Devlog #16 — Desert Layouts & Production Chains
Hi everyone,
Today we want to show a new scenario for Speed Rivals: Model Trains, this time with a warmer, more desert-inspired visual style.
But the biggest addition is not only the environment.
We have now integrated a full wagon production chain that will appear in some of the later levels of the game.
From Empty Wagons to a Unique Result
In these more advanced missions, the objective becomes more complex.
You start by collecting empty wagons.
Then you need to transport them to pick up raw materials.
Those materials must be taken to the correct processing building.
And after completing the full chain, you obtain a unique wagon as the final result.
This means the player is no longer only moving cargo from A to B.
You are managing a small production flow across the railway layout.
Progressive Difficulty
These production chains will only appear in the later levels.
The idea is to keep the progression gradual:
First, learn how to drive and move wagons.
Then, understand routes, switches and deliveries.
Later, combine several steps into more complex production missions.
This also helps us build a simple narrative around each scenario and make the progression feel more meaningful.
A New Desert Scenario
The new layout uses warmer desert tones and a different atmosphere from the environments we have shown so far.
It also gives us a good setting to test these longer production chains and more advanced mission structures.
And Then Build Your Own
All of these systems are also being designed with the editor in mind.
Players will eventually be able to use the same buildings and production elements to create their own layouts and mission ideas.
So the levels we build for the campaign are not only content to play.
They are also examples of what can later be created with the editor.
Thanks for following the development of Speed Rivals: Model Trains.
This announcement was originally published by BabelGames on Steam on Oct 10, 2026.
Open the original on Steam