
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.
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Reviews
Themes across 62 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Итак.... игра. Куплена она уже очень давно (в 2018), когда я поверил в этого "разработчика". Игра тогда была неплоха и претендовала на звание тукон-менеджера поездов с самобытными механиками. Интересная механика с разными монетками - вот она и подкупила. Поезда таки симпатишные, спокойная музычка... А знаете что изменилось за эти 8 лет? Да ни-ху-я. Добавилось только его мразотное высказывание какие все русские плохие. Вась, да твоя игра читается по-русски как "машинки". Ты гонишь? тебя поддерживали, твоё поделие покупали. Это так, бомбануло от того что говяный и ленивый разработчик решил в политику. В принципе по мне айтишка должна быть максимум аполитична. Ну да ладно. По сабжу. Игра из "подающая надежду" скатилась в "дабл_ять, почему нельзя рефанд сделать а". 1. Оптимизация логистики поездов/семафоров - треш. Чуть больше 3х перекрестков - вы будете не развитием заниматься, а разводить поезда. А уж когда позда решат поехать на замену... 2. Прокладка путей. Это мрак. Забудьте о протяжении ветки через весь материк. Просто не получится. только мааааленькими отрывочками 3. Новый контент - нет. Добавились самолетики. как работают - хз. Аэродромы бывают глючат и их нельзя удалить. На кой они в игре, изначально ориентированной на поезда - тоже не ясно 4. Оптимизация. Уффф... после работ автора по "оптимизации" картинка стала мылом на макс конфе (при этом видяха 4080, просадка фпс до 40) 5. Футуристичные поезда. Как не было так и нет. Это вот прям обидное 6. Музыка. ОНА НЕ МЕНЯЛАСЬ. Уже просто раздражает один и тот же мотивчик Итог - за 8 лет игра прошла путь сбора бабла и так и осталась в состоянии "вечной бэты". С учетом отношения автора к России - крайне не рекомендуется для покупки в 2026 году.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Russian, Czech, French, Spanish - Spain, Hungarian, Polish, Ukrainian, Greek
Hours played at review time, across 63 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I played this game for a bit a while later after it hit early access. And back then I decided to wait until it gets released fully. Fast forward to today, years later, we're still in early access. I decided to try Mashinky again, to see how it's doing. There's still no campaign of any sort. Not even scenarios like in the old transport tycoons and locomotion games. Vsync doesn't work, fps limiter from video drivers doesn't work on this game either, so my video card fans run at full speed all the time. And despite having 340+ fps, the game feels very choppy. No amount of fiddling with settings did anything. I just can't play like that, feels awful.
По сравнению с Railroads Online шляпа редкостная, к тому-же желто-голубая
Да уж, купил на старте, милое приятное с детства слово "Машинки" но увы, как игра так и чел оказался говном, монетки не жалко, пусть давится, только вот игрой жаль не занимался. не рекомендую ничего толком не поменялось за 8 лет
8 Лет раннего доступа ради русофобского высера
Нехер играм в политику лезть, это выглядит глупо. Из плюсов мультиплеер где двоем можно за одну компанию играть, это прикольно. Я больше похожих игр ещё не нашёл.
I am a fan of TTDX and OpenTTD. I got this game years ago from a friend as a gift, and I played it for some time as single-player. I later left it to play other games, and even later came back to this to play multiplayer with another friend as co-op (where we both play the same company). I find the the co-op multiplayer option a great thing, because there are not that many co-op games out there, and many of them are either violent or stressful (based on time limits or some kind of 'hurry or die' mechanic), but I just want to enjoy a game. Likes - interesting idea blending half-3D and full-render 3D graphics - different currencies (tokens) to pay with - deeper economics (than TTDX, OpenTTD) with station upgrades, factory upgrades, non-trivial cargo chains, town upgrades/improvements - all interesting ideas - terrain sculpting flexibility - the idea of improving cities, though I haven't explored this much - you can see position of the other players's cursors; this is great for co-op when pointing to something - the concept that people actually go from city A to city B possibly changing routes in city C Dislikes - Somehow the graphics style is not to my taste, That's just personal opinion, not a game flaw. - The relative sizes of (big) trains, (small) towns, (wide & short) stations and (short) travel distances seem awkward to me. Not necessarily a game flaw, but the scales in OpenTTD for instance feel more natural. - I am not much of a fan of the UI - large buttons cluttering lots of screen space... /EDIT: see update below/ - The signalling system is OK I guess, but truth be told, this is 'old' - it has already been done in TTDX/OpenTTD, and superseded with path based signalling in OpenTTD. - I've repeatedly seen issues with path finding - trains trying to go in opposite direction to a signal and blocking the route, for no clear reason. - Multiplayer is broken in various ways, for example: -- MP game crashes for various reasons (I suddenly find myself in the main menu), /EDIT: see update below/ -- Game lockup/crash due to temporary connection glitch, etc. /EDIT: see update below/ -- I often have problems [re]joining a server after a crash - game crashes during load or after load... /EDIT: see update below/ -- Various runtime issues such as temporarily disappearing trains, invisible parts of tracks, finished track looks like it's still being built,... - If you play the game long enough, the game map and esp. stations, get cluttered and difficult to extend. This is somewhat counter-productive since as you progress through eras you are kind of expected to extend the existing network for new cargos, which need more lines, more platforms, more capacity (and so longer trains...). - If you play long enough and have many routes, if you zoom out on the map, it is so full of icons, you can't really underastand anything. Needless info gets in the way. Summary If you read the intro paragraph, you will understand that broken multiplayer is a major thumbs down for me. The game is called Mashinky (from the Czech "masinky" - train engines) and so I would (logically?) assume that the focus of the game is trains, and that's the first thing that should work. I understand this game is in alpha, but it's been in alpha for years now, and I see updates with new road vehicles, stanta quests, drivers & pilots, .... but multiplayer trains are just borderline playable. Not my thing to say what's priority, but I'd expect an alpha game to focus largely on stability and core mechanics working 100%. Extra content like vehicles, cargos, christmas