
Someone made a video on WoS predictions
Not my video, but I liked how detailed the location ideas are.

Not my video, but I liked how detailed the location ideas are.
This is the video link for anyone who is curious: https://youtu.be/-XFNSlABBzE?si=vUwsWZf50Lrf6dmA
Before Brendam became the island's main docks, Tidmouth Harbour served as the main harbour for the Main Line engines and was the departure point for Henry's famous Flying Kipper. Since Brendam is on Edward's Branch Line, it's always seemed odd that it eventually handled almost everything, especially given Sir Topham Hatt's usual reluctance to send heavy main line engines onto branch lines, as told to us by "Wrong Road".
Having Brendam on the Brendam Branch, Knapford Harbour on the Ffarquhar Branch, and Tidmouth Harbour as the Main Line harbour would make a lot of sense. It also pays tribute to the Railway Series while blending it with the TV and CGI eras—exactly the kind of balance Dovetail's game is trying to achieve.
Before Brendam Docks took over, Tidmouth Harbour was the main harbour for the main line engines and the departure point for Henry's famous Flying Kipper. That's why I've always found it odd that Brendam eventually became the main docks for every engine, even though it's on Edward's Branch Line and Sir Topham Hatt was shown to be strict about keeping the heavier main line engines off branch lines.
Tidmouth Harbour may be small, but that's part of its charm. It deserves more recognition as one of Sodor's most forgotten yet historically important locations.
It really does make a lot of sense. Brendam Docks could be on the Brendam Branch, and Knapford Harbour is on the Ffarquhar Branch. That would leave Tidmouth Harbour as the best option for the Main Line. It would also be a nice nod to the Railway Series while still blending elements from both the CGI and TV series, which is exactly what Dovetail's game is aiming to do.
It's been a while since I've done an appreciation post, so here's one for the often-overlooked Tidmouth Harbour.
Before Brendam Docks took over, Tidmouth Harbour was the main harbour for the main line engines and the departure point for Henry's famous Flying Kipper. That's why I've always found it odd that Brendam eventually became the main docks for every engine, even though it's on Edward's Branch Line and Sir Topham Hatt was shown to be strict about keeping the heavier main line engines off branch lines.
Tidmouth Harbour may be small, but that's part of its charm. It deserves more recognition as one of Sodor's most forgotten yet historically important locations.
Dovetail did a great job including these locations as nostalgic nods to the classic TV series we all know and love. The problem is that several things stop them from reaching their full potential. The lack of characters, limited crash physics that prevent recreating iconic accidents, and invisible barriers where unfinished areas begin all make the world feel incomplete.
Come on—if you have Henry's Forest and Henry's Tunnel, you have to include Henry. If you have the Crosby Barbershop, you have to include Duck. If you've modeled both the rail ferry and the barbershop, players should be able to recreate the famous crashes associated with those locations. If you've already built the Skarloey Railway line and sheds, it only makes sense to eventually introduce the Skarloey engines as well. Finally, if you have the Tidmouth Tunnel, chances are we're probably going to get the Little Western or find a way to implement Timouth Harbor.
You may have noticed that I included Vicarstown Bridge. A few days ago, I had the idea of extending the line beyond Vicarstown to Barrow, just as it is in the Railway Series. Stories like Gordon Goes Foreign, The Fat Controller's Engines, and even Journey Beyond Sodor inspired the idea. I think it would be fantastic if the main line continued beyond the bridge instead of ending at an invisible barrier, making the railway feel more complete and better connected to the mainland.
Dovetail did a great job including these locations as nostalgic nods to the classic TV series, but they don't quite reach their full potential because of the lack of characters, limited crash physics, and invisible barriers that make parts of the railway feel unfinished.
If you have Henry's Forest and Henry's Tunnel, you need Henry. If you have the Crosby Barbershop, you need Duck. If you've modeled the rail ferry and barbershop, players should be able to recreate those iconic crashes. If the Skarloey Railway and sheds are already there, the Skarloey engines should eventually follow. And with Tidmouth Tunnel in the game, it makes sense to hope for the Little Western or a connection to Tidmouth Harbour.
I also included Vicarstown Bridge because I think extending the line to Barrow, as in the Railway Series, would be a great addition. It would make the railway feel more complete and allow players to recreate stories like Gordon Goes Foreign and The Fat Controller's Engines instead of ending at an invisible wall.
Dovetail did a great job including these locations as nostalgic nods to the classic TV series we all know and love. The problem is that several things stop them from reaching their full potential. The lack of characters, limited crash physics that prevent recreating iconic accidents, and invisible barriers where unfinished areas begin all make the world feel incomplete. Almost like Dovetail is teasing or trolling us lol.
