good save. Creator scenarios and provider mock journals are not included in progress backups; export scenarios separately. Purchased currency cannot be restored or combined as authority from backup files.

Keep one game tab open per origin. If storage ownership is blocked after an interruption, close other game tabs before explicitly confirming Recover storage lock. Clipboard or file errors need their own successful retry; a permission refusal is not a completed export.

Controls at a glance

Draw or extend: drag between stations. Starting at a route endpoint extends that route; starting at an interior, loop or unconnected station creates a new line. At a shared endpoint, the selected eligible route takes priority. Edit: select the route and drag its handle or use object actions. Close a loop: drag the endpoint back to the starting station. Inspect and pause: tap or click a station, train or route. At a shared station, choose a numbered route bubble. Info opens details. Resume explicitly restarts time. Assign stock: drag a train onto a route or a carriage onto a train; object action buttons provide alternatives. Cancel an unfinished edit: Cancel, Escape or right click. A second touch cancels an unfinished edit before pinch zoom. Pan: drag empty space; middle mouse drag works anywhere on the board. Zoom: pinch, mouse wheel or zoom buttons. Fit Network: its button, double tap/click empty space or F. Pause/Resume: its button or Space. Undo: its button or Ctrl+Z, using the same allowance. Network lock: More or L. Speed: the toolbar or More; 1/2/3 choose the ordinary speed shortcuts. Menus and keyboard/controller focus: use the displayed focus, confirm and Back/Cancel actions. Touch and mouse action buttons remain available. Settings offers text scale, reduced motion and feedback options; sound is optional and essential information stays visible.

When something does not work

Passengers stay put: first check Resume, a train on each required route, a reachable station of the requested shape, the right direction and available seats. A visual crossing is not a transfer. Inspect the queue and train rather than assuming the named station is the only destination.

An action is grey or rejected: read its explanation, check stock and mode restrictions, and turn off network lock if you want to edit. Weekly decisions or results may need resolving first. A travelling train or carriage change can be pending until the next legal stop. Invalid or cancelled edits spend nothing.

The map feels crowded: pause, zoom or Fit Network and inspect one object at a time. Route numbers, patterns and destination shapes supplement colour. Try larger text or reduced motion in Settings.

A browser save seems missing: return to the same scheme, hostname and port, check storage status and import your downloaded backup if needed. Close other game tabs before recovering a storage lock. Preserve the backup if an import is rejected. A browser persistence error, clipboard refusal or local mock sync is not confirmation of safe storage or a real cloud upload.

Small glossary

Destination shape: the symbol a passenger needs to reach at any matching station. Route or line: an ordered set of stops; it needs a train to provide service. Interchange or transfer station: an actual station shared by routes where passengers can change trains. Crossing: infrastructure stock for taking one line across water, not a passenger connection where lines overlap. Headway: the time gap between successive trains serving a direction. Dwell: the time a train spends at a stop exchanging passengers. Waiting capacity: how many waiting passengers a station can hold before overload begins. Congestion debt: accumulated overload time; it recovers when the queue returns to capacity or below. Pending: an accepted change awaiting a safe physical stop or clearance. Week: 60 seconds of simulation time, frozen by pause. Practice: a run outside official attempts and standardized records. Mock: a local demonstration of a service, without real payments or verified online authority. Origin: a browser address's scheme, hostname and port, which together identify its save storage.