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Minecraft With Trains? What Else Is on the Shelf

Traluno gets called Minecraft with trains, or a small Cities: Skylines. What those, the tycoon games and the train sims do better, and what none of them do.

A Traluno layout seen from beside its table in the hobby room: the table's wooden edge and legs, the control desk fixed along the front, a mountain and a town on top, and a window in the wall behind.

People describe Traluno by naming something else. "It's Minecraft with trains." "It's a small Cities: Skylines." "It's Railroad Tycoon without the tycoon." All three are close enough to be useful and wrong enough to be worth correcting, so here is the comparison written out properly, including the parts where the other game wins. The other model railway games does the same for the games that share Traluno's actual subject, and a free train set game in your browser is the short account of Traluno itself.

Minecraft with trains, and voxel building generally

The resemblance is the material. Both worlds are made of visible cubes, both let you place and remove them, and both get their sense of scale from counting blocks.

What Minecraft does better: everything about freedom. You can dig down to Y -64 and build up to Y 320 (Minecraft Wiki), walk for nearly thirty million blocks before the world border, and make a shape nobody anticipated. Traluno will not let you do any of that. You place items from a catalogue onto a grid, the ground is paint on a flat board, and the grid sits on a table that has edges.

That is a real loss and it is deliberate. A model railway is not a world you can carve; it is a surface you dress. The moment you can tunnel arbitrarily, the thing you are modelling stops being a layout on a table and becomes terrain, and the whole conceit (that you are a person standing in a room looking at a hobby project) falls apart.

What Traluno does that Minecraft does not: the trains work as a system. Minecraft's rails are a transport mechanism. There are four kinds of rail, a curved rail at a T-junction can be thrown with redstone, and a detector rail gives off a redstone signal while a cart is on it, but the vanilla game has no railway signals and no block sections. Traluno's track is a network: switches that send a train one way or the other, trains that reverse at the end of the line or when another is in their way, and stations the passenger trains stop at. Two trains on one loop is a problem you have to solve rather than a thing that just happens.

The goods yard on the demo layout from above: parallel yard tracks with a ladder of switches at each end, a long goods train on the main line behind them, a small blue locomotive with two wagons on a yard track, and a factory and a grain elevator in front.
The goods yard: switch ladders at both ends, the Mixed Freight on the main line and the Yard Switcher on a yard track.

To be fair to Minecraft, the players who want that have modded it in. The Create mod has had train tracks, stations, signals and schedules since its 0.5 release in 2022, and if you want Minecraft with trains in the literal sense, Create is the honest answer.

Also, and this matters more than it sounds: Traluno's buildings are not built by you block by block. They are placed whole. That is a much lower ceiling on expression and a much lower floor on effort, and for a game about arranging a layout rather than constructing objects, the trade is correct.

Cities: Skylines

The resemblance is the top-down arrangement of roads, buildings and traffic, and the pleasure of watching little vehicles obey rules you laid down.

What Cities: Skylines does better: simulation depth, by an enormous margin. Cities: Skylines came out in 2015, with a sequel in 2023, and it models residential, commercial and industrial demand, power, water and sewage, education, land value and the routes of the traffic on its roads, at a scale Traluno does not attempt. Each of its citizens has a home and a workplace or a school, and makes several trips a day. Its economy pushes back, with taxes, loans and a bailout offer when the money runs out.

Traluno's people walk the streets because streets with nobody on them look dead. They wander the footways, cross at junctions and zebra crossings, and stop for a while now and then. They are not commuting. Nobody in Traluno wants anything.

A close view of the demo town's front street: a red fire engine on the road, a bus shelter and the station platform beside it, striped crossings at a junction, and small figures walking on the footways and near the level crossing.
The front street by the level crossing, with a fire engine and people on the footways.

Where Traluno differs on purpose: Cities: Skylines is a management game with a building interface. Traluno is a building game with no management at all. There is no budget, no money to run out of, and no demand bar telling you what to place next. You are not running a city; you are arranging a model.

