---
title: "About Rails of Eternity and RRB Labs"
description: "Rails of Eternity is developed and published by RRB Labs, an independent studio in Brazil, with the open-source Godot Engine. Who makes it, why, and the five design pillars."
canonical: https://railsofeternity.com/about
lang: en
last-updated: 2026-09-23
llms: https://railsofeternity.com/llms.txt
---

# About

> Rails of Eternity is developed and published by RRB Labs, an independent studio in Brazil, with the open-source Godot Engine. Who makes it, why, and the five design pillars.

- Canonical URL: https://railsofeternity.com/about
- HTML version: https://railsofeternity.com/about
- Language: en
- Last updated: 2026-09-23
- Site guide for agents: https://railsofeternity.com/llms.txt

Rails of Eternity is developed and published by RRB Labs, an independent studio based 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 studio

RRB Labs is an independent software and game studio based in Brazil. Rails of Eternity is its first game, self-published, without an outside publisher or funding. Design, code, art direction, audio and this website are made in-house, with generative tools used for concept art and voice recording under human review.

The studio site is [https://rrblabs.com](https://rrblabs.com) and the studio can be reached at contact@rrblabs.com. Everything about the game itself goes through contact@railsofeternity.com.

## 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.

## Five pillars

- **The train is the visible strategy.** Locomotive, wagons, weapons, cargo, weight, damage and order all matter and are all on screen.
- **Combat makes logistics possible.** Shooting opens the way to navigate, rescue, deliver, repair and survive; killing is not the goal.
- **The route is the board.** Switches, bridges, service stops and fuel turn movement into a legible decision.
- **The campaign is one continuous journey.** Credits, inventory, fuel and damage connect the missions, but failure never causes a dead end.
- **Premium, player-first, multiplatform.** Works offline, on mobile and desktop, without shrinking the game to fit a phone.

## How the project is run

The game is built in 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 bot plays the whole campaign thousands of times overnight and a ledger records win rates per mission before any number is changed. The gameplay videos on this site are recorded by that same bot inside the game.

## Status

Rails of Eternity is in development. The full route of 81 missions exists and is playable; 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.

---

Other languages: [Português (Brasil)](https://railsofeternity.com/pt/about) · [Español](https://railsofeternity.com/es/about)
