#A Return to Your Roots (cant tag anything but weapons)

1 messages · Page 1 of 1 (latest)

sullen ridge
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I want to give this feedback because I genuinely cared about Enginefall, and right now I’m struggling to hold onto that excitement.

What made Enginefall stand out was the class warfare.
The game had so much potential in that direction, both as a concept and honestly as a monetization model too. The strongest version of Enginefall, in my opinion, is one where lower-class players are stuck surviving under pressure, scraping together limited resources, being controlled and oppressed by conductors and first class players who hold the power. Over time, those lower-class players build connections, gather what they can, organize, and eventually rise up together to fight for control of the train.

That creates a loop with real tension and purpose. First class has a reason to defend their position because they want to keep their comfort, power, and privileges. The lower classes have a reason to risk everything because life on the train is harsh, unfair, and desperate. That conflict is the game. That is what made Enginefall feel different.

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And in that model, extraction should belong only to the conductor, and only after that class struggle reaches its breaking point. That may make the dagger and dagger customization less important, sure, but I honestly think that is a worthwhile trade if it means bringing the game back to its roots and back to what made it feel special.

Right now, with bots added and the game leaning harder into extraction shooter territory, it feels like Enginefall is drifting into the same lane as thousands of other games. In a year packed with extraction shooters, and with GTA 6 hanging over everything, I really believe this game needs to lean harder into what makes it unique or it risks being swallowed by the crowd.

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A few rough ideas:

Death should matter. Maybe you get 2 or 3 lives on a train, but after that, you stop respawning there and get placed onto a new train. That keeps tension high and stops each run from feeling disposable.

Seasonal wipes could make sense, because trains probably should not persist forever. If wipes happen, monetization could come through different seasonal starting tiers, class options, or starting equipment, without losing the core struggle that makes the game interesting.

Live track events, weather hazards, breakdowns, raids, shortages, or emergencies could force people to work together temporarily, or create openings for betrayal, revolt, and power shifts.

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The social side of the train should matter more too. Communities forming by car or by class could be a huge part of the experience. Trade should also matter.

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I’m saying all this because I want to believe in this game again. I do not want Enginefall to become another generic extraction shooter with a train aesthetic. I want it to go back to being a brutal, social, class-driven survival game where revolt, oppression, and takeover are the heart of the experience.

That is the version of Enginefall that felt worth caring about.