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Mashinky

Early Access Sold as an unfinished build. Features, content and saves can still change before the full release.

Mashinky
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
Download Game v0.71.389a

Version Status

Current Version
v0.71.389a
Current Build
23516684
Latest Build
23516684
Last Steam Update
Rate & review
4.6 / 5 (85)
View on Steam

Screenshots

Mashinky — Screenshots 1
Mashinky — Screenshots 2
Mashinky — Screenshots 3
Mashinky — Screenshots 4
Mashinky — Screenshots 5
Mashinky — Screenshots 6
Mashinky — Screenshots 7
Mashinky — Screenshots 8

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

  1. No installation is needed — this release is fully pre-installed and ready to play, so you can skip setup wizards and long updates entirely.

  2. Extract the archive (RAR/ZIP) to a short, Latin-only path like C:\Games\GameName using WinRAR or 7-Zip — and never launch the game from inside the archive, as that is the top cause of launch failures.

  3. Launch the game via Run Me!.bat (or the main .exe file) 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)

Download Game

Full game 7

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Mashinky_v0.71.389a.torrent
MD5: d6d01010245d190fab403d3ff47f7377
SHA-256: 38455e3746812d7e779ccd78831b459207eec3be509b6fc4162564368e3ed2b2

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Mashinky v0.71.100a.torrent
MD5: 8d47dc0f005987bc8e1d926b919e100b
SHA-256: 3be9eb848bf426b407cc969209cb3c73fbd8aaba7403ac42b90197379ef850d3

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MEGA
Mashinky.Build.23516684.zip
PIXELDRAIN
Mashinky.Build.23516684.zip
GOFILE
Mashinky.Build.23516684.zip
MEDIAFIRE
Mashinky.Build.23516684.zip
1FICHIER
Mashinky.Build.23516684.zip

Reviews

4.6
out of 5
85 ratings 85 of these carried over from our archive

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Comments (11)

  1. Skigameco


    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

  2. Skigameco


    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 ;)

  3. Skigameco


    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)

