Game overview

Railweave at a glance

An overview from the first track through traffic and cloud saves to recordings and honorary seats.

The game loop

  • Design one railway junction, start traffic, read its behaviour and rebuild the network with what you learn.
  • U/min counts locomotives and wagons leaving the map in the last minute. Efficiency compares this with the level’s peak throughput and can exceed 100%.
  • 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

  • Six fixed maps — Britain, Czechia, Poland, Germany, the Netherlands and Slovenia — have their own cities, arrivals, departures and timetables.
  • 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.
  • Timetables gradually add traffic. Fast-paced Slovenia has 20 levels, 17 routes and 51 full trains in its finale, with no added wagons. Up to three routes share at most two freely chosen city arrivals.

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; a local slowdown through a 45° or 90° curve or diverging branch lasts only while the locomotive traverses it.
  • Bridges and tunnels offer Steep 60%, Medium 80% and Gentle 100% profiles; the chosen cap remains until the last wagon clears the structure.
  • 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, choose an exit separately for each numbered train. Trains on the same connection may use different branches; competing arrivals can be given 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. A full map restart restores FIFO.
  • 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

  • Slovenia has 20 levels, Germany 130, and Britain, Czechia, Poland and the Netherlands 150. Existing Slovenian campaigns continue into the new levels with their construction and records preserved.
  • Required throughput is the minimum needed to finish a level. Reach it once in the introduction; from level 2, hold it for 60 seconds within a five-minute attempt. If there is no longer enough time to complete the hold, the attempt ends early and returns you to Build, preserving tracks, progress and your best result. In the main campaigns, it is 50% of the peak in the introduction and 65% from level 2, rounded up to whole U/min. Saved weekly challenges keep their original targets.
  • Later levels add trains and connections and involve more cities. Carriages also join formations on the five larger maps; in Slovenia, trains never lengthen and new arrivals invite track adjustments.
  • 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.
  • Important email news about major updates and weekly challenges is off by default; players may opt in voluntarily and unsubscribe at any time.
  • 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.
  • In your account, you can separately enable emails when another player overtakes you from a TOP 3 position on a map or in an ongoing weekly challenge. Standings are rechecked after 15 minutes; no email is sent if you regain your position. At most one summary is sent every 24 hours, and you can turn it off in your account or through the email link.

Leaderboard and weekly challenges

  • Every map has a separate 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.
  • Weekly challenges have their own map and level, separate saves and standings. A 60-second warm-up is followed by 60 seconds of measurement. The archive preserves completed weeks and their top three players.

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.

Honorary seat and expansions

  • The base game is free and ad-free. Separate expansions will add more game content.
  • Server-verified completion of any base map’s final level earns one honorary seat per account.
  • Choose a train, carriage and free seat in your account. The award does not change train behaviour or scores.
  • Show your place using your account nickname or anonymously; personal messages are not displayed.
  • Earlier map completions are recognized from verified server records. Further maps join your list of achievements.

Codex, media and public website

  • The game Codex explains tracks, speed, trains, switches, node interlocking, targets, U/min and incident recovery.
  • The public website includes About, News & Tips, Press, Credits, Fleet, account access, and legal and community rules.
  • 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 six available maps with 20 to 150 levels, offline PWA play, cloud saves, community, REC clips and server-verified map leaderboards and weekly challenges. The base 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 base game is free and ad-free, works as an offline PWA, saves locally and to the cloud, and offers image sharing, local video clips, map leaderboards and weekly challenges. The first server-verified completion of a base map earns one free honorary seat per account in the public fleet.