Mashinky
Early Access Sold as an unfinished build. Features, content and saves can still change before the full release.
- Platform
- PC
- Release Date
- File Size
- 1.95 GB
- Views
- 60,417
- Comments
- 11
- Languages
- English, German, Russian, Czech, French, Spanish - Spain, Hungarian, Polish, Ukrainian, Greek
- Added by
- Added by Admin
Play modes & compatibility
Play modes
- Single-player
- Multiplayer
- Co-op
Version Status
- Current Version
- v0.71.389a
- Current Build
- 23516684
- Latest Build
- 23516684
- Last Steam Update
Game trailer: Mashinky
Screenshots
Description
Mashinky is a brand new transport strategy game from Czech developer Jan Zeleny. Zooming through gorgeous landscapes, utilising a traditional isometric construction mode and mastering a unique board game-like gameplay, you'll find yourself immersed in the task of building your own transport empire. The goal is to create your own transport empire on a procedurally generated map. The game is a unique blend of realistic graphics combined with an isometric construction mode and boardgame-like rules. Players start the game in control of a transport company. They must lay tracks on difficult terrain, research and buy new vehicles, manage routes and compete against economic rules to make as much profit as possible by transporting passengers and various cargos. This makes for a challenging simulation game requiring the player to consider all elements of business to be successful.
NOTE. Uploaded version: 4 June 2026 [v0.71.389a]. This is Early Access Release and latest version of game. The game is already Packaged in Installer and ready to run the game after install, read the instruction below.
About This Game
UI Scale, Start from any era, Hi-res icons…
- UI Scaling (You may choose the user interface size, especially handy for 4k monitors)
- Hi-res Icons (Reworked 400 icons)
- Start in any era (once unlocked by playing)
- 7 new Trees
- Restoration of old vehicles
- New UI Scale feature
- New 385 icons, 500+ letters
- Added Tons of missing letters (aprox +200)
- Automatically scale up icons that are in an old resolution (due to mods)
- Modified icons of track modified to make them more distinguish
- Added automatic restriction to UI Scale according to resolution / window size
- Added possibility to start map in another era!
- Added autodetection of max start era unlocked (you have to progress naturally to unlock more eras to start from)
- 074 Bangle cost balanced to support start in later eras
- Added script function GetStartEra
- Restoration possibility (autoreplace by the same vehicle, even for unique ones. Fixed cost atm)
- 7 new trees (+removed Acacia)
Key Features
- Players can switch to an isometric construction mode inspired by the very best strategy classics. This is a grid based map where every change of traffic layout is a rewarding puzzle. You can build simple tracks connecting just two stations, or design sophisticated networks using junctions and signals to maximize efficiency and performance.
- As the game progresses, you’ll need to extend and customize your transport empire. You can upgrade industry buildings, stations and depots in various ways, and improve your trains using new engines and special wagons. Each upgrade offers a unique bonus; greater capacity, new processing rules and even new cargo types. Players can develop their own strategy to suit best the network they’re building.
- With the innovative viewing modes, you can ride one of your trains or watch the operation of the network you have built. You can exit construction mode at any time to dive back into the beautiful landscapes and detailing of the 3D world. You can see your track network from a different perspective, or even jump into one of your train and enjoy the ride.
System Requirements
Minimum
- OS:
- Windows Vista
- Processor:
- Dual Core 2.0 GHz
- RAM:
- 4 GB RAM
- Graphics:
- GeForce 750 or equivalent
- Storage:
- 2 GB available space
- DirectX:
- Version 9.0c
Recommended
- OS:
- Windows 7
- Processor:
- Quad Core 2.66 GHz
- RAM:
- 4 GB RAM
- Graphics:
- GeForce GTX 970 or equivalent
- Storage:
- 2 GB available space
- DirectX:
- Version 11
Installation Guide
Step-by-step setup process for P2P Release
-
No installation is needed — this release is fully pre-installed and ready to play, so you can skip setup wizards and long updates entirely.
-
Extract the archive (RAR/ZIP) to a short, Latin-only path like
C:\Games\GameNameusing WinRAR or 7-Zip — and never launch the game from inside the archive, as that is the top cause of launch failures. -
Launch the game via Run Me!.bat (or the main
.exefile) in the game folder. If nothing happens, right-click it and choose Run as administrator.
