Mars Rapid Transit is a train themed tycoon game on Mars.
Steam store page | Trailer
I recently returned to working on this game and I've got a few features that I think are cool that I'd like to share and to get thoughts on:
Track Laying
My aim is to make track laying and route management really intuitive and easy for new players while allowing advanced players to optimise their rail network. Track laying is based on a grid system with players creating a blueprint or ghost track plan first, which they can then modify and run test/simulation trains on before committing the plan, and the money actually being spent and the track constructed for real.
This is mostly born of my frustrations in some train tycoon games of laying track instantly being built, only to find that it doesn't quite line up and I've wasted a load of money and time on something that doesn't work.
Equally, I want players to be able to just drag a line across the map to create a rail route, and then pop a train on that line, and it just knows where to go without further instructions. A bit like Mini Metro. (With the player then able to fine-tune that route and schedule if they want). The way I do this is that every time a new section of track is laid by the player, it is automatically assigned to a train line, either an existing one based on the adjoining track, or a new one. This largely sidesteps the problems of navigation for trains. So similar to lines in other transport games, but mandated and automatically created by the game, with again the option for players to them customise and edit if they want.
Economic Simulation
I grew up playing A-Train and I love the way that game lets players build a rail line out into the middle of an empty space, with houses and businesses then growing around that (if you set it up right).
Mars Rapid Transit economic simulator will still be based on transporting around discreet stacks of different goods and passengers, but with simulated NPC companies operating in the background with specialised behaviours. So for example, hotel chains that expand based on if your rail company transports lots of tourists to their hotels. And real estate and construction NPC companies that build and expand the buildings which the NPC hotel chain company or whoever else rent out.
End Game - Giant Domes
I also want the game to have mega-structures in the form of giant domed cities that the player can eventually build, after having grown the economy and supporting industries to be able to support that.
It wont be something with hard rules, (so nothing like "get 3000 population to unlock"), but more that just the amount of advanced production chains that need to be established and the sheer volume of materials needed makes it a challenge. Equally, it's not like you build a giant dome and the victory screen appears. Instead it's something to aim for if you want.
This is the plan at least. I mocked up quite a bit of stuff for the trailer and screenshots, but mostly because I wanted to get rid of the AI art I was previously using in the steam store capsules (it seemed like a good idea in 2024). Curious what you all think
Edit: AI Disclosure: No AI is being used in the game and no plans to add/use AI in the future. Previously used AI for the Steam store page capsules, but those have now all been removed and replaced with human made art. See also above.