Foldline Railway
Fold paper. Carry real cargo. Grow your railway. Fulfill 16 freight contracts. Your bests earn 48 stars, four postcards and six useful-engine discoveries. Four separate untimed yards keep their real trains, stock and facilities. Eligible away work runs once at 1× for up to ten minutes.
Your goal
Build a real paper railway through four original regions. Six distinct fictional engines trade price, speed, traction, loading time and wagon slots. Fulfill sixteen Route contracts for forty-eight stars, four postcards and six useful-engine discoveries. Practice can run every contract without Route awards.
Start your first session
Trains collect actual stock, reserve their complete next rail leg and keep the block until their tails clear. Loading bays, shared rails, stock and warehouse limits can make a train wait. Cargo becomes warehouse materials and transport-fee tokens only after unloading. Park finishes the current trip; engine and wagon changes need an empty held depot train. Merge equal warehouse wagons for free through level3; base-price refunds preserve their pieces. Spur construction consumes real materials; recycling never awards tokens or quota. Compare published next-work upgrade effects before buying.
A useful decision to practice
Prepare a contract paused at tick0, then Resume. Finish its quota within240active seconds. Gold/silver times determine the extra stars; a final delivery on the deadline counts. Route points sum independently verified bests. A useful engine in a lower-scoring winning Route can join the collection without lowering a best. Separate untimed Yards retain their real trains and stock at each unlocked region. An eligible active departure settles actual away work once at1×, capped at ten real minutes. Paused play, management, settings, loading and ads do not earn away work. Use fresh taps, Tab/Enter/Space and Escape; held keys, extra contacts and canceled drags cancel purchases. Continue saved work reopens paused with exact cargo and rail reservations.
How to play: controls
Use Tab to reach every control, Enter or Space for a fresh action, and Escape to close a sheet or pause. Management freezes the clock. Engine and wagon changes need an empty train held at the depot. A Park request finishes its current trip first. Two equal wagons merge for free, through Lv3. Total carrying space and base-piece refunds are preserved; one train slot is freed. Trains earn tokens only after unloading actual cargo. Compare supply, bays, capacity, mass, pull and future-leg speed. Closed spurs need warehouse materials. One star: fulfill the quota within 240 active seconds. Two or three: finish by the displayed silver or gold time. A final delivery on the deadline still counts. Route points sum independent verified contract bests. An engine is discovered only when it delivers useful cargo in a winning Route. A lower-scoring discovery keeps the higher contract best. Practice, Yards and away work grant no Route awards. Yards are unranked and separate for each unlocked region. Returning to a Yard keeps its actual jobs, loaded cargo and reserved blocks. Up to ten real minutes at 1×. Paused play, management, settings, help, ads and loading earn no away work.
Portrait · touch friendly
Open the game directly