
Screenshots

Watch trailer on Steam ↗Speed Rivals - Model Trains
BabelGames · Published by Speed Rivals · Official site ↗
Last updated 28 Sept 2026
Build wild railway worlds, master fast and risky train driving, complete chaotic delivery missions, and race or cooperate with friends in a multiplayer train game where every track, wagon, and second matters.
Indie, Simulation, Strategy, Casual · 2026 · More free games
Design intricate tracks and race against friends in Speed Rivals - Model Trains, where every second counts. Experience the thrill of simulation and strategy as you master risky train driving and complete chaotic missions.
About this game
Build Your Own Railway Worlds
Create, customize, and bring your own maps to life with a powerful railway editor. Design unique track layouts with elevations, banked curves, crossings, junctions, and any combination you can imagine.
Place buildings for loading, unloading, stations, and other railway operations, then shape the world around them with decorations, nature, environments, structures, signs, and details that make every map feel alive.
Simple to Drive, Hard to Master
Driving the train is easy to understand, but mastering it is another story. As you move across the map, you will need to make quick decisions: switch tracks, control your speed, reverse when needed, and use the map view to plan the fastest route ahead.
Speed matters, but so does control. Your locomotive type, wagon count, cargo weight, and current speed all affect how safely you can take each turn. Push too hard and you may derail, and nobody wants that.
Take on Delivery Missions
Each run begins with delivery missions made up of different tasks. You will be told what cargo you need, how many wagons are required, and where everything needs to go.
Some missions may ask for several wagon types in different quantities, and as you progress, routes become more complex, deliveries spread across multiple locations, and planning becomes just as important as speed.
Multiplayer Mayhem
Everything is more fun with other players. Team up in cooperative mode and work together to complete the same mission as fast as possible, coordinating routes, cargo, and timing.
Or jump into competitive mode and go head-to-head to prove who is the fastest driver. Race for the best route, outsmart your rivals, and maybe even leave a few surprises on the tracks.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10 64-bit
- Processor: Intel Core i5-4460 / AMD FX-6300
- Memory: 4 GB RAM
- Graphics: NVIDIA GTX 750 Ti / AMD Radeon R9 270
- DirectX: Version 11
- Storage: 2 GB available space
Recommended
- OS: Windows 10/11 64-bit
- Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 1060 / AMD RX 580
- DirectX: Version 11
- Storage: 3 GB available space
Supported Languages
*languages with full audio support
Latest news
AnnouncementsOfficial
Devlog #12 — First Tutorial Test
Devlog #12 — First Tutorial TestHi everyone,Today we want to show one of the first tests of the tutorial for Speed Rivals: Model Trains.The goal of this tutorial is simple: introduce Jeff, the train driver, and teach the basic actions the player will need before starting real missions.Meet JeffJeff is not locked inside the train.You can move him around the map, get off the train and interact with the railway layout from outside the locomotive.This is important because Jeff will be connected to several gameplay systems, not only train driving.Jeff’s Pocket VehicleThe tutorial also introduces Jeff’s small manual rail vehicle.It is a funny little handcar that you can place on any valid rail and use to move quickly through the layout.It works almost like a small playground seesaw on tracks, and it gives Jeff a way to travel when he is away from the main locomotive.Basic Train ControlsThe tutorial also explains the basic train controls:How to get on the train. How to move forward. How to reverse. How to change rail directions at junctions.This is the foundation for the main gameplay loop: moving through the layout, choosing the right paths and completing missions as fast as possible.Watch the Tutorial TestWe recorded a short video showing this early tutorial flow:This is still work in progress, but it already gives a clearer idea of how the player will learn the basics of Speed Rivals: Model Trains.Thanks for following the development.Read full article on Community Announcements (cristian080293)AnnouncementsOfficial
Devlog #11 — First Co-op Tests
Devlog #11 — First Co-op TestsHi everyone,Today we want to show one of the first tests of co-op gameplay in Speed Rivals: Model Trains.Until now, most of the updates have focused on the editor, rail placement, missions, Jeff and Steam Workshop support.But the game was always designed around the idea that model railway layouts are more fun when they can be shared.Playing TogetherIn this first co-op test, we are checking how it feels to have more than one player inside the same layout.The goal is simple: players should be able to coordinate, move around the map and complete train missions together.This is still an early test, but it already helps us understand how the game changes when there is another player involved.Why Co-op MattersThe main gameplay loop is still about completing missions: picking up wagons, delivering them to the correct place and trying to do it as fast as possible.But in co-op, this can become more interesting.One player could focus on driving. Another could help with the layout, routes or mission flow. Mistakes, derailments and timing become more chaotic and fun.We still have a lot to test, but this is the kind of direction we want to explore.What Comes NextNext, we will keep testing co-op interactions, mission flow and how players can share the same railway layout without losing the clarity of the game.This is an early prototype, but it is an important step for the future of Speed Rivals: Model Trains.Thanks for following the development.Read full article on Community Announcements (cristian080293)AnnouncementsOfficial
