Railyard Games
Railyard Games · Independent studio

Small games with a lot of track behind them.

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.

A Railyard puzzle board: twenty-one coloured trains packed into a marshalling yard.
House rules

Three promises, kept in code.

These 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.

The journey map: a winding line of numbered yards, with today's yard at the bottom.
The long game

A line you travel, not a grid of levels.

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 dense marshalling yard with twenty-one trains in nine liveries.
The yard

Density is the whole idea.

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.

The studio

One person, and a very long list.

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.

Press & business

Writing about the game?

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.

Ticket · 3 of 3

“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.