Railway Signalling Sim
Be the signaller for a fictional 8-zone railway, with a real interlocking deciding which routes are allowed. Ships with a 20-page rule book that tests keep in sync with the game.
You're the signaller at a modern control-centre workstation over a fictional 8-zone railway around Chattanooga. There's a main line, a branch, a 125 mph high-speed line and an airport branch on a flyover.
A real interlocking
You set routes by clicking signals, and a real interlocking decides what's allowed:
- routes lock every track section and set of points they use, and only unlock section by section as the train clears
- signals show proper 4-aspect indications
- cancel a route too late and approach locking holds it for two minutes, like the real thing
A train describer tracks each train's headcode as it moves. The zones you're not controlling run on automatic route setting, which takes trains in timetable order and makes a train wait when a conflicting one is nearly due, so it can't deadlock.
Shifts and faults
Each shift is generated from a seed, so the same number always gives the same shift. Harder shifts add track circuit failures, stuck points, broken-down trains, trains missing their description, leaves on the line, and engineering possessions the timetable wasn't written around.
You phone faults in to fault control, and a call about nothing costs you points. Scoring uses the industry's own punctuality measure (arriving within 5 minutes counts as on time), weighted by train class.
SO/01, the rule book
It ships with a playable training desk and SO/01, a 20-page rule book in the style of a real railway operating manual: 9 sections covering the train describer, signals, interlocking, regulating trains, faults and degraded working, plus appendices for the keys and a glossary. It opens in a panel right on the desk, or as a PDF to save or print.
The PDF is generated from the HTML version by a Playwright script, and tests keep it honest:
- a test fails if the PDF and its source ever drift apart
- another checks that Appendix A matches the game's actual key bindings, so the manual can't lie about the controls