Devlog #10 — First Steam Workshop Tests
Devlog #10 — First Steam Workshop TestsHi everyone,Today we want to show an early test of something very important for Speed Rivals: Model Trains:Steam Workshop support.One of the main goals of the game is that players will be able to create their own model railway layouts.Until now, most of our devlogs have focused on the editor itself: rail pieces, snapping, placement rules and the systems needed to build a layout.Now we are starting to test the next step:sharing those layouts.First Workshop Layout Test Early Steam Workshop test with our first layout entry.We have started testing how layouts appear inside the Steam Workshop page.The first test is simple, but it is an important step because it connects the editor work with the future community side of the game.The idea is that a layout should not only exist locally on your machine.It should become something you can share, browse, subscribe to and play.Why Workshop MattersFor us, Workshop support is not just an extra feature.It is connected to the core idea of the game.We want players to build their own railway layouts, test them, improve them and eventually share them with other players.The demo currently uses maps created by us, but the long-term goal is that players can create layouts similar to those maps themselves.What Would You Like to See?We are still defining how far Workshop support should go.What would you like to see in the Workshop?Layouts? Buildings? Trains? Small decoration pieces? Miniatures for the world? Mission setups?Leave a comment with your ideas.We would love to know what kind of user-created content you would like to share or download in Speed Rivals: Model Trains.Thanks for following the development.Read full article on Community Announcements (cristian080293)AnnouncementsOfficial
Devlog #9 — Programming Jeff, Our Train Driver
Devlog #9 — Programming Jeff, Our Train DriverHi everyone,Today we want to show something different from the railway editor.We have started programming Jeff, the main character of Speed Rivals: Model Trains.Jeff is the train driver. Most of the time, he will be riding on top of the locomotives while the player controls the train.But Jeff is not just a visual detail.He can also get off the train, move around the layout and interact with systems that will become important for gameplay.Character Controller TestThis first version of Jeff’s controller is focused on movement feel.We are testing how responsive he feels, how he moves around the layout and how he transitions between being part of the train experience and being a controllable character.There is still a lot to improve, especially animations and polish, but the base is already working.More Than a DriverJeff will also help us handle certain gameplay situations outside the locomotive.For example, if the player makes a mistake and derails a train, Jeff can leave the train and use a handcar to return to the central station.The handcar is a small funny vehicle that feels almost like a playground seesaw on rails.It only works if Jeff places it correctly on the track, so it still connects with the railway systems we are building.We do not want to reveal everything yet, but this is the kind of interaction that makes Jeff important beyond simply being the character sitting on the train.What Comes NextWe will keep improving Jeff’s movement, train interaction and the systems connected to his role in the game.Speed Rivals: Model Trains is still about trains, missions, wagons and delivery times.But Jeff gives us a way to make the player feel more connected to the world.Thanks for following the development.Read full article on Community Announcements (cristian080293)Patch NotesOfficial
Demo Update After Train Fest — New Trailer and Upcoming Editor Playtest
Demo Update After Train FestHi everyone,Train Fest was a very important week for Speed Rivals: Model Trains.We released a very early version of the demo so players could try the first version of the main gameplay loop: completing missions by picking up wagons and delivering them to the correct destination as fast as possible.Since that first version, the demo has changed quite a lot.We have continued improving the gameplay flow, the feel of the train, the mission structure and the way the game presents what the player needs to do.New Updated TrailerWe have also published a new updated trailer showing the current state of the game:This trailer gives a better look at what we are building and how the project is evolving after Train Fest.Upcoming Editor PlaytestThe next big step is the editor.Soon, we want to open a playtest focused on the layout editor, so players can start testing how it feels to build railway layouts.If you would like to be one of the first players to try the editor, please leave a comment here.We would love to hear from people interested in creating their own tracks, testing the building tools and giving feedback while the editor is still in development.What Comes NextWe will keep improving the demo, the mission gameplay and the editor based on feedback.Thanks to everyone who played the Train Fest demo, wishlisted the game or shared comments with us.More updates are coming soon.Read full article on Community Announcements (cristian080293)






