STEAMDB NEXUS

Steam app 1134710 · updated 12 Sep 2026, 18:23 UTC

NIMBY Rails

Design and run your own railroads for the real world. Solve global transportation dilemmas. Unleash your inner railway engineer and transit policy manager.

NIMBY Rails Steam header artwork
Weird and WryWeird and Wry
286playing now
33624-hour peak
824all-time peak
225average, last 30 days

The last 30 days

−1.6Gain−0.7%% gain382Peak

719 hourly samples, with the daily peak drawn over them. Weekends are shaded.

010320630941313 Aug18 Aug23 Aug28 Aug02 Sep07 Sep12 SepThursday 13 August 2026244 peakFriday 14 August 2026334 peakSaturday 15 August 2026346 peakSunday 16 August 2026362 peakMonday 17 August 2026333 peakTuesday 18 August 2026312 peakWednesday 19 August 2026342 peakThursday 20 August 2026335 peakFriday 21 August 2026347 peakSaturday 22 August 2026360 peakSunday 23 August 2026372 peakMonday 24 August 2026320 peakTuesday 25 August 2026342 peakWednesday 26 August 2026356 peakThursday 27 August 2026303 peakFriday 28 August 2026332 peakSaturday 29 August 2026340 peakSunday 30 August 2026382 peakMonday 31 August 2026339 peakTuesday 01 September 2026329 peakWednesday 02 September 2026319 peakThursday 03 September 2026311 peakFriday 04 September 2026326 peakSaturday 05 September 2026369 peakSunday 06 September 2026380 peakMonday 07 September 2026325 peakTuesday 08 September 2026286 peakWednesday 09 September 2026264 peakThursday 10 September 2026284 peakFriday 11 September 2026310 peakSaturday 12 September 2026336 peak
Daily peakEvery hourly sample

All time

69 months, January 2021 to September 2026. The highest number of people in the game at once, each month, on a time axis -- a gap in the record stays a gap.

0222445667890Jan 2021Dec 2021Nov 2022Oct 2023Sep 2024Aug 2025Jul 2026January 2021824 monthly peakFebruary 2021776 monthly peakMarch 2021452 monthly peakApril 2021335 monthly peakMay 2021242 monthly peakJune 2021234 monthly peakJuly 2021223 monthly peakAugust 2021227 monthly peakSeptember 2021204 monthly peakOctober 2021253 monthly peakNovember 2021205 monthly peakDecember 2021213 monthly peakJanuary 2022264 monthly peakFebruary 2022255 monthly peakMarch 2022243 monthly peakApril 2022235 monthly peakMay 2022222 monthly peakJune 2022228 monthly peakJuly 2022225 monthly peakAugust 2022248 monthly peakSeptember 2022260 monthly peakOctober 2022275 monthly peakNovember 2022233 monthly peakDecember 2022234 monthly peakJanuary 2023270 monthly peakFebruary 2023252 monthly peakMarch 2023244 monthly peakApril 2023250 monthly peakMay 2023237 monthly peakJune 2023200 monthly peakJuly 2023233 monthly peakAugust 2023234 monthly peakSeptember 2023244 monthly peakOctober 2023325 monthly peakNovember 2023300 monthly peakDecember 2023286 monthly peakJanuary 2024352 monthly peakFebruary 2024327 monthly peakMarch 2024322 monthly peakApril 2024302 monthly peakMay 2024346 monthly peakJune 2024372 monthly peakJuly 2024342 monthly peakAugust 2024343 monthly peakSeptember 2024352 monthly peakOctober 2024341 monthly peakNovember 2024309 monthly peakDecember 2024311 monthly peakJanuary 2025362 monthly peakFebruary 2025330 monthly peakMarch 2025312 monthly peakApril 2025315 monthly peakMay 2025328 monthly peakJune 2025329 monthly peakJuly 2025340 monthly peakAugust 2025361 monthly peakSeptember 2025352 monthly peakOctober 2025395 monthly peakNovember 2025348 monthly peakDecember 2025328 monthly peakJanuary 2026379 monthly peakFebruary 2026392 monthly peakMarch 2026364 monthly peakApril 2026348 monthly peakMay 2026431 monthly peakJune 2026352 monthly peakJuly 2026340 monthly peakAugust 2026382 monthly peakSeptember 2026380 monthly peak
Monthly peak

The last four months

Show:

The highest number of people in the game at once, each month. Four, because four is as far back as the source keeps anything finer than one figure a month.

