Hauptbahnhof

You are the station master, on foot, with a wrench.

Hauptbahnhof started from a complaint about tycoon games: you spend them looking at menus. Here you have a character. If a vending machine is empty, somebody has to walk over with a crate, and that somebody can be you.

The rule we hold ourselves to is that the economy has to be visible. If the kiosk made money this hour, a customer walked to it and bought a specific thing. If stock is low, you can watch the courier cross the concourse. Nothing is settled in a spreadsheet the player never sees.

Where it stands

This is the furthest along of our projects. The core loop works: you can grow a single platform into a working hub, take freight contracts, hire staff and run out of money doing it.

What is being built now is the part that decides whether it survives contact with players — more contract types, staff scheduling that holds up over a long game, and an interface that explains itself. The target is Early Access, and we are not naming a date until it is a decision rather than a hope.

What is in it

  • A station master with a body: you walk to whatever needs doing
  • Every sale is a simulated customer who walked there and bought something
  • Couriers restock by hand, so shortages are visible before they are expensive
  • Contracts, staff rosters, freight operations and the books