ERA 8 Network Britain
Developed byGenesis Frontier

MY BRITISH RAILWAY GAME. THE WORK BEHIND IT.

Making a British
Railway Game.

I’m Ross, and I’m making ERA 8 Network Britain. It brings together my love of trains, the 1980s–1990s, games and graphics. I have a first playable railway to build from, and this is the work behind it.

Explore recent WIP images ↗
The problems, research and progress, with a new blog draft every three days.

ERA 8 Network Britain logo with a blue locomotive and red, navy and grey motion bands

ERA 8 Network Britain My development diary

In development

Accepted first playable: 0.1.3 · Unity 6.6 · Real railway scale

Steam approval pending

CURRENT WORK / 23 OCTOBER 2026

Where the Game
Is Now.

I am bringing the custom terrain, railway, water, scenery and loaded content together in the Network Britain rebuild. This week adds a joined track-and-tunnel prototype, rounded ground and a sparse environment review on the normal 12 × 3 km map. The accepted 0.1.3 playable remains a separate earlier checkpoint; no new numbered game release is issued by this work.

Track Through the Ground

Curved route previews, fixed pointwork and a tunnel through one covered hill now share the custom ground and one build/Undo operation. Prototype checks pass for the recorded inputs. Guide geometry, final artwork, physical controls and full clearances still need review.

Water, Banks and a Readable Landscape

Water v0.03 is signed off for its current 1 km Editor workflow and colour/effects baseline. The later joined environment adds wet banks, blended ground, sparse grass and trees on a 12 × 3 km fixture. Latest water-glare and distant-crown refinements await checks; dense grass and populated-world performance remain unresolved.

Weather and Original Models

Weather and Lighting v0.1 brings sky, clouds, sunlight, fog, rain and snow into one map weather state for review. Winter overcast remains too dark and tests are queued. The 36-colour world palette is approved; five-level models, Class 150/1 source work and livery preparation retain separate appearance and game-integration checks.

Loading and Returning Safely

Real local AssetBundles now load through Addressables, with recorded sharing, release and reload checks. GPU occlusion and mip streaming are configured. Changed water and tree inputs need refreshed bundles. Five shared Undo/Redo operations and one recovery checkpoint preserve recent editing; a complete player save-and-return journey remains ahead.

The Road to V0.2 stays at Foundations. Next come the affected validation batch, current appearance reviews and representative populated-map, moving-camera and save/return checks. Railway operations, passenger services, management and scenarios remain planned stages without release dates.

Follow the Road to V0.2

ROAD TO V0.2 / DEVELOPMENT TIMETABLE

Next Stop:
A Playable Test Build.

Follow my development service from the current foundations through railway operations, passenger services and management to V0.2 for my testers.

The calling-point board shows where I am now. Select a stop to explore its features and the checks needed before moving on. The stages are planned, with no release dates assigned.

Explore the development timetable ↗

01 / THE IDEA

A Railway With
Something to Do.

I want to build a useful British railway, look after its trains and give them work to do. My love of video games and the 1980s–1990s is why I started this project.

The setting is a colourful British landscape, with the character of a carefully made model and railway parts built at real dimensions. Clear shapes and selective detail should make it enjoyable to explore close up and understandable when you step back to manage the railway.

Your fictional operator should have its own name, colours and identity. The ambition is a railway that feels like yours, shaped by the places and customers it serves.

Read why I am making ERA 8

16 OCTOBER 2026 / WORLD DESIGN

Separate Maps.
Connected Railways.

I want separate places connected by real journey time: 12 × 3 km main-line maps, 8 × 8 km hubs and 1.5 × 0.8 km depot maps.

Every playable map has a gap around it. The same train continues travelling while I manage another place. A suitable main-line run targets about 3–4 minutes at 125 mph; connection times still need choosing. These remain the selected map sizes. A separate sparse 12 × 3 km environment fixture is now under review; the retained 4 × 3 km proving ground keeps its own history. The future starting building and terrain-editing strip is 200 m each side of the tracks, within a world that stays populated. Land activation still waits for the prerequisite engineering sign-offs.

Explore the interactive map plan ↗

02 / THE GAMEPLAY

Build the Line.
Keep Things Moving.

This is the wider management game I want to make. The current work starts with the playable railway and Editor tools above; the service, freight and fleet systems below are the longer-term direction.

Build Around a Purpose

Plan track, stations, yards and depots around the towns and industries in your scenario. Land, connections and room to work should influence the railway you build.

Follow the Goods

The freight reference follows bricks from a brickworks by lorry to a depot, then by train and onward to the customer. Storage, wagons and loading capacity give the journey decisions to solve.

Know Your Fleet

I want each train to retain its identity, condition and history. Storage, washing and maintenance should matter, alongside choosing the right stock for the job.

Manage or Take Control

The plan combines managing services with opportunities to drive and take part in physical freight handling. Hired staff should let you step back as the railway grows.

The current first-playable milestone demonstrates a bounded construction and train journey. The complete freight chain, staffing and wider management systems are still being developed.

Read the freight design

03 / THE ENGINE

Making the Railway
Hold Together.

A railway needs more than rails on screen. Construction, moving trains, changing ground, water and saved progress all need to agree.

