Game overview

Railweave at a glance

A complete, concise and maintained overview of what Railweave does — from the first track through traffic and cloud saves to community, video and development support.

The game loop

  • Design one railway junction, start traffic, read its behaviour and rebuild the network with what you learn.
  • U/min counts every locomotive and carriage that successfully leaves the map; smoother flow produces a better result.
  • There is no money, advertising, upgrade tree or paid advantage — geometry, routing and capacity decide the outcome.
  • The simulation uses a deterministic fixed step, so the same network and timetable produce fairly comparable results.

Maps, cities and trains

  • Five fixed maps — Britain, Czechia, Poland, Germany and the Netherlands — have their own cities, portals, routes, terrain and benchmark.
  • You connect cities by colour-coded routes; single- and double-track portals define arrival and departure directions.
  • The permanent fleet of trains 01–70 keeps its number, category and appearance across countries.
  • A fixed timetable gradually introduces more trains and adds carriages, asking the same junction to carry an increasing load.

Tracks, bridges and tunnels

  • One gesture builds one neutral track between exact nodes, continuing straight or at a 45° angle.
  • Straight track keeps full speed while 45° and 90° curves have readable slowdowns shared by the simulation and visuals.
  • Bridges and tunnels offer Steep 60%, Medium 80% and Gentle 100% profiles plus a selectable functional middle length.
  • The surface, bridge layer +1 and tunnel layer −1 are physically separate, allowing routes to cross without a false connection.
  • Previews, deletion, rebuilding and precise ramps use the same authoritative geometry as live traffic.

Switches and interlocking

  • At switches, you assign colour-coded routes to exact exits and can set arrival ordering or priority.
  • Traffic management is absent from Build; only during Run can the two-column Routes tab switch every active connection live between FIFO — first in, first out — and City passing.
  • A pass happens only after a faster train on the same route and in the same direction actually catches a slower one; the next shared city safely changes one departure order, never the order of trains on the track.
  • City passing may be active on at most five routes at once; the counter shows used and remaining capacity and switching back to FIFO immediately frees a slot.
  • The chosen mode applies at both endpoint cities and remains saved for later levels until the player changes it again; on the first version 4.7 load, older saved choices return to FIFO once without losing construction or progress.
  • An orange outer locomotive outline and an orange code on the same service mark a faster train from the moment a slower leader actually constrains it until the faster train enters the next city.
  • Automatic node interlocking reserves conflicting movements, maintains spacing and prevents simultaneous unsafe passages.
  • Trains accelerate, brake, slow through curves and ramps, and respond to the available route length ahead.
  • A technical pre-run check finds disconnected routes, invalid switch routing and other operational blockers.
  • The network cannot be edited and time speed cannot be changed during a run; per-route departure mode is the only live traffic choice.

Levels, goals and repair

  • Every map has 150 authored levels and its own increasingly demanding traffic plan.
  • The introductory level only asks you to reach the target U/min; from level 2, a fifteen-minute attempt must hold at least 65% of the reference maximum for a full 60 seconds.
  • Later levels expand traffic with new trains, routes and carriages while progressively involving more cities.
  • Completing the final level unlocks repeatable endless improvement on the same map.
  • A collision or blockage opens diagnostics and repair mode, letting you return to construction without losing the whole junction.

Saving, offline play and cloud

  • The active junction autosaves to browser IndexedDB and resumes from a stable construction state after a reload.
  • Railweave is an installable PWA that can launch the game and every map offline after one complete online load.
  • Signed-in players sync junctions to the cloud with safe revision and cross-device conflict handling.
  • My Junctions lets players load, rename, duplicate and delete saved maps.
  • Every guest New game gets its own identity, and genuinely constructed anonymous junctions count toward the public total.

Accounts and security

  • Registration uses email, password, a public nickname and email-address verification.
  • Optional two-factor authentication supports an authenticator app and one-time recovery codes.
  • Sensitive actions require recent authentication, are rate-limited and are recorded in the security audit.
  • Public nicknames and text are checked against links, team impersonation, invisible characters and abuse.
  • Players can safely sign out, reset a password or delete an account after confirmation; cloud data remains separate from local play.

