About

Rails of Eternity is made by one person, Renan Rafael Bertoldo, in Brazil, with the open-source Godot Engine. This page says who is behind it, what the game is trying to be and how the work is organised.

The developer

Renan Rafael Bertoldo is a software engineer and independent game developer based in Brazil. Rails of Eternity is a solo project, self-published, without a publisher or outside funding. Design, code, art direction, audio and this website are handled by the same person, with generative tools used for concept art and voice recording under human review.

The public profile linked in the footer is the canonical place to find the developer online. There is no company entity behind the game; the name Rails of Eternity refers to the game and to the project around it.

Why this game

The premise came from two things: a love of trains as machines whose every part is visible, and frustration with mobile games that hide their depth behind timers and shops. Rails of Eternity keeps the whole strategy on screen, in the order of the wagons and the weight on the rails, and never sells power. It is designed to run well on a phone without becoming a phone game: the same build runs on desktop and on the Web.

Five pillars

How the project is run

The game is built in Godot Godot 4.7 with an engine layer shared by more than one game and a content layer owned by the campaign. Every mission is a map package made in the same Map Studio that ships to players. Balance is measured, not guessed: a headless bot plays the whole campaign thousands of times overnight and a ledger records win rates per mission before any number is changed. Decisions that shape the product are written down before they are implemented.

Status

Rails of Eternity is in development. The full route of 81 missions exists and is playable in the editor; art, voices and polish are still being produced chapter by chapter. There is no release date. This site is updated as the game advances, and the press kit has the current factsheet.