Come on—if you have Henry's Forest and Henry's Tunnel, you have to include Henry. If you have the Crosby Barbershop, you have to include Duck. If you've modeled both the rail ferry and the barbershop, players should be able to recreate the famous crashes associated with those locations. If you've already built the Skarloey Railway line and sheds, it only makes sense to eventually introduce the Skarloey engines as well. Finally, if you have the Tidmouth Tunnel, chances are we're probably going to get the Little Western or find a way to implement Timouth Harbor.
You may have noticed that I included Vicarstown Bridge. A few days ago, I had the idea of extending the line beyond Vicarstown to Barrow, just as it is in the Railway Series. Stories like Gordon Goes Foreign, The Fat Controller's Engines, and even Journey Beyond Sodor inspired the idea. I think it would be fantastic if the main line continued beyond the bridge instead of ending at an invisible barrier, making the railway feel more complete and better connected to the mainland.
A while ago, I suggested Dovetail extend the line from Vicarstown to Barrow, and I still think it would be a fantastic addition. If they ever do, it would also be the perfect opportunity to introduce AI traffic.
One of the biggest issues with Explore Mode is how empty the railway feels. AI passenger and freight trains running between Barrow and Vicarstown, with services continuing to places like Manchester or London, would make Sodor feel much more alive.
Spencer, Flying Scotsman, Connor, Caitlin, and Pip and Emma could handle passenger services, while Hiro, D199 (Spamcan), and Diesel 199 could work freight or mixed-traffic trains. Jinty and Pug could also appear, interacting with Percy when he delivers stone trains to the mainland as a nice nod to Percy Takes the Plunge.
I don't expect every engine to be included, but the concept would greatly improve immersion. Since Sodor connects to the real world through Barrow, and Dovetail specializes in realistic railway simulators, this feels like a natural fit.
Not really much to say—we're still in a content drought, and it honestly reminds me of the post I made a while ago questioning whether Wonders of Sodor could eventually become a flop. That concern is still in the back of my mind.
So, while we're waiting for news, I thought it would be nice to start a friendly discussion. At this point, most players have completed the missions, and beyond that there isn't a whole lot to keep people engaged. What ideas or features do you think could realistically help the game succeed? They can be practical, ambitious, or even completely outside the box.
I've spent plenty of time sharing my own suggestions, so now I'd love to hear what the rest of the community thinks. Who knows—someone might come up with an idea that none of us have considered.
Yes, I am really this bored and desperate, but it's a rainy day for me, so I'm home all day.
A while ago, I suggested Dovetail extend the line from Vicarstown to Barrow, and I still think it would be a fantastic addition. If they ever do, it would also be the perfect opportunity to introduce AI traffic.
One of the biggest issues with Explore Mode is how empty and lifeless the railway feels. AI trains running between Barrow and Vicarstown with passenger and freight services would make Sodor feel much more alive. Players reaching the end of the line could watch mainland trains arrive and depart for destinations like Manchester or London.
The locomotives pictured above are examples of what could be used. Spencer, Flying Scotsman, Connor, Caitlin, and Pip and Emma could handle passenger services and interact with Gordon, while Hiro, D199 (Spamcan), and Diesel 199 could work mixed-traffic or freight services, creating opportunities to interact with Henry, James, Donald, and Douglas.
I don't expect every engine to make the cut, but the concept would add a huge amount of immersion. Sodor has always felt believable because it connects to the real world through Barrow, and Dovetail's experience building realistic railway simulators makes this idea a natural fit.
Here's the link for anyone who's curious: https://x.com/Railway_Sparr0w/status/2067650635273482587?s=20
I think Connor and Caitlin are awesome characters. I know some fans dislike their American basis', but I've never had an issue with them. Them having Irish accents throws me off, though, and their coaches being thin drives me insane. Then again, the CGI era always had the express coaches looking terribly thin.
Thomas & Friends has always balanced realism with creativity, and I don't think every character needs to be perfectly realistic. There's nothing wrong with having some fun with unique engines like Connor, Caitlin, or Hank. While I understand some criticisms of characters like Sam, I don't think unconventional engine bases are automatically a bad thing.
Hello there, all! I posted this on the WoS Steam Boards, but I also wanted to post it here too in case anyone here finds it interesting. Now, Dovetail has set a clear precedent of how dlc will work in WoS with how James was released (1 engine, 1 rolling stock, 1 day of timetables, and some stories), so I've decided to go through all of the characters they've yet to add and see what rolling stock might suit them best! And mind you, I didn’t just take random trucks off a list and slap them on a random character, calling it a day, no! I did my homework! I went looking through every resource I could find to make pairings that make sense to the character and work with their stories! Now, of course I wouldn't advocate for exclusively selling them all individually, so I've also grouped them into highly marketable and greatly desirable combo packs for them to use as a slightly cheaper way to get multiple characters at once. So, without further ado, here is the complete list I've made, enjoy!
