Thanks to all who submitted questions about Last Train Home for last week's Ask Me Anything (AMA) session. We've assembled the responses and invite you to delve into them. If you have any more questions or need further information, please don't hesitate to contact us through the comments section or on our Discord server.
The situation was complex. When Russia entered World War I on the side of the Allies, the Czechoslovak Legionaries joined the Russian army and fought alongside the Russians against the Central Powers (including Austria-Hungary). This allowed them to actively contribute to the Allied war effort and promote their own cause for independence.
Although the initial plan was for the Czechoslovak Legion to join the Western Front, logistical and political challenges, such as the blockade of the Western Front by the Central Powers, made it more feasible for them to fight on the Eastern Front. The Czechoslovak Legionaries' decision to go east was influenced, amongst other things, by the Brest-Litovsk Treaty, which was signed in March 1918. This treaty marked Russia's exit from World War I and resulted in the cession of vast territories, including Ukraine, Belarus, and the Baltics, to the Central Powers. As a consequence, the Legionaries found themselves in a precarious situation in the new territories controlled by the Central Powers. To escape captivity or persecution, they continued their eastward journey through Siberia, with the hope of eventually reaching the Western Front and fighting alongside the Allies to secure Czechoslovak independence.
They had to travel roughly 9000-kilometer-long expanse of the Trans-Siberian Railway. Following this demanding overland journey, they successfully secured passage on ships, enabling them to reach the United States, subsequently Europe, and, ultimately, their cherished homeland.
The game is inspired by historical events, it’s not their recreation. We have consulted the affairs with experts on the topic. Nevertheless, certain artistic liberties have been taken in various aspects of the game.
For example, the events take roughly 6 months of in-game time, but in reality, it was 5 years. We concentrated the events in a smaller time frame and thanks to that the players can experience the critical points of that era. For more in-depth information, please refer to our Dev Diary, available at this link.
In this regard, the Association of Czechoslovak Legionaries provided valuable guidance, as they conducted thorough research on the subject matter. Thanks to their efforts, we can affirm that the weaponry featured in the game was indeed accessible in Russia during that historical period. While certain arms may have been considered rare, they were nonetheless present.
The level of combat realism is somewhat limited. Keep in mind that we are developing a game that needs to be accessible and enjoyable for the players. Furthermore, we want the players to be able to actively engage and freely maneuver, not just stick to one place and wait for the attrition to come. To achieve this objective, we have made strategic adjustments to combat dynamics, including modifications to weapon ranges, ensuring a dynamic and engaging gaming experience.
During your journey aboard the train, you will encounter various stops along the railway, providing opportunities to explore not only mission locations but also visit an array of Points of Interest, including villages, lakes, and forests. While building the world of Last Train Home, we were partially sticking to history. For a more in-depth understanding of our development process in this regard, we invite you to explore our fourth Dev Diary, which delves into this topic further.
Our creative process drew inspiration from a rich tapestry of sources. Notably, we looked at titles such as Frostpunk for insights into base management and the welfare of its inhabitants, Company of Heroes for real-time combat dynamics, and Starcraft 2 for user interface design. However, it's worth mentioning that some of the most significant sources of inspiration were the collective experiences of our team members, including their contributions to past projects like the UFO series developed by Altar Games.
We were drawn to the concept of extending player responsibilities beyond mission scenarios, involving the care of their squad and the management of their base, which is a similar concept to the UFO series. Furthermore, we aspired to introduce a strong element of persistence within the game, where the loss of soldiers becomes a permanent event, akin to the mechanics found in titles like Original War. Merging missions with the overarching management enables players to witness the lasting repercussions of their actions, thus emphasizing the pivotal role of persistence within the gameplay dynamics.
We made a deliberate choice to feature only the most formidable forces of this historical chapter, which include the Czechoslovak Legion, the Red Army, the White Army, and their respective sub-factions.
While it is true that the Czechoslovak Legionaries were dispersed across the globe, for us there was no way to connect those forces with the legionaries in Russian territory. Placing, for instance, Czechoslovak Legionaries stationed in Italy aboard a train in Russia would not align with historical context or coherence.
The live-action footage was exclusively filmed for our project. In the development of our trailers, we formed a partnership with Gnomon Production, a Czech film production company, and enlisted the expertise of Randis Albion, Senior Art Director at THQ Nordic, who assumed the role of Director of Photography. We anticipate the release of several additional feature trailers in the near future, and we encourage you to stay tuned for more exciting content.