0103206309413July 2026August 2026September 2026October 2026July 2026340 peak — daily detail belowAugust 2026382 peak — hourly detail belowSeptember 2026380 peak — hourly detail below
Monthly peakHas finer data

July 2026

31 days, each one the highest figure that day. The source keeps no hourly detail this far back. Weekends are shaded.

09218427536701 Jul06 Jul11 Jul16 Jul21 Jul26 Jul31 JulWednesday 01 July 2026285 peakThursday 02 July 2026280 peakFriday 03 July 2026302 peakSaturday 04 July 2026308 peakSunday 05 July 2026322 peakMonday 06 July 2026281 peakTuesday 07 July 2026308 peakWednesday 08 July 2026301 peakThursday 09 July 2026261 peakFriday 10 July 2026282 peakSaturday 11 July 2026316 peakSunday 12 July 2026340 peakMonday 13 July 2026324 peakTuesday 14 July 2026297 peakWednesday 15 July 2026295 peakThursday 16 July 2026261 peakFriday 17 July 2026297 peakSaturday 18 July 2026298 peakSunday 19 July 2026315 peakMonday 20 July 2026295 peakTuesday 21 July 2026301 peakWednesday 22 July 2026291 peakThursday 23 July 2026301 peakFriday 24 July 2026275 peakSaturday 25 July 2026336 peakSunday 26 July 2026315 peakMonday 27 July 2026295 peakTuesday 28 July 2026302 peakWednesday 29 July 2026300 peakThursday 30 July 2026288 peakFriday 31 July 2026271 peak

August 2026

31 days as the curve, each the highest figure that day. Behind it, 438 hourly samples from 13 Aug, which is as far back as the source keeps every hour. Weekends are shaded.

010320630941301 Aug06 Aug11 Aug16 Aug21 Aug26 Aug31 AugSaturday 01 August 2026311 peakSunday 02 August 2026332 peakMonday 03 August 2026302 peakTuesday 04 August 2026300 peakWednesday 05 August 2026298 peakThursday 06 August 2026292 peakFriday 07 August 2026302 peakSaturday 08 August 2026296 peakSunday 09 August 2026307 peakMonday 10 August 2026321 peakTuesday 11 August 2026338 peakWednesday 12 August 2026350 peakThursday 13 August 2026332 peakFriday 14 August 2026334 peakSaturday 15 August 2026346 peakSunday 16 August 2026362 peakMonday 17 August 2026333 peakTuesday 18 August 2026312 peakWednesday 19 August 2026342 peakThursday 20 August 2026335 peakFriday 21 August 2026347 peakSaturday 22 August 2026360 peakSunday 23 August 2026372 peakMonday 24 August 2026320 peakTuesday 25 August 2026342 peakWednesday 26 August 2026356 peakThursday 27 August 2026303 peakFriday 28 August 2026332 peakSaturday 29 August 2026340 peakSunday 30 August 2026382 peakMonday 31 August 2026339 peak

September 2026

12 days as the curve, each the highest figure that day. Behind it, 281 hourly samples. Each dip is a night. Weekends are shaded.

010320530841001 Sep03 Sep05 Sep07 Sep09 Sep11 SepTuesday 01 September 2026329 peakWednesday 02 September 2026319 peakThursday 03 September 2026311 peakFriday 04 September 2026326 peakSaturday 05 September 2026369 peakSunday 06 September 2026380 peakMonday 07 September 2026325 peakTuesday 08 September 2026286 peakWednesday 09 September 2026264 peakThursday 10 September 2026284 peakFriday 11 September 2026310 peakSaturday 12 September 2026336 peak

October 2026

NIMBY Rails was released on 26 Jan, 2021.

