Diesel Railcar Simulator is exactly its title: a diesel railcar driving simulator. Its primary focus is on British diesel multiple-units and diesel locomotives around the turn of the 60s. I'd like to impress upon readers this game is not an immersive simulator, not in the truest sense. DRS shares most in common with traditional rail vehicle simulators, not so much with immersive sandbox titles like Derail Valley . Pick an engine and a timetable to run from the main menu, and DRS starts you on the line in a vehicle ready to be hot-started. The short is I adore Diesel Railcar Simulator . The game gets its sauce by authentically representing the experience of driving and riding these railcars. There's definitely a mechanical or physical feel to it all; the player is in charge of manually shifting the gearbox as well as working the pneumatic brake essentially by opening a valve and lapping it to set a desired brake force. The bogies can be observed recoiling at every undulation in the railroad, and the camera in the cab shakes to give a sense of the forces traveling up from the wheels. This sort of thing is what Diesel Railcar Simulator does best. Part of Diesel Railcar Simulator 's success also comes from a reasonably effective tutorial and feedback loop. By default, the player receives guiding key prompts through every stage of operation, and there are (togglable) UI widgets to indicate all manner of vehicle state, as well as a timetable and linear minimap indicating upcoming signals and speed limit changes, with gradual braking cues. At the end of a run, players are graded on a 10,000 point scale, with deductions for the number of errors in operation (like shifting with the throttle open), as well as percentage deductions for the number of assisting UI elements active (like key prompts). I don't find it perfect; in my opinion, the error deductions are too small (granted they're sized to be repeatable per second or so, but missing the Automatic Warning System horn and letting the brakes trip deducts a measly 100 points) and the assistance deductions are too big. Otherwise, I think it serves well enough to instruct and immerse by reinforcing expectations of the drivers from that time. My praises aren't to say there's nothing left to be desired; there is maybe a heaping handful of drivable engines, the game ships with only 3 fictional routes, weather effects (like rain and snow) are (according to what I've read) some ways off in the roadmap, shunting operations have yet to be added (if they'll be added at all), et cetera. Additionally, some other things I moan and nag about are: [*]I'd personally like to see some improvements to the fidelity of the cabs, particularly the gauges. Because the gauge dials are rasterized, they're not very visually sharp or readable. It's difficult to tell what the values are without knowing offhand. I prefer driving with the widest field-of-view, and having to take my hand off the keyboard to zoom with the mouse feels quite clunky. [*]When multiple key prompts are displayed at once, they tend to shuffle up and down erratically as they're completed. There is work being done on this in the beta branch, but it would be nice if the player were instead presented with human-readable checklists where each item contains the relevant keybind and gets crossed-off upon completion. Adding to that, it'd be nice if we could split the station checklists and the in-motion prompts into separate assists. [*]There is currently no support for head tracking. This I sorely miss. DRS is practically made for it. I'd be elated to see it added. [*]Derailments were added some patches ago and while the screenshots show instantaneous derailments happening where the cant deficiency would be very high, I haven't seen any evidence of less catastrophic low-speed derailments that occur as a result of gradual flange climb, like what happens when a long train travels slowly over a positively graded curve. [*]It's been stated that the primary holdup for weather effects is due to the complexity of wheel-to-rail interactions in such conditions. This has me curious about DRS 's choice of adhesion model. In OpenRails , weather effects are handled by multiplying a weather coefficient times the maximum tractive force (which itself is a product of the weight of the vehicle and the coefficient of friction according to the Curtius-Kniffler formula), as well as changing the C value of the Curtius-Kniffler formula. I don't know if the developer would find that a satisfactory solution (or if there are other challenges barring progress; attributing the decision not to work on it yet entirely on a couple of coefficients is admittedly reductive), but I would definitely welcome such an implementation. [*]Perhaps hide the point grading system behind a letter grade? There's complaint of the grading system being "arcadey," but I find it serviceable for being some manner of reinforcement. One alternative would be modeling all consequences of a mistake, which would be development intensive and is perhaps beyond the scope of the project in most cases. The game does have Steam Workshop enabled and a built-in route and train editor, which I'm very happy to see. There are some really excellent additions made by the (albeit small) community. All considered, is Diesel Railcar Simulator , in its current Early Access state, worth the asking price? Remember that no game should be promoted for its "potential," as the licenses sold here on Steam are products at best and not investments. I will only say that the game Diesel Railcar Simulator is today has earned my appreciation and--heaven forbid a future update ruins the game ( DRS 's strengths are so obvious, surely it won't happen, no?)--I expect to continue enjoying it for some time to come. If you're the sort that thinks running a timetable makes for an enjoyable evening and you want to experience the sensation of driving a diesel railcar, Diesel Railcar Simulator should certainly satisfy. Or even if you've yet to take an interest in 60s British diesel rail (I hadn't!), I think you'll be pleasantly surprised. P.S. I solemnly, indignantly swear I wrote this review with all ten of my fingers and no instruction whatsoever from some infernal water-guzzling techbro-stroking hallucination device. Accusations of stolen valor will not be taken kindly to.