Seasonal leaderboards

  • Every map has a separate seasonal leaderboard for the best U/min from level 2 onward.
  • The initial view loads the TOP 20 and adds 20 more positions on demand up to the TOP 500.
  • A signed-in player always sees their exact true rank, even outside the currently loaded list or beyond the TOP 500.
  • Only results replayed and approved by the trusted server worker enter the ranking; the client cannot award itself a score.
  • A season change starts a new ranking without deleting historical scores or saved junctions.

Community

  • Players can publish an automatic game-board snapshot as Advice or Showcase with a short question or description.
  • The community overview supports filtering, sorting, comments, reply notifications and incremental content loading.
  • A player with a nickname and at least one verified 50 U/min result can post; any signed-in player with a nickname can comment.
  • Content can be reported, and moderators can hide, restore or address it with the user under the public community rules.
  • Snapshots preserve the map and U/min at capture time without exposing private data or the full saved state.

REC and result sharing

  • Optional REC keeps a rolling twelve-second simulation buffer on the device without uploading it to the server.
  • A result can become a fourteen-second clip or a branded PNG result image with the final score and Railweave identity.
  • A trusted replay marks only its exact captured attempt Verified and supplies that score; unbound results remain Unverified and the introduction is Unranked.
  • Both media use 9:16, 4:5 or 16:9 with a choice of whether to show the nickname.
  • Creation runs locally; the finished file can be downloaded or, when supported for that file, shared through the native device menu.
  • Live rendering, video and the result image use the same tracks, bridges, tunnels, trains, layers and speed profiles.

Languages, controls and performance

  • The complete game and public website are available in Czech and English with their own localised URLs.
  • The interface supports light and dark appearance, music, fullscreen mode and remembered player preferences.
  • Battery Saver lowers rendering frequency without changing the speed or outcome of the deterministic simulation.
  • Responsive controls work with mouse, touch and keyboard shortcuts, including pan, zoom and pinch gestures.
  • Map data and heavier optional features load separately to keep initial startup and dense high levels responsive.

Project support and tickets

  • Railweave is an independent family project, and voluntary support helps fund continued development and operation.
  • A supporter can choose a specific permanent train, carriage and exact seat across the whole Railweave network.
  • A purchased seat may carry a public nickname and short approved message without affecting game rules or performance.
  • Every booking receives a collectible digital ticket and secure booking code; signed-in players can see all their tickets together.
  • Seat availability is verified on the server, and payment never unlocks a gameplay advantage.

Codex, media and public website

  • The game Codex explains tracks, speed, trains, switches, node interlocking, targets, U/min and incident recovery.
  • The public site provides About, News & Tips, Press, Credits, Fleet, Support and legal and community-rule pages.
  • The press kit provides ready descriptions, facts, brand assets and available images or videos for download.
  • Official links connect Railweave to social channels, while bug reporting prepares a technical email without publishing a saved map.
  • OpenAI Codex is credited for development assistance; game rules and active product state remain versioned and publicly documented.

Three ready-to-use shorter versions

These descriptions can be used directly in a profile, post, article or discussion; the complete list above remains the source for current features.

Very short

Railweave is a minimalist strategy game about building one railway junction where geometry, switches and automatic interlocking determine the flow of ever-growing traffic.

For social media

Build tracks, bridges and tunnels, configure switches and see whether your junction can handle longer trains and more cities. Railweave offers five authored maps, 150 levels each, offline PWA play, cloud saves, community, REC clips and server-verified seasonal leaderboards. The full game is free, ad-free and has no paid advantage.

For Reddit and articles

Railweave is a Czech-and-English minimalist railway strategy game for browser and mobile. You build a single junction, connect cities, design bridges and tunnels, route colour-coded services through switches and let automatic interlocking manage conflicting movements. Only during Run can each route switch live between FIFO and City passing; passing may be active on at most five routes and triggers only after a faster train actually catches a slower one. An orange locomotive outline and orange service code reveal the slowed faster train until it enters the next city. The choice remains saved for later levels. Authored maps and deterministic simulation gradually add trains, carriages and harder targets. The full game is free and ad-free, works as an offline PWA, saves locally and to the cloud, and includes community snapshots, locally rendered video clips, seasonal leaderboards and voluntary support with a personal seat and digital ticket.