Not out yet.There is nothing to draw for this month.
Nothing here is interpolated or estimated; where a sample is missing the line is broken.

Game information

Updated 12 Sep 2026, 18:23 UTC
App ID
1134710
Last updated
18 Aug 2026 build 24696017
Developer
Weird and Wry
Publisher
Weird and Wry
Release date
26 Jan, 2021
Platforms
WindowsLinux
Download size
46.96 GB46.96 GB
Install size
49.16 GB49.16 GB
Genres
Simulation, Early Access
Game modes
Single-player, Multi-player, Co-op, Online Co-op
Controller support
Unknown
Early Access
Listed in Early Access

Features & support

Steam features

Steam WorkshopSteam CloudFamily Sharing

Controllers & input

Accessibility

Popular tags

TransportationSimulationManagementEconomyBuildingSandboxOpen WorldSingleplayerCity Builder2DCapitalismStrategyPolitical SimCo-opTrainsMinimalistStylizedModdableOnline Co-OpEarly Access
About this gameFull description from Steam
NIMBY Rails is a management sandbox for railways you build in the real world. Design train tracks, set up lines, and get that stock rolling to make money and serve the needs of the population. Do you have strong opinions on rail projects and want to test your own ideas? This game was made for you. The world is your canvas. Design and play on a fully detailed real world map with 1cm resolution. A rail link from Lisbon to Shanghai? Anchorage to Buenos Aires? Cape Town to Rabat? Why not! Your tracks will need to respect real, existing roads and streets. Too many crossings may make your designs not viable. Streamlined circulation mechanics so you don't get bogged down by the details. Build and run a large network easily. Only as complex as you want it. Easily build stations with automatic double track and automatic entrance/exit signaling, and link them in a couple clicks with automatic double tracks. But do you have your own ideas about signals? Want to dive into detailed station design? Have a flying junction concept you are dying to test? Just disable the automatic aids in the track editor and individually control every every track, signal and building if you desire to do so. Trams, subways, commuter, regional and high speed trains. Tunnels, viaducts and ground tracks with a variety trade offs on the environment, train speed, and your company wallet. Simulated train and station demand, down to simulating individual passengers. Passengers can, and will, engage in train trips that make them board multiple trains, waiting in transfer stations. Demand flow based on time of day and time of week, with time zone support. Find it boring when night time comes and the stations are deserted? No problem, start a new line ten time zones away. Passengers will continuously rate their experience based on the trip time and the fares you impose on them, with effects on the demand of the stations they visit. Single player and offline first. Optional cooperative multiplayer: build together in real time with friends and others you invite to your hosted server session.
Content & age ratings2 regional ratings

Regional ratings

DEJUSl
IGRS3Interaksi Daring
System requirementsMinimum and recommended hardware

Minimum

Minimum: Requires a 64-bit processor and operating system OS: Windows 10 64bit Processor: Dual core, 2 Ghz+ Memory: 8 GB RAM Graphics: Intel HD 5000 DirectX: Version 11 Storage: 55 GB available space Additional Notes: Installing in FAT32 is not supported.

Recommended

Recommended: Requires a 64-bit processor and operating system OS: Windows 10 64bit Processor: Quad core, 4 Ghz+ Memory: 16 GB RAM Graphics: AMD GCN, Nvidia Pascal, 4GB or more of VRAM DirectX: Version 11 Storage: 55 GB available space Additional Notes: Install in SSD for the best experience

macOS

Minimum: Recommended:

Linux

Minimum: OS: Steam Runtime v4 Processor: Dual core, 2 Ghz+ Memory: 8 GB RAM Graphics: Vulkan only, 2GB VRAM Storage: 55 GB available space Recommended: OS: Steam Runtime v4 Processor: Quad core, 4 Ghz+ Memory: 16 GB RAM Graphics: Vulkan only, 4GB VRAM Storage: 55 GB available space
Supported languages1 languages
LanguageFull audio
English

A blank audio cell means full audio was not marked in the returned language list.

