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Exhibit C · coming soon · Windows PC

NewCaptains — a transport management sandbox for Windows PC, coming soon

NewCaptains is a transport management sandbox for Windows PCs. Lay rail, road, canal and airport networks, buy trains, buses, ships and aircraft, and haul coal, goods, food and passengers between towns and industries as the decades change. It keeps the classic build-haul-earn loop and adds curved track with speed limits, free bridges and tunnels, level crossings that bite, and a day and night cycle. In development; no release date yet.

Every great railway begins with a modest loan and a regrettable level crossing.

Coming soon. The track is laid; the schedule is aspirational.

DeparturesPlatform 1as of 3 Oct 2026
NewCaptainsearliest public build · likely case
Jan 2027
Window
Nov 2026 – Apr 2027 (fast – slow)
Countdown
106 days to the likely ETA
Status
Estimate, not a promise

No store page yet. This is arithmetic on stated assumptions. Show the working.

Red electric trains on catenary-lined tracks beside a forest and a lake, low-poly 3D render.
SHOWCASE RENDER · test world · build of 3 Oct 2026no HUD · not the final art
FILE 01 / the subject

A railway, a loan and a map

NewCaptains is a transport management sandbox. You lay track and roads between towns and industries, buy vehicles at a depot, give them orders, and get paid for whatever arrives. The calendar moves through five eras, and the vehicles on offer change with it.

  1. Lay track and roads

    Join a mine to a power station, a forest to a town. Drag a curve and see its cost and its safe speed before you commit.

  2. Buy and run vehicles

    Buy a locomotive and wagons at a depot, write their orders and timetable, and send them out.

  3. Haul cargo as the decades change

    Coal, wood, goods, food, water and passengers move between towns and industries while the years go by.

In the box todaycounted 3 Oct 2026
  • 17vehicle models
  • 6cargos
  • 9industry types
  • 5eras
  • 15interface languages
  • 16 kmsquare default map

The 17 models are 5 locomotives, 5 wagons, 3 road vehicles, 2 ships and 2 aircraft. The industry count includes towns. All 15 languages carry the same set of text keys; checking how each one looks on screen is still to do. This is a young build, so the content is thin and we would rather say so.

FILE 02 / what is different

What is different, and how sure we are

The genre has rules everyone knows. Here is where this one bends them, graded by how much of it you could click on today. Jokes never outrank grades.

ARuns today

Seen working in the real game.

BBuilt, not shown

Works in the simulation, but not yet in the game you can click.

CDrawn, not built

Designed on paper. No code yet.

Tally: 6 run today · 2 built, not shown · 3 drawn, not built. The evidence-grade legend is the fine print; the fine print is the point.

ARuns today

Curved track with a live speed limit

You
Drag a curve and a graph shows its cost and the fastest safe speed before you commit. Tighter curves cost more.
Different
Speed follows the curve radius and the track class, not a flat rule per piece. Standard track manages 32 km/h at 128 m and 46 km/h at 256 m.
Limit
Slice one only: one arc per drag, radii 16 to 256 m. Road curves, easing curves and 45° arcs are not built.
ARuns today

Switching, not just stations

You
Serve an industry from your own siding or “hold”, cut cars away, shove them in. Keep stations for the big terminals.
Different
Cars and switching, not just a station parked next to the factory.
Limit
Holds and orders run today. The shove, runaround and wye visuals are not yet part of the automatic checks.
ARuns today

Level crossings that bite; breakdowns that get rescued

You
Trains never stop for a crossing. An unprotected or broken one destroys a vehicle, fines you and makes the news. Broken locomotives limp to a depot, and tow trucks and puller locos rescue them.
Different
Consequences instead of waiting.
Limit
Proven in a dedicated test pass, not yet in the default checks. Road vehicles do not have service intervals yet.
ARuns today

Free bridges and tunnels over anything

You
Span a river, a road or a rival’s line, whoever owns the track below. No permission and no fee; clearance rules refuse bad spans.
Different
No permits, no tolls and no ownership fights over a crossing.
ARuns today

Day and night, seasons, a first-route guide and undo

You
Lit locomotives and aircraft, a sun and a moon, and seasons. A nine-step first-route guide ends with a one-time celebration when your first train arrives. Ctrl+Z undoes track and road builds.
Different
You set the length of a day, from 30 minutes to 4 hours, or follow your own clock.
ARuns today

A scale you can state

You
Cells are 16 m. Distances are shown in “game km”, and one game km is deliberately 256 m. The default map is 16 km square.
Different
Curve radii, speeds and lengths are in real units, so a 128 m curve is a 128 m curve.
BBuilt, not shown

