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Tracks - Version 6 vs Version 7
Aug 6, 2026, 11:20 PM
Noted Vesperite ore nodes on tunnel ceilings and the interaction between tunnels and train height
Aug 18, 2026, 12:01 AM
Added a screenshot of the elevated rail network and rewrote the junction image description
11The world of Railborn is covered by an enormous network of railroad tracks that the player's train travels along. The network is not linear: it includes junctions, climbs, and descents, and it carves through mountains and dives beneath the sea.223+34Track Switching and Train Direction4556Because players build their train piece by piece, the train has no fixed front. Players decide which end leads, which makes switching tracks a deliberate design feature rather than a simple turn. At junctions, players choose which branch to follow rather than laying new track of their own.677889Track Types9101011The developers have experimented with several track layouts and currently use two baseline track types, not counting weather-affected tracks:11121213Track TypeMap ColorEffectMainlineWhiteWell-maintained track. Normal travel speed and standard in-game visuals.Off-roadOrangeLess maintained track. Travel speed decreases and the in-game visuals change to reflect the rougher route.1314Beyond these two baseline types, some tracks are affected by weather, adding further variation to how routes behave. Communicating this track information clearly on the map is something the developers describe as an ongoing design challenge.14151516Reading the Network16171718Players learn the layout of the network through exploration and through information towers, which reveal local track layouts and Core locations. Choosing efficient routes is part of managing the train across a hostile world. See also Train Building and The World.18191920Track Blockers20212122Players can expect many interactions between the train and the track itself, including obstacles that block the way forward. Track blockers are one such hazard. The basic blocker is a relatively simple obstruction, with more involved blockers planned but not yet detailed. The intended counter is to research and build a cowcatcher, a front attachment that clears obstructions from the rails ahead of the train. Building toward a cowcatcher early gives a train a way to push through blocked track instead of stopping, adding train attachments through the technology upgrade tree.22232324Bypass Switches24252526Not every stretch of track is open from the start. Some routes are reached only by opening a track bypass, which means leaving the train to explore on foot. Most bypasses are marked in the world by a bypass tower, though the developers keep a few of them hidden so that certain routes are found only through exploration. Opening bypasses works alongside upgrading the train, which is what lets it handle steep inclines and weather-affected track.26272728Tunnels28292930Where a track runs through a mountain, the game generates a tunnel around it using a dynamic tunnel system, complete with its own tunnel biome inside. The developers have said the same approach may later be extended to undersea routes. Tunnels were among the systems polished ahead of the game's upcoming playtests and demo.30313132Tunnels are also a resource location. Vesperite ore nodes often sit high on a tunnel's ceiling, out of reach from the ground, so reaching them depends on how tall the train has been built. Height and tunnels pull against each other though: the developers found during testing that a train built tall enough would have trouble getting through one. See Train Building.32333334Notes34353536Track behavior, including the number and properties of track types, is still being iterated and may change before and during Early Access.