Screenshots & trailersScreenshots and trailers

Trailers

AchievementsTotal count and selected achievements

50 developer announcements, Jul 2023 to Aug 2026 · times in UTC

August

  1. Version 1.19.10

    - Map rotation binding can now be toggled between shift + vertical wheel, alt + vertical wheel, and horizontal wheel - Fix: population palette mods did not always apply on loading a game - Fix: Linux native builds could not join Windows…

    Patch notes
  2. Version 1.19

    Updated default mapThe default, bundled OpenStreetMap data has been updated to a newer planet database. It also includes a huge amount of data that was removed in previous versions. Building footprints are now visible at the highest zoom if…

    Weird and Wry

May

  1. Devblog for May 2026

    Raster layers are now implemented in the new 1.19 map renderer. They use the same raster data as the current version, but adapted to the new coordinate system, which required a lot more work than anticipated.All the work cleaning up…

    Weird and Wry

April

  1. Devblog for March 2026

    Version 1.19 is shaping up to be one of the largest, most significant updates to the game. It will bring a long overdue redesigned train motion physics simulation with the aim of once for all fix all the inconsistent timing situations in…

    Weird and Wry

February

  1. Version 1.18.30

    - Stop selection signals now again perform a (possibly redundant and unnecessary) goal stop selection at the last possible moment, both from a stop or a pass-by. - Fix: queue_train_drive_to() was fully resetting the Motion::drive component…

    Patch notes
  2. Version 1.18.27

    - Fix: script operator precedence for "!" and unary "-" was incorrect. You might need to review your code if you used these operators without parentheses. - Fix: crash when loading saves with potentially invalid demand curves - Fix: show…

    Patch notes
  3. Version 1.18.26

    - Remove debug display of train reservations on the map - Fix: shared simulation multiplayer did not properly sync train motion state - Fix: wrong auto scroll listing position in some cases - Fix: more instances of possible crashes while…

    Patch notes
  4. Version 1.18

    Version 1.18 is finally released. This version has been a long time under development, also with a very long beta period, due to the complexity of its main feature, NimbyScript. Until 1.17 game mods have been limited to changing textures…

    Weird and Wry

October

  1. Devblog for September 2025

    Signal scripting is finally in a finished enough state to create new signals! During September a lot of decisions to adjust NimbyScript for general usability were made, and the first 3 examples of real new signaling features were…

    Weird and Wry

August

  1. Version 1.17.11

    - Fix: saved file validator was too strict flagging as corrupted some files with salvageable but invalid buildings or signals

    Patch notes

July

  1. Version 1.17

    Version 1.17 has been releasedGameplay wise this is a very small version. It is intended as a public test of the future scripting system, NimbyScript, with the top level logic of path signals and balises now being implemented in NimbyScript…

    Weird and Wry
  2. Version 1.17 is now in the beta branch

    Version 1.17 is now ready for testing the beta branch!Gameplay wise this is a very small version. It is intended as a public test of the future scripting system, NimbyScript, with the top level logic of path signals and balises now being…

    Weird and Wry

June

  1. Devblog for June 2025

    Development in June was focused again on NimbyScript. The language has progressed to the point of being usable, but it's still lacking some basic features. One of these features, memory ownership (think lists, allocating memory, etc) is a…

    Weird and Wry
  2. Devblog for May 2025

    The past two months have been almost solely focused on developing NimbyScript, the future scripting language for NIMBY Rails. It has been quite hard to get started, with some very lofty goals to achieve, and a lot of reading and…

    Weird and Wry

April

  1. Version 1.16.16

    - Fix: hang in train simulator when combining stop selection signals, platforms in series with the first platform being occupied, switches in the middle of platforms and trains too long for the stop area and being forced to stop over the…

    Patch notes
  2. Version 1.16

    Version 1.16 has been released! This version is a direct continuation of 1.14, with new, optional features in the schedule system for advanced players. And for everybody, this release also marks the first time NIMBY Rails has a proper…