Towns that grow building by building

You
Towns extend their own roads and add or replace single buildings, so a town’s size follows the land rather than a fixed circle.
Different
Forty building types, placed one at a time.
Limit
Works in the simulation; not yet proven in the game build. Town roads and per-building cargo are not built.
BBuilt, not shown

Rivals that follow the same rules as you

You
Rival companies build and trade only through the commands you use. No scripted opponents, no cheats.
Different
No hidden advantages, by design.
Limit
Fifty-game-year balance runs with four rivals come out clean, but rivals are not yet shown in the game build. A few rival routes freeze on some maps; that is on the fix list.
CDrawn, not built

Hills that matter

You
A heavy train stalls on a steep grade. A helper engine can couple on, or you split the load and “double the hill”.
Different
Grade and tonnage genuinely limit what a train can do.
Limit
Drawn, not built. Today the simulation only applies gravity per wagon on slopes.
CDrawn, not built

Click, stretch, lay

You
Click, drag and stretch a route with natural curves anywhere. The sharper the curve, the slower the train.
Different
Replaces fixed-arc dragging with free paths.
Limit
Drawn, not built. It is the studio’s top priority.
CDrawn, not built

Customers, yards and real dispatch

You
Customers get their own spurs, and you order cars by count instead of buying wagons. Yards assemble trains, with an optional hump. Dispatch grows from controlled locations to centralised control to automatic train control.
Different
Freight as persistent cars and customers.
Limit
Drawn on paper only. No code yet.
FILE 03 / photographic exhibits

Seventeen real captures, in two flavours

Real captures from the build’s own test runs. Nothing here is concept art. Some of the interface shows a “Proof world” badge, because these runs come from the test harness. Click one to enlarge it.

In-gameCaptured from the running game client, interface visible.

ShowcaseRendered by the test harness in a small test world, no interface.

Day 3 vs day 18 the same project, fifteen days apart

The first commit was on 16 September 2026, so 18 September is day 3 and 3 October is day 18.

Day 4 vs day 18 the same test shot, then and now

FILE 04 / how it works

How it works, with the covers off

Two halves that never reach into each other, one rule for curves, and a clock. Then the instruments: what we measured, when, and what it does not mean.

Two halves, one rule grade A · built and running

The two halves of NewCaptains Two boxes, one above the other. At the top, the Unreal Engine client, which draws the world and the interface, blends between the last two snapshots, never changes the world, and turns your clicks into commands. At the bottom, the simulation kernel, which runs on its own thread at 30 ticks a second, uses integers only and takes a state hash on every tick. An arrow rises from the kernel to the client, labelled snapshot ring: the latest world state, read only. An arrow falls from the client to the kernel, labelled commands: validated inside the tick. UNREAL ENGINE CLIENT Draws the world and the interface Blends between the last two snapshots Never changes the world Turns your clicks into commands SNAPSHOT RING latest world state, read only COMMANDS validated inside the tick SIMULATION KERNEL Own thread, 30 ticks a second Integers only: no floating point A state hash on every tick Same seed, same commands, same game
Fig. 1 · the two halves
  • The client only draws. It never changes the world. A click becomes a command; the simulation checks it inside the tick and may refuse it.
  • The simulation never waits for pictures. It runs on its own thread at a fixed 30 ticks a second, so a slow frame cannot stall the world.
  • Integers only. Money is whole cents and ratios are fixed-point, so the same seed and the same commands give the same game, tick for tick.
  • A state hash every tick is how we notice, to the tick, when something stops being deterministic.

The curve rule grade A · slice one

The curve you drag is rounded to one of eight radii: 16, 32, 48, 64, 96, 128, 192 or 256 m. Max safe speed is the lower of the track class ceiling and a limit that grows with the square root of the radius.

Maximum safe speed by curve radius, standard and high-speed track
Curve radiusStandard trackHigh-speed track
R4 4 cells · 64 m23 km/h38 km/h
R8 8 cells · 128 m32 km/h54 km/h
R16 16 cells · 256 m46 km/h77 km/h

Rule: max safe speed = the lower of (track class ceiling, √(radius × sideways acceleration)). Halve the radius and the speed falls by about 30 per cent. Tighter curves also cost more to lay, in proportion to (R + 2) ÷ R per cell step.

The clock grade A

30simulation ticks per second
74 ticksmake one game day: about 2.5 seconds at 1×
15 minmake one game year at 1× (27,010 ticks). Speeds are pause, 1×, 2× and 4×.

The workings, in the game eight captures

Interface and instruments from the running build. The last one is the simulation’s own debug viewer, which is not the game and does not pretend to be.

