Overfreight is a Roblox railway logistics simulation created by OneSkyVed that challenges players to construct freight networks, process raw resources into high-value manufactured goods, and manage complex signaling. Success in the game relies on designing clean track layouts, upgrading production chains methodically, and preventing network-wide traffic gridlocks.
Core Production Chains and Progression
Every game starts on one of three available maps: Flat Lands, Twin Peaks, or Mountain Insanity. Your locomotives spawn with a map-specific default livery: green for Flat Lands, beige or light yellow for Twin Peaks, and pink for Mountain Insanity. Regardless of the chosen map, your immediate goal is to establish profitable supply chains to fund network expansion.
Production in Overfreight follows strict material recipes. Delivering raw resources to the wrong facility produces invalid route errors and stalls your trains.
The Timber and Furniture Chain
The timber line is the foundational starting point for any network:
- Connect the Deforestation Volunteers harvesting site to the wood processing sawmill (the Trees into Rectangles Shaping Facility).
- Transport raw logs to the sawmill to produce wooden planks.
- Lay tracks from the sawmill to the Suspiciously Cheap Product Assembly Plant (furniture plant) to turn planks into finished furniture.
- Run a delivery line from the furniture plant directly to a Freight Terminal, where the finished cargo sells for cash.
Metallurgical and Mineral Chains
Once furniture provides a steady cash flow, you can expand into metal and glass production:
- Iron and Steel: Run raw iron from the iron mine and coal from the coal mine to the Iron Smelter to cast iron ingots. Transport these iron ingots along with additional coal to the Totally Safe Steel Melting Plant to produce steel beams. Delivering raw iron directly to the steel plant triggers a "Logistical nightmares" routing error.
- Glass Panes: Deliver sand from the sand facility and coal from the coal mine to the glass pane facility. Finished glass panes are critical for clearing mid-game research milestones.
- Copper Ingots: Transport raw copper from the Illegal Copper Mine along with coal to the Questionable Quality Copper Plant (requiring two units of copper and two units of coal per operation).
- Electronics: The late-game production chain requires delivering copper ingots, iron ingots, and sand into the electronics plant. A single trainload of electronics can yield upwards of $55,000 at the terminal.
Deliveries of passengers to industrial sites provide a temporary 2x production boost. Active industries display a spinning wheel icon when upgrading, whereas neglected or inactive facilities will automatically downgrade over time.
Locomotives and Rolling Stock Overview
Trains can hold up to three locomotives combined once multi-locomotive research is completed. Each train car costs $750 and holds up to 50–55 tons of cargo depending on the variant.
| Equipment Name | Type | Max Speed | Power / Traction | Purchase Price | Operational Notes |
|---|---|---|---|---|---|
| ČD 740/742 "Tomcat" | Diesel Shunter | 80 km/h | Entry-level power | $2,500 | Operates on all track types; ideal for yard shunting and early freight |
| ČD 750/754 "Goggles" | Diesel Road Engine | 110 km/h | Moderate power | $20,000 | Reliable mid-tier engine for heavier, longer lines |
| Electric Locomotive | Electric Engine | 160 km/h | High acceleration | Varies (Late-game) | Requires electrified tracks; cannot directly enter un-electrified terminal platforms |
| Gondola Cart | Freight Car | Track Limit | 50–55 tons | $750 | Carries loose powders and ingots (coal, raw iron, sand, copper) |
| Log Cart | Freight Car | Track Limit | 50–55 tons | $750 | Dedicated carrier for raw logs and wooden planks |
| Passenger Coach | Passenger Car | Track Limit | Varies | $750 | Carries passengers between passenger stations and industrial stops |
Completing all standard research unlocks the Overfreight badge along with an exclusive orange locomotive livery. Railcars can also unlock a dark blue-purple livery by completing the optional graffiti removal research.
Track Construction and Signaling Rules
Efficient rail design prevents costly delays and high operational expenses. Overfreight tracks deteriorate if left unused: disused rails trigger a "Track got abandoned" notification and degrade to slow, bad rails (50 km/h speed limit). Rather than demolishing old lines, you can use the track upgrade interface to convert existing lines directly into higher-speed generic or electrified rails.
Essential Signaling Modes
Signaling controls how trains navigate junctions and shared track sections:
- Blank (Unsignaled) Track: Allows bidirectional movement, but only one train can occupy the block at any time. Use unsignaled tracks for short single-track passing sidings, industrial platform entrances, and switches immediately before stations.
- One-Way Arrow Track: Enforces strict single-direction movement. Multiple trains can follow each other along the same line as long as space permits. Always signal dual-track mainlines in opposing one-way directions.
