Posted July 13, 2026 by WhitePawGames
I'm excited to release this initial prototype build of the game. I've been working on this over the past month or two, trying to refine it as much as possible to get a prototype version out before I go any further.
I was inspired by a recent Tom Scott video.
So I went looking for a good mechanical locking signal simulator, and whilst SimSig has some Absolute Block Signalling elements, and there are other implementations like Block Post Software or PC-Rail Heritage they're very much a 2D representation of a visceral 3D experience. I know SimRail is developing Mechanical Locking soon. I just felt like there was a gap for some good British Rail signalling.
The other part of this is that my aim is to very much make this a signaller experience simulator as well as the practical bits. So I want to implement the maintenance, and the daily life parts of running a signal box (albeit being able to speed things up). A kettle and a stove were as much an important part of the box as the levers themselves!
First of all this is a prototype build in the truest sense. I've tried to test as many of the quirks and bugs out, and tried to get community members to test the locking logic and block elements but be warned, there will be bugs and game breaking elements I won't have caught.
So yes, the aim is to implement real signal boxes, fully 3D modelled with their exteriors, interiors, platforms, and lines. I want players to be able to feel like they're actually in the box and doing the work, and feel the trains going by. This will also allow implementation of day to day activities, maybe driver and passenger platform interactions.
Haslemere is my first box being developed. Why? Because its local to me and they're just in the process of opening this up as a working museum that members of the public can visit and learn, and see it in action (albeit disconnected from the line). The team working on this have given me access to the box to be able to get material to be able to model this, so it makes sense to have a good reference box to start with!
I want this to be a mix of both without being a detriment to the experience of either. That sounds nebulous, but ideally I want to be able to implement game elements that will make things fun, that may deviate from the "correct" way of doing things. That being said I want things to behave and respond in a way that a real world signaller would have no qualms about. As I'll be simulating real world boxes, there isn't a huge amount of latitude to mess with things, but it might be that we're mixing different things from different time period or skipping certain procedures etc. The aim is to simulate as close as possible to the real world, but sacrificing where it makes sense to give the game half a chance of being either entertaining or approachable to players that haven't touched a signal ever.
I want the community to feedback on this. It won't be a good game/simulator if the community don't have everything they expect to see. I don't profess to be a complete expert of all things train signalling, and having the community give me feedback on core expectations and missing bits and pieces, I can flesh this out as best I can.
Of course I have an idea on the direction of how I want things to be and look, and how it all plugs together but the community is what will make something like this be great!
So please please take a look at the feedback questions in the pinned community post here after you've finished putting it through its paces and have fun with it!