On paper only grade C · drawn, not built

The planned freight chain, drawn but not built Four dashed boxes in a column, joined by arrows. A customer spur, where a customer gets its own leased spur and you allocate a number of cars to them. A yard, which sorts cars into blocks so trains are assembled from the cars that are waiting. An optional hump, for faster sorting, which needs puller crews. A train, where a spare locomotive swaps empties for loads when a trigger fires. None of this is built yet. CUSTOMER SPUR A customer gets its own leased spur. You allocate N cars to them. YARD Sorts cars into blocks. Trains are built from the cars that are waiting. HUMP (OPTIONAL) Sorts faster than a flat yard, but needs puller crews. TRAIN A spare locomotive swaps empties for loads when a trigger fires.
Fig. 2 · planned, not built

CDrawn, not built

A trip would start only if the destination has reserved slots. Otherwise the train is staged with a stated reason, and you get four fixes:

  1. Expand the yard.
  2. Add storage.
  3. Reduce the allocation.
  4. Use another yard.

None of this is in the game today. It is on paper, with a design written and nothing coded.

Telemetry as of 3 Oct 2026

Seven readings, each with where it comes from. The benchmark line is a benchmark of the simulation alone; it is not what the game window shows.

Telemetry readings as of 3 October 2026
ReadingValueWhat it isComes from
Automated tests2,732 passingThe full automated suite. About 30 timing-sensitive tests run separately.Automated test run
In-game checks59 of 59 passingScripted checks that run inside the real game client, latest run.Game-client check run
Frame rate81.6 fps averageAt 1080p on one desktop GPU in a development build. The GPU was shared with other work, so treat it as a rough guide, not a spec.Game-client check run
Simulation benchmark6.25 ms per tickAverage for 1,000 timetabled trains, 500 road vehicles, 150 ships, 100 aircraft and 5 rival companies, against a 33.3 ms budget. A benchmark, not the game window.Headless benchmark
Balance run50 game years, 0 findingsFour rival companies played fifty game years with no deadlocks and no insolvency.Headless balance run
Code size~285,000 + ~165,000 linesAbout 285,000 lines of product code plus about 165,000 lines of tests.Line count
Age18 daysSince the first commit on 16 September 2026.The calendar
FILE 05 / recreation room

The passing siding

A TOY, NOT THE GAME

This is not NewCaptains. It is a small toy for passing the time on this page: two trains, one single track and one passing siding. Throw the switch before the red train reaches the points, so it takes the siding and the blue train can get by.

A TOY · single track · one siding · toy numbers only
Route one train into the passing loop to prevent deadlock!

The signal lamps are for show: only the switch matters. Any money in this toy is pretend. The real game does not work like this, and nothing here is a feature.

FILE 06 / the pinboard

Concept art

Concept — not in the gamedirection, not a build

The viaducts, the glass-and-light interface and the modular stations pictured here are goals, not features. Nothing on this board runs. The real interface looks different, and the lettering inside the mock-ups is placeholder.

FILE 07 / goals and pillars

What we are trying to build

Seven pillars, and a list of things this will never be. Where a pillar is only partly real, it says so.

  1. Keep the classic loop; add depth only where it pays

    Build, haul, earn stays the heart. New depth, such as switching, goes in only where it pays for the company.

    Status: switching holds and curved track run today.

  2. Fun is the test

    Every feature faces one question: would a veteran of the genre smile more?

  3. Natural track

    Click, stretch and lay track with natural curves anywhere. The sharper the curve, the slower the train.

    Status: curve speed limits run today, one arc per drag. Free-form laying is drawn, not built.

  4. Hills matter

    Trains stall on steep grades under heavy loads, and a helper engine can couple on.

    Status: drawn, not built.

  5. Freedom to run a railroad like the real thing

    Locomotives, cars, customers and yards used the way a railway uses them.

    Status: drawn, not built.

  6. The world is the dashboard

    Data should live in the world. You read the network by watching it work, and it should be as satisfying to watch as to run.

  7. Same seed, same game

    The simulation is deterministic: same seed, same commands, same result.

    Status: checked every tick by a state hash.

This will never be

  • A city builder. No zoning, no utilities, no citizen simulation.
  • A combat or survival game.
  • A game with premium currencies or pay-to-win.
  • A mobile game.
FILE 08 / progress

Eighteen days, in plain words

What happened, when. Everything below has been built; how much of it you could click on is what the grades above are for.

  1. 16 Sep

    First commit. The simulation kernel runs 1,000 trains. Stations, orders, payment, signals and timetables follow the same day.

  2. 17–18 Sep

    World generation, towns, water, air and vehicles by era; a fifty-year balance run; a first debug viewer.

  3. 19 Sep

    The Unreal Engine client boots. First box on rails.