  4. CODEX
    GameplayAll tracks returns full price once removed (so player can get tokens back by removing track) Train chooses depot exit according to its track type (for bug depot with multiple exits)Multiexit depots are possible now even for one-depot mode (you may place multiple depots chunked together)Upgrade also to basic track (downgrade from any track type to basic one) Generator places buildings closer to map edge - up to 5 tiles instead of 5%Params for all new vehicles and wagons, several iterations, balancingOptimizationsBetter clipping for plants, smooth terrain chunks and grassFaster Generating new map and Loading savegameFixesGPU loop issue, fullscreen switching (not verified all occurrence yet)Wring UI text size computation (caused empty space in missing mods list window)Grass length, wrong clipping, added some grass on rocksFlickering when rendering large buildings far from cameraUnable to load the game when some mods are missing and others are dangerousTrain does not skip waypoints when right after full unload / load Removed unnecessary whitespaces at the beginning and end of mod nameDithering lod transitionSome Script issuesClipping of grass and fields near the bottom screen edgeTerrain type namesMap generating issue (caused slow down of generating)Sea foam renderingGrass & Fields mask where bridge ends, also for station and station upgradesCorrect upgrade cost (take track sell cost also into account) Removed gravel under town buildings, used grass and gravel paths instead Using enter when missing mods window appear no more break the loaded game Crash / corrupted far geometry after map editDepot refresh after upgrading track insideTons issues with glass and fields when implementing them :)
  5. CODEX
    Improved shaders, sea reflections, fixes and more.Main updates:Sea reflectionsShadows improvements\"Turn around\" button force train to stop, turn around and continueTown size and number of depot / station / building upgrades visible in map iconFixed Green signal issue when upgrading trackFixed Building tunel \"under sea level\" issueFixed Upgrading / Removing parallel track under the bridgeComplete changelog:AddedShadow blur pass (bilateral filtering via depth difference)Sea reflection (bridges, tracks, buildings, trees, vehicles)Optimized: Sea Reflection (portal reflecting frustum culling)\"Turn around\" button in train window force train to stop, turn around and start againShowing town population and number of building / depot / station upgrades directly in map iconsFirst version of sea reflections optimization (per tile sea level/portal reflected frustum culling) (WIP)ModifiedUpgrade tab iconIcons for upgrade and industry changed in tool bar and main menuSnow brightness is more subtleFixedPath-finding IssueWrong Green signal (potential train accidents when modifing track)Trees Shadow in winter (without fallen leaves)Postponed quests fixed (it happend that they never come back)Tool bar state reset after load (cinstruction mode, game speed) Endless loop when loading save file ingameValley bottoms raised to allow tunnel under Loading specific savefile Upgrading / removing parallel track under the bridge Bridge half pylons issueSea shadow noise Sea reflections text in setup window
  6. CODEX
    Full change log here:Added: Bridge signalsModified: Ruined church model Modified: New texts versionModified: New scripts iterationModified: Enabled Turn around on the end of platformModified: New grass colors, New grass/snow/rock mask textureModified: New raycasting used for removing track, upgrading track, placing signalsOptimized: Loading saved gamesFixed: start with 0 money when quests turned off Fixed: Invisible locomotives Fixed: Signals search distance when updating their statusFixed: \"Adding to routelist\" cancels other toolsFixed: Crash after loading saved game or after town growFixed: Removing multiple tracks with one-way signalsFixed: Terrain editing restrictions around tunnelsFixed: Crash when loading \"Trainspotting\" quest vehiclesFixed: High speed track snow mask
  7. CODEX
    Fixes and optimizationOptimizationsThere are 3 areas I\'ve improved performance (On screen news, bit arrays used for various AI and signals alghoritms and computation of train wheels position).Fixes Sometimes old saves didn\'t get any of new questsWhen cloning unavailable trainsGame creates SAVES directory if not existsPotential fixes for rare corrupted saving bugWrong onboard camera directions when train flippedRemoving tool removes also high speed track stationsRare crash with selecting / removing buildingAdding upgrades to more than 256 stations usedRare issue with era quests Crash when removing station still present in a route listStorage full message cool-down prolonged 5->15 minutes, train lost starving message prolonged 1->3 minutesNew localized texts versionBangle model flipped Bulldozer sound tuned down by ~9dBToo much snow on rails and roads
  8. Informer
    New Industry chain2 new cargo types: Sand and Steel.New buildings: Sand quarry with 2 upgrades and Steelworks with 3 upgrades.New building recipes and Factory upgrade to process steel into tokens and goods.Oil refining process rebalancing including oil wells upgrade to make more oil tokens.New Quests 7+ new quests, 2 old quests improved and modified Era quest.We\'ve also finished the brand new internal script director so it is possible to add more quests easier.New Engines and WagonsSince we are in an advanced diesel age, there are new 4 fast diesel engines.Also we\'ve added 4 new unique engines as a quest reward (reskinned old types, but one is really unique & awesome). There is also one new rare quest wagon.There are new sand / steel wagons but there is also new iron wagon requested by the community.New MapOne biggest carefully prepared map called IslandUpdated all maps with 4th era industry locationsNew FeaturesBuildings now have onboard cameras (172 camera positions for all buildings and building upgrades so you can climb up the chimney and look around or even takea look inside one or two buildings).Now you can easily duplicate any train either stopped inside the depot or runningoutside.Vehicle\'s (or building\'s) onboad cameras now have directions and better transition between cameras itself.Minor improvementsMany script functions for possibility to make quests even more interesting and novelty (already used for 4th era quests).Rendering is now capable to cut holes into the ground for specific building parts (used for sand quarry).Engines and wagons rebalancing.There is also message when you send train to a depot and it finally reachesthe destination :)FixesMany fixes including some pathfinding, autorouting, signals, quests, visuals, post office generating, kph/mph conversions, quest text alignment with buttons and icons. Splash window always starts on primary monitor and fixed prefered monitor index (for cases where removed or switched monitors).and much more.

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