quests, ... not alpha candidates IMHO, unless the author feels there is grave lack of those even for a basic game (in which case, why is it even on Steam already?). Anyway, I see a lot of work and time went into this game already, hats off to the dev team. But I don't feel like they are focusing on moving from alpha to beta to a stable release with an initial feature set. This feels like the goal is to add more and more features while hanging in the alpha stage for another X years. The game looks good, it has potential, it has interesting features already, and I suppose it plays OK in single-player. But, I will agree with what other people said about alpha releases - don't buy them. You are basically paying for a broken game, which MAY get fixed one day. The devs are working hard, I'm sure. But wait for a release. Most certainly if you want to play multiplayer. ----- Update 25.5.2026 ----- I think for fairness I should post a brief update, since the author(s) addressed some issues. - Some multiplayer server/connectivity issues have been resolved. The multiplayer overall is more stable and issues less frequent. But some still exist. For example, today I connected to the server and my friend's game crashed and needed a restart.(+1) - Multiplayer is still broken, with a decent menu of bugs. The ones I mentioned above still hold, and there are new ones. Examples: Since recent updates I started getting undeletable track (even after full game restart), I don't see the exact same tracks as my friend, and such. (-1) - I found out that UI button sizes can actually be configured in settings somewhere, so thumbs up for that! (+1) Overall I maintain my opinion, though I still play the game because I find it hard to find an alternative (other than OpenTTD). Thanks to devs for improvements.
Лучше купите Транспорт февер
Графика отвратительная. Геймплей примитивный. Баги. Первый же квест с перевозкой пассажиров не выполняется - пассажиры едут, прогресса выполнения нет.
I'll start this out by comparing it to OpenTTD, going into more details later. Graphics: Much better than OptenTTD Economy: More complex here. Variety of trains: better here. Variety of road vehicles: On par Variety of air vehicles: No comment, haven't really gotten into that here yet. Variety of naval vessels: Non existent here Viability of using different vehicle types: Different, i'll explain later. Simplicity/complexity: This game is more advanced than OpenTTD. Soundtrack: On par, but the music is better on the ears. Game audio: Better here Progress scaling: A lot more things here. Sense of achievment: Much higher here Multiplayer: sadly i cannot answer, as the game is currently too small for any of my friends to bother spending money on. Game updates: OpenTTD isn't getting much in the ways of updates, but Jan is a solo developer with a family, so updates are slow here. Bugs: sometimes infuriating, but nothing gamebreaking In depth: This game is absolutely lovely, coming from OpenTTD and having tried other similar titles, i usually come back to this game. Much like in OpenTTD you can take resources from one source, plonk them down on a station for another larger vehicle to take care of later. Sadly this game doesn't have oil platforms like OTTD but the road network is VERY viable, in my current game i've got a road network in one corner of the map, consisting of two coal mines, an oil well, a factory, tool workshop, coal power plant and a refinery, feeding resources to and from a station that delivers raw and finished materials to the wider map. The economy consists of a token system, where you earn money tokens primarily via sending passengers from one city to another, while other tokens such as wood and coal tokens are gotten via taking these resources from forests and mines to sawmills and tool workshops, the lumber then goes to the workshop too to then give you more wood tokens, These tokens are then used to buy other things, such as high speed railways, better carts, new vehicles, station expansions etc. It's doesn't make sense how in OpenTTD the only thing you have to care about is if you have a million bucks and the year is 1950 you just plonk down a top of the line diesel locomotive without considering where the diesel comes from. you'd need to send diesel barrels to a factory before the refinery gives you diesel tokens to fuel said trains. Expansions are additional buildings that you give to stations and industries. Example 1: You spend some wood tokens to get a freight station expansion on a train station, which will increase the capacity of cargoes while also boosting the load and unloading speeds at the station. Example 2: You can build a crude oil burner at a oil power plant, this'll make it accept crude oil as well as diesel, producing even more electricity to power connected cities and industries. Example 3: When wood gets irrelevant, one can place a expansion in the mines to allow it to receive lumber for making wooden supports in the mine, significantly increasing output at the cost of a small amount of lumber. Bugs: yeah... they exist. They mostly consist of pathing issues, such as a infuriating example where some of the trains were always trying to enter a station on the exact same platform... or when the game forgot how my passenger station worked and i nearly ran out of money as it was just draining without me noticing until the last second where i panicked, paused the game, demolished the station, build a identical copy and gave my trains new orders. "if it's stupid but it works, it ain't stupid!" - The mighty Jingles When you start playing, please disable automatic signal placement, it doesn't entirely know what your intentions are (how would it?), so just place down your own signals wherever you see fit, you get two options, block and chain signals. place the block signals on long stretches of monodirectional track as well as at the exit of intersections so that you tell the train that the following path is clear. Place the chain signals pretty much anywhere else, at the start of intersections, within intersections etc. If you look at any youtube playing this (Hyce and Master hellish in particular), they absolutely have no clue how to do things, demolishing entire track sections where you could just use the remove track button on a signal to remove it, or terraforming on a rail line to dig a tunnel underneath the new hill, so you could place wooden power poles on top instead of spending iron tokens on building a metal pylon that stretches over the entire track area. So please don't take too much advice from them. All in all, please get the game if you have the money to spare! it's similar enough to OpenTTD where you can just jump in and feel right at home, but complex enough to warrant using your brain!
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