  4. 20–22 Sep

    Terrain, water and the first vehicle models.

  5. 21 Sep

    Buy a train from a depot. Save and load.

  6. 23–27 Sep

    Switching, labour and inflation (on the simulation side), day and night, curved track, bridges, the first-route guide and town actions.

  7. 28 Sep

    A quality programme starts with 94 work orders. It has since grown to 120.

  8. 29 Sep – 3 Oct

    New-game options, undo, towns made of buildings, a front end, level crossings, free bridges, and an independent review of the whole project.

The status board

as of 3 Oct 2026 · 120 tracked work orders · 33% closed

  • 40closed
  • 1running
  • 20ready to start
  • 58waiting on something else
  • 1superseded

Be fair to the number. Only 22 of the 40 closed items are things a player can see. The rest is plumbing, libraries and design.

FILE 09 / the schedule

The schedule, arithmetic showing

A date with no working is a wish. This is the sum, the assumptions behind it, and the ways it goes wrong. It is arithmetic on stated assumptions, not a promise, and there is no store page yet.

ARITHMETIC, NOT A PROMISE

The sum

The open list is the planned work still to do. “Closed per day” is how fast we finish items; “new per day” is how fast we add them. What is left each day is the net burn-down. Divide the open list by it and you get the days until the planned work is done. Then add a ship gate, in weeks, for everything that is not on the list.

days until the planned work is done   = open work orders ÷ (closed per day − new per day) earliest public build   = the day that work is done + the ship gate (weeks)

The ship gate covers store review (the plan allows four to six weeks), a closed playtest, balance, and an art pass. Right now there are 79 open work orders.

What we observed

40 of 120tracked work orders closed in 6 days, which is 6.7 a day.
94 → 121items on the list over the same week, so about 4.5 new items a day arrived. (One of the 121 is a standing lane, not a work order.)

So the net burn-down is slower than the closure rate. Closing 6.7 a day while adding 4.5 a day leaves far less than 6.7 a day of real progress. That is the whole reason for the three scenarios below.

Three scenarios

Fast

Nov 2026

Observed closure rate (6.7 a day) and a quarter of the observed rate of new work.

Ship gate 6 weeks.

Likely

Jan 2027

Two-thirds of the observed closure, because what remains is the heavy kind that touches the simulation core, and half the observed rate of new work.

Ship gate 10 weeks.

Slow

Apr 2027

Closure limited to the rate core changes have actually landed (3.2 a day), and half the observed rate of new work.

Ship gate 16 weeks: adds a handheld hardware check, a store festival cycle, name clearance and credential slack.

The three scenarios, side by side
MeasureFastLikelySlow
Closed per day6.74.43.2
New work per day1.12.32.3
Net per day5.52.21.0
Days to finish the list153684
Work done on18 Oct 20268 Nov 202626 Dec 2026
Ship gate (weeks)61016
EARLIEST PUBLIC BUILD

Rates are rounded to one decimal; days are computed from the unrounded rates, so a hand subtraction on the rounded figures can differ a little. Dates run from 3 Oct 2026. The headline is the likely case; the window runs from fast to slow.

What would move it

  • Scope growth. The list grew faster than it shrank this week. If that continues, every date slides.
  • One change at a time. Only one change to the simulation core can be merged at a time, and most of what is left is that kind.
  • One graphics test slot. Only one copy of the game engine can be tested at once on the one development machine.
  • Store review. The plan allows four to six weeks, and it is outside our hands.
  • Name clearance. The name has to be cleared before a real launch, and clearance takes as long as it takes.
  • The art pass. The vehicles still read as programmer art with good silhouettes, and that is a job in itself.

Plainly: this is arithmetic on stated assumptions, not a promise. There is no store page, no price and no release date. If the list keeps growing as fast as it did this week, the sum gets worse, and this page will say so.

Station announcement: the Early Access service is delayed by an unspecified amount of scope.

FILE 10 / questions

Questions at the information desk

Is it out?

No. There is no release date, no store page and no price. The only date here is the estimate in the schedule, with its arithmetic.

Which platforms?

Windows PC first. Nothing else is promised.

Will it have multiplayer?

Not promised. The determinism and a network test harness exist, but there is no lobby and no network transport, and nobody should plan a game night around it.

Will there be a demo?

Unknown. Nothing has been decided, and we would rather say so than guess.

How is it different from Synapse Grid?

Almost completely. Synapse Grid is a fast light-cycle combat racer built around reflexes. NewCaptains is a slow-burn transport sandbox built around planning, timetables and consequences. Same studio, same one person.

Where do I follow it?

On Discord, or by writing to press@alluring.coffee. This page will change when the facts do.