Mashinky

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 2,731 reviews of which 2,296 were positive and 435 were negative resulting in a rating of 8.1 out of 10. 😎

The game is currently priced at 22.99€ on Steam.


The Steam community has classified Mashinky into these genres:

Media & Screenshots

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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

Reviews

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

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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Aug. 2024
This game is great. It reminds me of the good old railway simulators I used to play in my childhood. It's also nice that the developer does not support the Russian terrorism and supports Ukraine. Even though the game is developing slowly, it's moving in the right direction, and it's interesting to follow the updates. I don't mind paying the full price for this game.
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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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April 2024
Good game but not for all I have spent some time with this game and I really wanted to love it, but this did not work for me for now. However I would still recommend this game, because my opinion is very personal and specific to my taste. So first of all what kind of transport games I like the most? My 3 all time favorite games that always come back to is OpenTTD (I started playing TT on earlier iterations and computers), Simutrans and Transport Fever 2. While they have their differences all of them check the right boxes for me. So let's start first with the (very personal) negatives... What I like in transport games is to have many possibilities and choices and then to be able to decide how I will make my money or what strategy I should use for a given game/map/setup and so on. And this the first point where Mashinky is a bit of a struggle for me. I personally do not like the idea that multiple types of tokens are needed to move forward and be able to pay for network development and new vehicles. So I feel constantly pushed to delay whatever I was planning to do, to set-up 5 supply chains for one type of coin only to get to another era and have yet another type of coins to chase. I understand this might be a lot of fun for another player but for me it just feels tedious and the game feels like some never-ending to-do list at work in futile hope to finally have some fun... I am also not a big fan of the missions, most of the time I felt they were totally not worth the effort and on top of the "chase for the next type of coin" they contribute to the feeling of the tedium... My third problem with Mashinky is the interface. On one hand I feel like some windows are way too big and difficult to operate (unless you gave some giga-resolution screen) and some ways of using screen are very inefficient. I'm glad the line-management was finally added, but it still needs some work in my opinion. Also for such overwhelming number of various factories and mines and workshops, what needs to an ever growing number of stations, there are surprisingly very few options to actually be able to manage all those stations. It would be really nice to have some handy lists (like it is done for example in Simutrans). There are also some improvements that are begging to be implemented. For example, all of the above games are auto-naming the stations, leaving to the user the possibility to rename them. But not Mashinky. If the player will not painstakingly rename all the stations as they are built it is quickly getting difficult to manage with all the numbers. Some solutions with rail-junctions could be better (or maybe I am just too clumsy, always leaving lose ends and needed to delete them) But there are also many things I love about Mashinky. First of all I am very impressed how far Jan Zeleny could develop this game, being a developer and not a big software company. I really like the idea of the simplified building mode + realistinc "enjoy the views" mode. I really really like how this game looks. It is not only about the details, but there is a certain vintage feel to it. Not sure if this is only color grading or other elements of the visual style but I love it. I hope the walking mode will be developed more as it has a lot of potential. I complained about some elements of the ui or general game management, but there are also quite a lot of good ideas, such as auto-signal repeats, easy upgrades of rails and depots, good option to upgrade trains (although hampered a bit by not so great interface - some tooltips and better "what if... " presentation would greatly help. So to sum-up If you are a fan of free-play and world/sandbox building according to your liking - that game may be slight irritating If you are mission-oriented, like to feel like the games comes up with new missions and new levels of complexity that for you, make the game challenging - you may feel a lot more at home here. I guess this game has a great potential and is constantly developed, so I firmly believe it will fit well both of those profiles and offer us even more fun.
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Last Updates

Steam data 20 November 2024 00:24
SteamSpy data 21 December 2024 04:55
Steam price 23 December 2024 20:50
Steam reviews 23 December 2024 17:56
Mashinky
8.1
2,296
435
Online players
84
Developer
Jan Zelený
Publisher
Jan Zelený
Release 06 Oct 2018
Platforms