Mashinky on Steam - User reviews, Price & Information

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Mashinky is a transport strategy game about trains. The goal is to create your own transport empire on a procedurally generated map. It’s a unique blend of realistic graphics combined with an isometric construction mode and board game-like rules.

Mashinky is a early access, strategy and simulation game developed and published by Jan Zelený.
Released on October 06th 2018 is available only on Windows in 10 languages: English, German, Russian, Czech, French, Spanish - Spain, Hungarian, Polish, Ukrainian and Greek.

It has received 2,765 reviews of which 2,319 were positive and 446 were negative resulting in a rating of 8.1 out of 10. 😎

The game is currently priced at 22.99€ on Steam, but you can find it for 19.43€ on Instant Gaming.


The Steam community has classified Mashinky into these genres:

Media & Screenshots

Get an in-depth look at Mashinky through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows Vista
  • Processor: Dual Core 2.0 GHz
  • Memory: 4 GB RAM
  • Graphics: GeForce 750 or equivalent
  • DirectX: Version 9.0c
  • Storage: 2 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Dec. 2024
I may be a bit bias, but I have loved trains since I was a kid as well as other transport vehicles (Planes, Trucks, Automobiles, etc.) so I remember finding this game a few years back and though it wasn't love at first sight, I am happy to see that over the years it has grown into what I consider a gem within the City Builder Tycoon genre. It can get a bit cluttered and unless you plan ahead thoroughly you're gonna have a bad time, again, like most builder types, but a good way that this game cleans up a lot of its clutter is by following the "the less is more" approach. Following on that, it's a minimalist game that can be run on just about any computer and can actually look very pretty if you have a high end PC. My hardware falls around the middle line and I have no frame issues or too much lag when I run the game at max speed. My favorite detail is how it switches over to a low graphics mode when it comes to building new Tracks stations and roads. I am not much of a railroad buff. I only recognize what kinds of trains are suited for what job, HP, max haul, and other little details that make super rail-fans squeal, largely fly over my head. But I can see that a lot of care and thought were put into the engines and cars, though I can tell that it is mostly based on non-american locomotives which I love to be honest. How is the game-play? Calm, nice and adjusted to your pace. A little discussion I had with my step-brother as he was watching me play led to this review. He had told me that he couldn't play this game because it looked like I was torturing myself and that he'd fall asleep within five minutes of starting. I did have some issues with a lot of trains getting caught at signals, but that's not important. What is, is that it made me think about how niche of a game that this is. It was built for a specific kind of player and person. I absolutely love building tracks and making a system that runs efficiently. Though hills and terrain are a pain in the ass, especially where forests are concerned. I love to make my forests density relatively high and I edit terrain a lot. Probably my fault that the way the terrain edit mode highlights higher and lower elevations can be hard to distinguish unless it's a lake or a mountain. That is made even harder by the transparent trees in a forest. Despite the terrain editing appearance the terrain editing tools are much more simpler and easier to use here as opposed to other builders I've played (Cities Skylines, Surviving Mars, Sim city). Combined with the square by square grid, it makes for a easy to calculate system when it comes to connecting far-flung parts of the map, and speaking of. 126x126 Small 1034x1034 Huge I don't know the exact map size threshold but I wanted this to be an intro to the maps I suck at math, but I vaguely remember Area Equations, and I know that the upper limit of map is HUGE. I regularly play on it and I love to have large sandboxes to work in. Only issue I have is resource distribution and it may bother you too. See, Procedural Generation is a blessing and a curse. I've had No Man's Sky from launch and played Starfield so Iv'e seen every side of the spectrum and I'd rate Mashinky on a scale of 1-10 at a 6. The map terrain that the game produces are actually very pretty. Sit on a train and ride around on, just appreciating the digital scenery. But resource distribution is honestly a pain, even on the highest density settings and given that they are randomly spawned it can become a literal cluster-fuck when you need to combine several resources to make a product like steel, oil, electricity, the tool-works, and iron processing. And I'm going to nitpick here. If the Train tracks can be placed diagonally on a tile, why cant the roads? It just bothers me. It may not you, but it has kept me from using road vehicles a lot. I haven't tried the online play yet. I'm an anxious ball of stress with abandonment issues so I usually play alone, but I may add an addendum to this review if I ever get the stones to interact with strangers online.
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Oct. 2024
A very nice successor to classics like Transport Tycoon. I haven't played EA since the beginning, but instead only recently (7 years in development). Some of the edges are still a bit rough around the edges, often lacking explanation of how what works. One has to figure it out for oneself. Not to mention the tooltips. Anyway, these are all little things that developers generally don't want to do much of, and more importantly, are usually finished towards the end, so I fully hope that it will all be added in. Something else I struggle with a lot is traffic jams, which unfortunately many times lead to blocking the entire traffic chain. Fortunately, the game can detect these situations and so it's up to the player to resolve them somehow. CORE is undoubtedly awesome, especially if you like tycoons of this type. Nice pacing, challenges and building of the whole transport system. I definitely recommend the game at this point, but as I wrote, it still has its flaws.
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Oct. 2024
Changed to positive given the developer's gracious reply and solution. Thanks! Original review: This looks like it might be a really good game, but you have to hold down the middle mouse button to rotate buildings (!). I'm not able to do that, and there's no way to remap keys other than by editing a very obtuse configuration XML file. And it seems like you can only remap some keys, not the mouse actions. For as long as this has been in early access, you'd have thought the developer would have added something as basic as key remapping. Guess I'll try again in a few years.