    Weird and Wry

March

  1. Version 1.16 is now in the beta branch

    Version 1.16 is now ready for testing in the beta branch! This version is a direct continuation of 1.14, with new, optional features in the schedule system for advanced players. And for everybody, this release also marks the first time…

    Weird and Wry
  2. Devblog for February 2025

    Work in 1.16 has continued in the month of February. Stacked train stops (sequences of stops for the same platform(s)) were not fully compatible with the new train logic in 1.16 and have been reviewed with a new, clearer set of rules which…

    Weird and Wry

January

  1. Devblog for January 2025

    The first devblog of the year is up, and it reveals the focus of v1.16: dynamic schedules. Or, in 1.16 terms, dynamic train dispatching. Trains can now be enabled in multiple shifts, and shifts can contain timetable "holes" which allow the…

    Weird and Wry
  2. Version 1.15.17

    - New keybind (unassigned by default) to promote the current track selection to a new station. Combine with Shift to instead assign the tracks as platforms of the nearest station. Combine with Alt to instead demote platforms into normal…

    Patch notes
  3. Version 1.15

    Stations v3: persistent stations with explicit user editing The original design idea of stations dates back to five years, since the first pre-EA prototypes. Although stations have evolved in important ways, their basic building mechanics…

    Weird and Wry

December

  1. Version 1.15 is now in the beta branch

    Stations v3: persistent stations with explicit user editing The original design idea of stations dates back to five years, since the first pre-EA prototypes. Although stations have evolved in important ways, their basic building mechanics…

    Weird and Wry

November

  1. Devblog for October 2024

    Multiplayer has always been problematic, and a major goal of 1.15 is to try to fix it as much as possible. In particular the synchronization of player edit actions has been completely reworked in 1.15, with a new, more reliable design.…

    Weird and Wry

October

  1. Version 1.14.26

    - Object drop downs in "Flat" mode like those used for trains, lines or schedules will now refuse to display the listing if there are more than 1000 items. This *only* affects drop downs and *only* for the "Flat" mode. Every other listing…

    Patch notes
  2. Version 1.14.24

    - Fix: syncing line and schedule edits in multiplayer did not properly refresh shift runs in some cases

    Patch notes
  3. Version 1.14.23

    - Fix multiplayer crash while deleting orders until an order list is empty - Fix crash after interacting with the file picker to import/export demand curves to files

    Patch notes
  4. Version 1.14

    The new Schedule system is now released! Version 1.14 revamps trains scheduling by introducing new concepts which make it both much easier and give more power for creating schedules, both simple and complex. It is also a new foundation to…

    Weird and Wry

September

  1. Version 1.14 is now in the beta branch

    Game version 1.14 is now in the beta branch! The sole focus of this version is a redesign of the train scheduling system, to make it more powerful and promote it as an standout feature. A new design for train schedules Schedules are a very…

    Weird and Wry

August

  1. Devblog for August 2024

    After some intense design work in July to remake train scheduling, it was time to implement the winning ideas during August. The core of the new design is making Schedules a new top level object and editor, and introducing Shifts, which…

    Weird and Wry
  2. Devblog for July 2024

    July was devoted to design a revamp of the train order system. The goals are to make train schedules a more visible element of the game and to make the concept of train shifts more elaborated. A "blue sky" design was discarded due to the…

    Weird and Wry

June

  1. Version 1.13

    Version 1.13 has been released to the default game branch, This new version complements the changes in version 1.12 by increasing station capacity and introducing walk legs and links. Pax path walk legs Pax are now able to plan paths…

    Weird and Wry
  2. Version 1.13 is now in the beta branch

    Version 1.13 is now ready for testing in the beta branch. This new version is a continuation of features introduced in 1.12, which were spun off to its own version, since 1.12 was complex enough. Pax path walk legs Pax are now able to plan…

    Weird and Wry
  3. Devblog for May 2024

    The beta development for 1.12 wrapped up in May, and it is now the default version. Some of the initial design decisions of 1.12 had to be changed in the light of existing player saves, but it in the end it held well overall, and it's a…

