We make puzzle games for the ten quiet minutes in your day. No timer, no lives, no level you cannot solve — and every board drawn by hand before it was ever played.
Sort the trains, clear the yard. A sliding-puzzle railway where every move is reversible and every board has an answer.
In developmentThese are not taglines. They are design rules written into the project, and breaking one of them is treated as a bug rather than a trade-off.
A board waits as long as you want it to. Nothing counts down, nothing locks you out, and nothing asks you to come back tomorrow to keep playing.
Not just at the start — from wherever you have got to. You cannot paint yourself into a corner, because no move we ship is irreversible.
Levels are designed one at a time and tested by hand. A generator can make a thousand boards; it cannot make the one that teaches you something.

Cleared yards become stations behind you. The track between them is the progress bar, the compass points the way you are heading, and every yard you have already cleared stays open to go back to.
There is one fresh yard every day, generated from the date itself, sitting deliberately outside the main line — play it or don't, it costs you nothing either way.

A sparse board stops reading as a railway, so roughly two thirds of every yard is occupied. That is what makes the puzzle: there is always somewhere a train could go, and almost never anywhere it should.
Nine liveries, four kinds of rolling stock, tunnels, turntables and points — all drawn to one geometry so a train reads as one continuous run rather than a queue of blocks.
Railyard Games is run by one developer. That means no publisher deciding what the game owes you each morning, and it means every level, every colour and every line of the privacy policy was chosen by someone who had to live with it.
Support goes to the same person who wrote the bug — usually answered within two working days, and always by a human.
The press kit has the fact sheet, descriptions of every length you might need, logos and full-resolution key art — all of it cleared for use.
“No energy meters, no countdown clocks, and no puzzle that cannot be solved from the state you left it in.”
The design brief, in one line. It has not changed since the first board.