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June 2024
The game is decent. Maybe good. Not perfect. But it's in an alpha state right now. However, it's a good game right now and it's definitively worth playing. So what's the good side and what is missing? The game has a very good build mode. It's clean, usable, and easy to use. Most of mechanics aren't innovative, but refined from games like OpenTTD or Factorio. It's easy to start and advance through the ages (the technological barriers). When you advance an age, you get access to new vehicles and new resources show up on the map. This propels you to connect more industries together and expand your transport network. While expanding your network you can place tracks, roads, and airports. The game has a cool template system making expansions quick and enjoyable. Workshop has a bunch of ready to use templates so you can gather a library of templates that speed up the game significantly. After hitting a couple of ages additional consideration of electricity comes in to play and suddenly you are also placing power lines to up the production in different factories and mines. It's a great addition to transportation tycoon archetype. But why connect the industries? Well, to get tokens. It's the currency in the game. Actually, there is a handful of currencies (money tokens, wood tokens, coal token, etc). Different vehicles require different tokes to purchase or maintenance. This mixes up the game play as you need to balance different kind of tokens generation and spending. It's a cool idea, but sometimes gets into way. It would be wonderful to see some kind of building that would allow for exchanging one token type for another (but it's not in the game). Each city can be expanded by delivering passengers and goods. It also needs special building that satisfy certain needs (green, blue, and pink). These buildings have limited range, so it's needed to spam them a little bit. So it sounds quite enjoyable, right? Well, it is. However, there are some issues. The game crashes from time to time. The autosave is quite often so you don't lose much of the progress. There are also issues with optimization. With larger number of vehicles opening a deport screen can take several seconds (which you need to do a lot). This varies on which speed you play and what kind of network you made. Dunno what causes the most outrageous slowdowns. However, the actual simulation, building, and rendering of hundreds vehicles runs smoothly. The other issues is content. While the sandbox aspect is there (mostly), there is little incentives to do something specific. There are missions, but I find them lacklustre. They are randomly generated and often they will be of no consequence or just distract from what you are doing at the time. This system can be improved with some heuristics. For example, make missions aware what you are building at the moment. For example, I was building connections around a city A, and a mission spawned to transport 1000 passengers to a city B. Normally, I would ignore it, but I was already in the 6th age (and thus had a lot of things on the map) and I found it interesting to connect all networks together to run an express train across the map to deliver passengers to city B. This was actually quite cool, but this happen once in 50+ hours of play. And of course the transportation vehicles. This game need more of them. Especially ships. It's quite clear that they would fit wonderfully in 4+ age as bulk transport across the map. In the late game there is a need for high speed trains (monorail and maglev is planned but not yet in game), but there is Concord so that's a plus. So, is the game worth playing? Yes. It's a solid game with some smaller issues. However, don't expect scale of OpenTTD or Factorio. Maps are just too small. But it scratches the same itch in a very pleasant way with some minor twists on solid mechanics. It's good.
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April 2024
Firstly, my wife and I have played OpenTTD for several years always competitively against each other and were looking for something along the same theme but more modern. Mashinky seemed like a good but similar alternative. The Good... * The high res mode is beautiful and far beyond OpenTTD. In fact it is ridiculous to even compare the two. * The build mode is also very nice and is what you would imagine OpenTTD to be like with better graphics and a more modern interface. * Laying Tracks, inserting train or road stations are all fairly intuitive. * Stamps (or templates) allow implementation of common track layouts very easily. The Bad... (note that I have only played as multiplayer over the LAN - 2 players)... * The game crashes occasionally on my and my wifes gaming laptops (I am step by step lowering graphics levels to see if it helps). * As a beginner with not such a complex infrastructure, my gameplay hangs quite regularly for a second or two. This really disturbs.AT the game start, there is no issue, as complexity increase it begins. * When playing competitively against my wife, there is just no feeling of competition. You are independent companies working in a common area. I have not yet found where targets can be defined and thus, a need to achieve things faster or better than my wife! * Some tasks that appear in our windows disappear from my competitors window if I reject them. * I can sabotage my competitors infrastructure (delete tracks etc). * If I accidentally click on my competitors depot, Mashinky will allow me to build a traing etc but only then do I realise that I cannot control it. But the money is spent. * The popups for editing trains etc are just too large. Trying to move them to a position so that I can work on the layout behind is sometimes challenging- Overall... * The game is potentially excellent. * Price is not so bad, it is a preview release but given that it has been in this state for so long, I expected a bit more stability to be honest. * I absolutely will continue playing but with its current multiplayer implementation, it will not pull me away from OpenTTD. I think it is a nice alternative and will eventually replace OpenTTD as my favourite game of this kind. But not yet. * I can' wait to see how the game develops and evolves. Cheers
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Last Updates
Steam data 08 April 2025 21:09
SteamSpy data 13 April 2025 18:48
Steam price 15 April 2025 04:49
Steam reviews 15 April 2025 00:05

If you'd like to dive deeper into the details about Mashinky, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Mashinky
  • SteamCharts - Analysis of Mashinky concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Mashinky compatibility
Mashinky
8.1
2,319
446
Online players
36
Developer
Jan Zelený
Publisher
Jan Zelený
Release 06 Oct 2018
Platforms
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