The main narrative inherently adheres to a linear structure, given its fundamental objective of progressing from point A to point B along a railway with a couple of turnouts. However, there are several turnings that can change the gameplay – thanks to them, you can experience different missions, and face different threats and challenges. The final battle is also influenced greatly by the decisions you make during your journey. Furthermore, players will have the chance to immerse themselves in a range of smaller stories, designed to offer a comprehensive reflection of the wartime experience in its entirety.
The core storyline remains consistent, as mentioned earlier. All of the missions are handcrafted, and therefore unique. It's worth emphasizing that in Last Train Home, the quality and quantity go hand in hand, as the average journey onboard spans a gripping 40 hours.
You have the option to replay the game, exploring alternative routes and experiencing missions you haven't encountered previously and also different text events. Even within the Points of Interest, a degree of randomization is applied.
Certainly, that is the pure nature of game development. In our initial concept, the game was intended to be roguelike, where players would strive to progress as far as possible and then restart. However, we came to the realization that this approach did not align with our overarching concept. Given that the game offers approximately 40 hours of gameplay, it would not be conducive to the player's experience to require a complete restart in a later segment due to prior mistakes. Consequently, our focus shifted toward emphasizing narrative elements and constructing distinct chapters that function as individual puzzles within the broader framework of the game.
With a limited number of soldiers on the train and the challenge of replacing them, every soldier onboard becomes a hero in their own right. As they gain experience, they acquire a variety of skills and the ability to take on multiple roles. For instance, a soldier can become both a medic and a machine gunner, harnessing the unique perks of each profession to their advantage.
For some of them, it’s possible. It also depends on what you see as negative or positive, as certain traits have their pros and cons.
A malfunctioning locomotive represents one of the multiple pathways leading to a game over scenario.
In the game, you'll encounter three distinct locomotives, each drawing inspiration from real-world counterparts: the Grandpa, the Hound, and the Towing Bull. The same goes even for specific train cars.
After the upgrade, it’s 9 wagons and the locomotive.
Yes. And if you find how to trigger it, you’ll even get an achievement.
This is something we didn’t consider, because the demo and the full game are in fact two different applications. However, for those curious to experiment, it's possible to attempt transferring saves since they are stored on your computer. We can't provide assurances that this method will function seamlessly, though.
Furthermore, it's essential to keep in mind that we are continually fine-tuning the game. Consequently, the initial experience upon the game's release will differ and you will miss all the improvements we've integrated if you rely on an older save.
If you consider the length of the railway, the demo encompasses roughly 10 percent. To put it into perspective, the complete Trans-Siberian Railway spans 9,000 kilometers, with the playable segment in the demo extending to approximately 800 kilometers. In terms of missions, the demo provides a taste of 6 out of the total 40 missions available in the full game.
The demo will stay available at least until the release of the full game. We’re planning to even update the demo with fixes based on the feedback we got during the Steam Next Fest.
Barbora serves as an NPC within the game, assuming the role of one of the advisors available to you during the challenging voyage to Vladivostok – together with Major Gazdik, Captain Langer, and Jozef Levý. All of them advise you remotely rather than participating in the crew's active missions. Consequently, Barbora is not featured in the game's encyclopedia, which exclusively includes the profiles of controllable soldiers actively engaged in the missions.
No, all of the soldiers are pre-set and each of them is unique. They have their own bios, traits and abilities.
At the game's launch, players will have access to a comprehensive selection of 11 text languages. Additionally, the game offers full voice-overs in English, German, and French. For those seeking a deeper immersive experience, the ‘Immersion’ audio mode is available, featuring audio in Czech, Slovak, and Russian. As of now, there are no immediate plans to introduce additional languages.
39,99 EUR/USD
You’ll be able to buy the game on Steam and GOG.
Physical copies of the game will be made accessible through various retailers, and a full list of these retail partners will be provided. The physical edition will also come bundled with additional materials, and we encourage you to stay tuned for forthcoming details and updates.
Yes.
Not with the release.
Will the game launch on consoles?
Not with the release.
Have you considered modding/Steam workshop support?
Not with the release.
Stay tuned for upcoming news and updates!