    Weird and Wry

May

  1. Version 1.12

    Version 1.12 has been released as the default game version! This version completely changes the way pax are spawned and the way they pick their destinations, and gives players and modders new tools for influencing these choices. Population…

    Weird and Wry

April

  1. Version 1.12 is now in the beta branch

    Version 1.12 is now ready for testing in the Steam beta branch. This version completely changes the way pax are spawned and the way they pick their destinations. Population density, geographical point based pax origin and destinations In…

    Weird and Wry
  2. Devblog for March 2024

    Work continued with the new pax demand generation system in 1.12, with the introduction of multiple custom demand curves and player defined POIs. In 1.12 it will be possible for players to define custom time based and distance based pax…

    Weird and Wry

February

  1. Devblog for February 2024

    February saw the final releases of the 1.11 beta series, and the start of internal experimentation and development for 1.12. I originally intended for 1.11 to also feature pax generation changes, but the scope of the changes became too big…

    Weird and Wry
  2. Version 1.11

    Version 1.11 is now the default Steam version! This version contains only few user-visible changes, with the bulk of the work focused on optimizing the game sim to extract as much performance as possible from 4+ core CPUs. There's also pax…

    Weird and Wry

January

  1. Version 1.11 is now in the beta branch

    Version 1.11 is now available in the Steam beta branch! This version contains only few user-visible changes, with the bulk of the work focused on optimizing the game sim to extract as much performance as possible from 4+ core CPUs. There's…

    Weird and Wry
  2. Devblog for December 2023

    Work continued in December to implement major optimizations, but some diminishing returns were starting to hit, so I started a partial multiplayer rewrite to try to fix the many issues it currently has. I discarded large swats of code, old…

    Weird and Wry

December

  1. Devblog for November 2023

    Time flies when you are deep into optimization programming, and that's how November went by. The remaining roadmap items are very CPU intensive, so the game needs to extract more performance from the CPU cores. A very deep rearchitecture is…

    Weird and Wry

October

  1. Version 1.10

    Version 1.10 is now in the default game version. The focus of 1.10 is an updated OpenStreetMap layer, plus updates to some of the other map layers. This means a full redownload of the game is required when updating to version 1.10. In…

    Weird and Wry
  2. Version 1.10 is now in the beta branch

    Version 1.10 is now the beta branch. The focus of this version is a complete rebuild of the game map data, to update and fix it, so it needs to download it all again, resulting in large 25GB download. See the September devblog for more…

    Weird and Wry
  3. Devblog for September 2023

    All the data gathering and processing tasks for the new map in 1.10 are now done, along with most of the work required to display them. Game size has increased a little, but I think it's worth it given the extra quality and map features.…

    Weird and Wry

September

  1. Devblog for August 2023

    Work on optimizing rendering continued. The new map might have more data to display, so it was important to prepare the game for it. Then the long process of importing the new map data started. The code that will perform the conversion from…

    Weird and Wry

August

  1. Devblog for July 2023

    July has come to an end, and after the 1.9 beta series was finished, work started on the next version. 1.10 requires huge amount of work and it will be awhile before it's ready, and even before its main project is started (updating the…

    Weird and Wry

July

  1. Version 1.9.20

    - Speedup track editing in situations involving many parallel and branched tracks - Fix: branch-track-branch constructions should not create and invalid inner track. The resulting inner node now behaves like a point mode track but can be…

    Patch notes
  2. Version 1.9.18

    - Fix: possible crash when splitting platform tracks - Fix: when clicking built one node stations the track editor opened instead of the station window - Fix: built one node stations had 0 capacity, with various negative consequences

    Patch notes
  3. Version 1.9

    Version 1.9 is now the default game version! After an intense initial period of beta testing and mechanics review, 1.9 entered a quieter beta series of QoL improvements, and it's now ready to be the default version. As always, a legacy…

    Weird and Wry
  4. Version 1.9 is now in the beta branch

    Version 1.9 is now ready for beta testing! Following the theme set in 1.7 and 1.8, this release focuses on a few core aspects of the game which haven't evolved in a long time and rebuilds them to be more capable, to give the game a better…

    Weird and Wry

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