Game Info
- Developer
- Jan Zelený
- Publisher
- Jan Zelený
- Platform
- PC
- Release Date
- File Size
- 1.95 GB
- Status
- Pre-installed (Portable)
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Comments (11)
Hello beloved community!Today, it is kind of content & content update :) I\'ve been working for some time on pack of new road vehicles, and while preparing them for the release, holiday season came so I\'ve also prepared new Christmas quest with Santa.Hope you will enjoy it!New road vehiclesAdded 13 New modern road vehicles including new double decker bus. These were the last missing road vehicles I\'ve planned for the full game. Christmas questThere is a new Christmas quest, featuring 5 unique vehicle versions (reskins for goods delivering vehicles) and loco as a reward!Get on board a car for goods delivery, find Santa waiting at a station and give him a lift to any city station where he jumps out and light up the Christmas tree on city center.Repeat for as many cities as possible to get unique locomotive as a reward.I\'ve added also 3D icon of Santa and the distance to him when in driver mode and route list icons visible (by hitting Alt key). This should helps you find him easily. Quality of lifeAdded Metric system (Kph/Mph) game setup. I know I know, sorry it took me so long :) I really appreciate your patience.Change log:Fixed proper Turn around on the end of runwayFixed two potential crashes when accessing missing planned pathFixed cargo filter icons in shared routelistAdded christmass quest, script, visual midification of 5 vehciles, animated Santa on road stops, animated Santa in road vehicles, added co-driver positions for him, etc.Vehicle / wagon with cargo type but no capacity shows visually full loadAdded new script function GetVehicleCargoType(vehicle, preferredCargoType) - return first cargo type detected, but if preferred valid, returns the same string if vehicle have itAdded new script function VehicleSetWagonType(vehicle, index of wagon, new hash)Modified XMass quest now release Santa after each successful delivery so you need to find him every time (but you may change vehicle to test xmass modified versions)Added 3D icon of Santa position when in driver mode and routelist icons visibleAdded emmisive materials supportXmass assets are now using emmisive light bulbsFixed possibility to pick up Santa when manual driving (and station is not in the routelist atm)Fixed black rectangles instead of croswalksAdded Kph/Mph setupFixed strange keys iresponsibility when load savegame from other savegameFixed proper track/road speed hintsFixed driver mode road highlight visualizationFixed issues with loading some saves and start custom maps
Hello beloved community!I have a rather boring update today :) It\'s mainly about the performance of the game engine. I focused on FPS at runtime, but I also significantly reduced the loading time! Due to huge changes in the codebase, it took quite a while, because we had to make sure everything works the way we want. Runtime optimizationsProbably the biggest performance boost comes from the switch from the old \"agents search by track tiles\" to graph-based search. Now the entire track system is divided into graph edges between any crossings, intersections, or track type changes. Any vehicle can very quickly check which path is best at each intersection, so it responds to signal states as it always does, but with less performance impact and without stuttering.Another big benefit is the new ability to move a vehicle by any distance in a single update. In previous versions, vehicles would move multiple times if necessary, each time by a maximum of half a tile. The reason was to ensure proper signal responses and other dependencies during movement. Now, for example, fast trains or planes can move across multiple tiles with signals and crossings, which significantly improves performance.This helped a lot, especially on large and dense maps where performance suffered, especially when accelerating the game by 4x. In some cases, this update can increase FPS by 3x. Loading time optimizationsRegarding loading time, I modified the streaming to only collect lowpoly models, exit the loading screen, and continue streaming the hipoly models. This saved some loading time.I also implemented a non-native driver way of loading models and added custom texture decompression algorithms, making it easier to work with multiple threads and improve loading even more.Loading times were cut by about half compared to the previous version. ImprovementsThere are other updates as well, I improved the terrain and grass rendering, polished up the colors a bit, and last but not least, I added what we call the Lazy Button (hotkey is \"I\"), which can place any object you click on (helpful when you need to switch tools frequently).Meanwhile, I have about 14 of the 16 new road vehicles, so once I finish the last few trucks, we\'ll iterate on the parameters and prepare the next - this time content - update for you ;)
Detailed changelog:3rd eraBlitz truck for GoodsBlitz truck for SandBlitz truck for Mail4th eraBach 302 BusZilon truck for LogsZilon truck for Wood planksZilon truck for SteelTrambus truck for CoalTrambus truck for Crude oilTrambus truck for Sand5th eraMetropolitan BusWack truck for CoalWack truck for Iron oreWack truck for SteelWack truck for LimestoneAnia truck for CementFixesFixed animated doors of road depotMerged locomotive into another train is properly unbind from its shared routelistFixed clipping of cargo type filter in depot windowFixed wrong shortcut in driver modeFixed vehicles sharp yank when entering new road tileFixed clipped destinations visualization in vehicle info windowFixed crash in some circumstances (reproduced on 150+ mods active)