Unrailed 2’s Experimental Build Introduces a Rope Engine
Version v-989-0a55a5c ties every player to the engine and changes how speed, distance, and recovery work during a run.

Unrailed 2: Back on Track is testing a mechanic that turns team spacing into a direct train-speed problem. The v-989-0a55a5c experimental build adds the Experimental Rope Engine, linking every player to the locomotive and limiting how far the crew can spread out. Before this rope-focused test, the July 30 experimental build addressed a lobby browser crash in the July 30 experimental build.
Rope distance now affects the entire run. Players moving ahead of the engine help it travel faster, while anyone lagging behind slows the train down. A dash briefly gives players more rope, creating a short window to recover when the crew starts getting separated.
Reaching the limit comes with a clear penalty. Whoever gets stuck loses the rope and respawns at the engine, so careless spacing can send a player back to the group instead of leaving them stranded somewhere along the track. Indoor Astronaut detailed the change in its Steam announcement.
Unrailed 2: Back on Track v-989-0a55a5c Patch Notes
The changelog contains one new feature focused on movement, spacing, train speed, and player recovery during multiplayer runs.
- New: Experimental Rope Engine added as last engine candidate: Ties every player to the engine with a rope. Nobody gets further away than the rope allows. Players pulling in front make the train faster, players lagging behind slow it down. A dash gives extra rope for a moment. Whoever gets stuck loses the rope and respawns at the engine.
Will the extra rope make coordinated crews faster, or create more frantic trips back to the engine? Share your take in the comments and follow us on X, Bluesky, YouTube, Instagram, Steam, and Telegram.
Unrailed 2: Back on Track
Developed by Indoor Astronaut