Layout Guidelines for Preventing Gridlocks
- Avoid Early Intersections: In the early game, build dedicated parallel tracks or independent loops rather than flat diamond crossings or complex 4-way junctions. Unregulated intersections force trains to decelerate or halt, consuming fuel and generating zero revenue.
- Smooth Out Sharp Turns: If a track triggers a "25° sharp turn" error, trains will refuse to proceed. Delete the affected bend, disable track snapping in the builder settings, and construct a wider, sweeping curve.
- Keep Crossover Switches Blank: When trains approach an industrial station with multiple platforms, leave the diverging crossover switches unsignaled. If switches leading to platforms are set to one-way, arriving trains cannot evaluate platform occupancy correctly and will block approaching traffic.
- Build Dedicated Level Crossing Blocks: On complex junctions, leave the interior intersecting diamond crossing unsignaled. This forces crossing trains to wait outside the intersection until the clearance path is completely empty.
Automatic Routes vs. Manual Routes
Overfreight features two routing methods. Choosing the right one depends on the size and complexity of your rail network.
| Feature | Automatic Routes | Manual Routes |
|---|---|---|
| Unlock Requirement | Available by default | Requires Route Research |
| Setup Complexity | Minimal; place train on connected track | Set origin, intermediate stops, and destinations |
| Junction Performance | Poor; trains pause to recalculate paths at switches | High; trains follow strictly predefined waypoints |
| Specialized Rolling Stock | Restricted to default general cargo cars | Allows specialized log cars, powder gondolas, and passenger coaches |
| Passenger Support | Unsupported | Fully supported |
| Ideal Network Stage | Early game single-track runs | Mid-game and late-game multi-industry networks |
When configuring a manual route, select the resource production facility first before choosing the destination drop-off point to ensure proper train assignment.
Realistic Mode and Yard Management
Realistic mode introduces advanced logistical requirements for yard storage and locomotive assignment.
Core Realistic Rules
- Independent Purchases: Wagons and locomotives are purchased separately. In this mode, routes and schedules are assigned to the primary cargo wagon (the "main wagon") rather than the locomotive.
- Yard Requirement: Locomotives must be assigned to an active rail yard depot. If no depot exists, the engine will halt and display "No yard found, build one."
- Wagon Statuses: Wagons display their current logistical state: "Waiting for locomotive" (an engine has been dispatched), "Waiting" (searching for an available locomotive), or "Waiting to be connected to another train."
- Assigned Locomotives Setting: Enable the "Use only assigned locomotives" toggle in yard configurations to prevent distant shunting engines from abandoning their sectors to answer remote calls.
Shunting and Station Maneuvers
Stations and factories can be set to three shunting modes:
- None (Push-Pull): The engine pulls wagons into the station and pushes them out in reverse (or vice-versa). Pushing incurs a speed penalty.
- Turnaround: The locomotive uncouples from the wagons upon arrival, bypasses them using an adjacent loop or parallel track, couples to the opposite end, and pulls the train forward.
- Terminus: Requires two locomotives. The primary locomotive enters the platform with the train. A second locomotive couples to the rear to pull the train out on its next journey, freeing the first engine for depot storage or alternate duties.
Because electric locomotives cannot enter raw platforms in certain realistic mode configurations, use a yard to perform locomotive switching. A diesel shunter brings the wagons from the factory to the yard, where an electric locomotive takes over for the long-distance mainline run.
Troubleshooting and Game Mechanics FAQ
Why did an airstrike destroy my tracks?
The map includes a faction known as the Criminal Sand Eaters. If you accept their delivery contract but fail to supply the required sand within the time limit, they launch an airstrike that destroys a random track segment. You must manually delete and rebuild the cratered track. Experiencing your first airstrike awards the hidden badge "WHAT".
Why is my train stuck saying "No path found" or "Invalid route"?
This error occurs when track directions clash, an intermediate switch lacks bidirectional clearance, or a train tries to deliver goods to an incompatible industry (such as hauling raw iron directly to a steel plant). Inspect your signaling arrows and confirm that every receiving platform accepts that specific cargo type.
How do I earn gems without spending Robux?
Gems can be earned without purchasing currency by watching in-game ads through the diamonds menu (awarding 5 gems per ad where available) or by completing active daily tasks (awarding 10 gems per completed task, subject to a cooldown period).
How do I fix trains backing up at multi-platform stations?
Upgrade the station using a Roll-on/Roll-off (RoRo) loop design where trains enter from one side and exit out the opposing side. If building space is constrained, construct grade-separated flyovers or tunnels to prevent departing trains from intersecting the incoming mainline.