A Connected Railway

Track alignments and connections have their own data. Smooth curves, junctions and ballast are being developed together, so the railway the tools build is the railway the train follows.

Trains That Work Together

The train work combines a rail-guided force model with physical coupling constraints. Development checks exercise pickup, detaching, running round and returning with the same stock.

A World That Can Change

Separate terrain trials combine landscape shaping, local excavation and live surface water. Ground, collision and the river bed need to update together, with Undo and saved progress kept intact.

Progress Worth Keeping

Save work checks that construction, trains, terrain and water return together. Failure and recovery tests matter as much as a successful save.

These are bounded development results. Separate trials do not yet establish a finished combined game, unlimited worlds or performance on every computer.

Read the engine diary

04 / THE TECH

The Tools Behind
the Workbench.

I am developing ERA 8 for Windows PC and Linux, using Unity alongside railway, construction and save systems made for the game.

Windows PC & Linux
Both platforms are part of the development direction. Current build testing focuses on Windows; Linux validation remains ahead.
Scalable Graphics
The aim is to scale from a lightweight “potato mode” for modest PCs through to path tracing on capable hardware. That range is a development goal; the full set of modes and hardware requirements are still being worked out.
Unity & HDRP
Unity 6.6 and its High Definition Render Pipeline provide the Editor and rendering foundation. Current Windows development checks use DirectX 12, with DirectX 11 fallback checks.
Railway Simulation & PhysX
Railway data guides the train along the track. A fixed-step force model and native PhysX coupling constraints handle the connected stock.
Terrain & Surface Water
ERA 8 now uses its own column-based terrain with rounded surface presentation, matched collision and deliberate cuts and cavities. Current native water joins the development landscape; later environment refinements retain their own review and validation.
SQLite & Owned Content
SQLite supports coordinated saved state and recovery. Local AssetBundles load through Addressables with recorded ownership and retirement checks. Complete player save/continue and wider world transitions remain to be qualified.

I check what the tools actually do, what a save restores and where the time goes. Installing a package does not settle those questions.

Follow the development work

13–14 OCTOBER 2026 / RECENT WIP

From the Current Workbench.

Source models, native Editor tests and material reviews.
Development images, with the rough edges kept in view.

These twenty views show work in progress. Blender renders show source models; Unity prefab reviews and test-map captures have their own labels. They are separate studies, rather than a finished combined game. Select an image to enlarge it.

FROM MY WORKBENCH

The Dev Diary

The decisions behind the railway.
The rough edges as well as the milestones.

MAKING THE RAILWAY

The Journey So Far.

The first playable came after several changes of direction. I keep the earlier work so I can explain what I learnt and what I decided to leave for later.

WHAT COMES NEXT

Editor railway authoring first. Then I want unfinished construction to survive saving, with the crew, track layer and tamper building and commissioning the line over time. Freight and the wider network follow later.

  1. Starting the Engine

    Track data, construction, saves and the early lighting problems in Unity 6.6.

  2. Train Physics and Couplings

    A train force model and PhysX coupling prototype, including joining, separating and restoring the formation.

  3. The Early Water Work

    Channels, flow, volume checks and the problems with keeping ground and water in step. Some of this custom work was later set aside.

  4. EARLY MODEL STUDIES

    The Railway Kit

    Research into rails, sleepers, pointwork, buffer stops and platform layouts, with unresolved dimensions kept as drafts.

  5. The Earlier Bracken Vale Setup

    A recovery of the previous map and toolbox. I preserved that work during the later first-playable reset.

  6. My First Playable Milestone

    The accepted 0.1.3 checkpoint: a tunnel, bridge, locomotive pickup of three coaches and A–B–A railway operation.

  7. The Current Workflow

    Editor-first timber track, separate terrain and water reviews, PBR model work and owned content loading. The next numbered version is still open.

  8. Rebuilding the Ground and Joining the World

    Custom rounded terrain, one track-and-tunnel prototype, the signed-off Water v0.03 baseline, real content bundles and weather installed for review. The latest environment and weather checks remain open; Foundations is still the current roadmap stop.

ABOUT ME / THE PERSON BEHIND THE GAME

A Passion for Railways.
A Background in Making Things.

I’m Ross, the developer of ERA 8 Network Britain. It’s a game built around my love of video games, trains and the Britain of the 1980s and 1990s.

My professional background spans more than 15 years in research and product development, working with 3D software, engineering, scripting and coding. I’ve also led a team within a large company, managing the design and development of products for retail.

Illness brought my working life to a halt, and I’m now on a long road to recovery. My interest in gaming, graphics, technology and trains has helped keep me going. Developing ERA 8 gives me something meaningful to work towards, drawing on the skills and experience I’ve built throughout my career.

I’m bringing that experience into every part of the game, from researching and modelling its world to writing the systems that make it work. It’s a personal project, shaped by both my professional background and something I’ve cared about for years.

Ross Developer, ERA 8 Network Britain

FOLLOW THE GAME

Next Stop: Steam.

The store page isn’t live yet. Once it is, you’ll be able to wishlist ERA 8 Network Britain here. For now, the diary is where I’m sharing the work.