That removes most of the reasons to keep playing that a management game relies on, and replaces them with a single one: does the thing you have made look right from where you are standing. Whether that is enough is a fair question, and the honest answer is that it is enough for some people and not others.

Railroad Tycoon, Transport Fever, OpenTTD

The resemblance is trains, freight, networks and the pleasure of a well-planned junction.

What they do better: consequence. These are business games. Railroad Tycoon, from Sid Meier's 1990 original to Railroad Tycoon 3 in 2003, runs on loans, bonds and your rivals' stock. Transport Fever 2 has you deliver raw materials and goods to drive its economy and make your fortune doing it, and Transport Fever 3 followed in September 2026. In OpenTTD, the open-source game based on Transport Tycoon Deluxe, what a delivery earns depends on the cargo, the amount, the distance and the days in transit, so a line that cannot handle its traffic backs up and you watch your profit fall. The network has a purpose, so a good network is measurably better than a bad one. OpenTTD also has what Traluno lacks for running one: block, pre- and path signals and timetables.

Traluno has no freight economy, no revenue and no cargo that wants to be somewhere. A beautifully designed yard and a nonsensical one both work exactly as well, which removes the sharpest source of feedback those games have.

Where Traluno differs: those are games about a transport network seen from above at map scale. Traluno is about a model of one, seen from eye height, at HO scale, in a room. The difference is not cosmetic. In OpenTTD a wagon is a few pixels on a map and a line in a window; you can set the view to follow a train, but you never stand beside one. In Traluno you can ride at the front of it.

The view from the front of a train as it crosses a street at a level crossing, the red and white booms down on both sides, a church with stained glass windows on the left and houses on the right.
Riding at the front of the Steam Express across the street by the church.

Train simulators

The resemblance is the cab view and the attention to how a train actually behaves.

What they do better: absolutely everything about driving. Open Rails, a free and open-source simulator, documents its physics in detail: brake pipe pressure charging from car to car, an adhesion model that lets the wheels slip, extra resistance on gradients and in curves. Train Sim World 7, Dovetail's current release, runs with safety systems such as AWS and PZB switched on by default. Traluno's ride-along camera is a camera. The levers on the desk set the speed of the main-line trains and the yard engines, the Trains window gives each train its own throttle, stop and reverse, and that is the whole of the driving model: no brakes to manage, no wheel slip, and no gradients, because all the track is at one height.

Where Traluno differs: a train sim puts you inside the train. Traluno puts you in the room, and the cab view is one of the things you can do from there, alongside laying track, painting terrain and flipping the switches on the desk. It is a layout you operate, not a train you drive.

The one thing none of them do

Every game above models either the world or the vehicle. None of them models the hobby.

Traluno's subject is not railways. It is model railways: the table, the room, the wooden edge you lean on, the control panel screwed to the front, the fact that the mountain is plaster and the river is resin and the whole thing has a size you could actually fit in a spare bedroom.

That framing is the entire design, and it explains most of the limitations listed above. The table has edges because tables do. The buildings are placed rather than built because you buy model buildings rather than laying their bricks. There is no economy because a model railway does not have one; nobody's layout goes bankrupt.

It is a much smaller idea than any game on this page. It is also the only one of them that is about the thing itself rather than about a simulation of what the thing depicts, and if that distinction appeals to you, nothing else on the shelf is really trying to do it.

Where to start if you are coming from one of them

  • From Minecraft: start in Build mode and ignore the trains for an hour. Get used to placing whole objects rather than blocks. The catalogue is the vocabulary.
  • From Cities: Skylines: resist planning the whole layout first. There is no demand to satisfy, so the road network only has to look right and carry traffic pleasantly.
  • From OpenTTD or Transport Fever: lay a plain oval first before you build a junction. Without a freight economy, a complicated network has nothing to prove, and a simple one you can watch is more rewarding. When you do want operating, model train track plans starts with a passing loop.
  • From a train sim: press 🎥 Cab immediately, then go and lay track with the camera down at rail height. Seeing the layout from where the driver sits changes what you build.
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