The Famous 8 Pack:
Edward = The Old Coaches (Reason: He pulled them in his big outing in “Edward & Gordon”, so they feel like his coaches)
Henry = Flatbeds (Reason: He’s so tied to being the big strong one, and flatbeds usually represent the heavier loads)
Toby = Henrietta and Hannah (Reason: Quite clear imo)
Duck = Slip Coaches (Reason: His episode, also the fact they canonically came from the GWR)
The Little Western Pack:
Donald = Utility Vans (Reason: Just feels right)
Douglas = Spiteful Brakevan (Reason: Once again, quite clear imo)
Oliver = Toad (Reason: Also quite clear imo)
Daisy = Milk Van (Reason: We already have the milk tanker, but in both stories it is explicitly said she avoided pulling the milk VAN, not the tanker)
Ryan = The Dynamite Cars (Reason: They were key in his most memorable scene from SLotLT)
The Quarry Crew Pack:
Bill = SCC Clay Truck (the little one) (Reason: I must say again, it’s quite clear imo)
Ben = L&BR Short Trucks (Reason: Tied to the SCC in my mind)
BoCo = Cow Vans (Reason: They were the only thing he could pull in the TVS and I think this could be a fun reference to that)
Mavis = Hopper Trucks (Reason: They are tied to stone in my mind, also we don’t have trucks with a stone load yet despite having the FQC, so this could be a good way to add some)
Fergus = JNR Open Wagons (Reason: They’re tied to the cement works in my mind, and Fergus is the cement works engine)
Paxton = The BMQ Hopper Trucks (Reason: Paxton is the BMQ’s standard gauge diesel, so giving the hoppers tied to that location just feels right)
Timothy = The Oil Tankers (Reason: Oil is his whole thing)
Marion = The Dinosaur Flatbeds (Reason: One of her main things is dinosaurs, also she was a co-star in the dinosaur park arc)
The Magic Railroad Pack:
Diesel 10 = His Golden Trucks with coal load
Lady = Her Magenta Trucks with coal load (Reason (Shared with Diesel 10): They were both giving me nothing! Also the coal load is because the coal truck was weirdly important in that movie)
Splatter + Dodge = The Works Unit Coach (Reason: Their Plarail release had these two connected by and sold with the Works Unit coach, so it works)
The Mainland Misadventures Pack:
Stepney = The Carriage Café (Reason: With him being a preserved/heritage engine, it feels like something he would pull on a special occasion/event)
The Flying Scotsman = Real LNER Express Coaches (Reason: Real coaches for a real engine, need I say more?)
Spencer = His Special Coaches
Caitlin = Her Coaches
Connor = His Coaches
Samson = Bradford
Duchess = The Royal Coach (Reason (Shared with Spencer, Caitlin, Connor, and Samson): All of these characters come preloaded with assigned rolling stock, and who am I to turn down a helping hand like that?)
The Steel Workers Pack:
Theo = The Short Flatbeds with ingots (Reason: He’s smaller and weaker than Lexi or Merlin, so the smaller loads feel more appropriate)
Lexi = The Long Flatbeds with ingots (Reason: She’s bigger than Theo, so she can handle the bigger loads)
Merlin = The Long Flatbeds with rails (Reason: Rails are longer and heavier than ingots, so it makes sense to allocate them to the biggest and strongest of the experimental crew)
Frankie = The Long Macaw Flatbeds (Reason: With her being the Steelworks diesel, it feels like she’d be hauling these on her delivery trips)
Hurricane = The Ladle Cars (Reason: They’re what melted his wheels in the movie, so he feels tied to them)
The Diesels Pack:
Arry = 4-Planker with a scrap load (Reason: Arry and Bert spend much of their time around scrap, so scrap wagons fit naturally)
Bert = The Fuel Tanker (Reason: He’s always seen pulling them in the background in the CGI Series)
Dennis = The Stakebed Wagons (Reason: The bricks were on a Stakebed Wagon in his episode)
Class 40 = The Buffet Coach (Reason: He’s a pompous mainland express engine, so it feels like these would be added onto his trains)
Derek = Breakdown Train (Reason: BoCo used it to save him on Gordon’s Hill in Derek’s debut, also he gave me literally nothing!)
The Harbour Havoc Pack:
Salty = The Salt Van (Reason: His Bachmann starter set came with one, so now that’s what he pulls in my mind, also he’s seen shunting one in his “Soothing the Trucks” scene from his episode)
Arthur = The Fish Vans (Reason: He’s the fish man!)
Porter = The Sand Trucks (Reason: His odd sandboxes are his main gimmick, so it feels like a good combo)
Flora = Her Tramway Coach (Reason: Do I really need to explain this one? Also, don’t ask why she’s in the harbour pack, I didn’t have anywhere else to put her)
The Rescues & Repairs Pack:
Harvey = Rocky (Reason: They’re both rescue cranes)
Victor = The 1-Plank Narrow Gauge Flatbeds (Reason: He’s always shunting them around the Steamworks)
Belle = Water Tankers (Reason: It feels fitting, mainly because she’s both the only fire engine that requires water to run and the only fire engine without additional water tanks to help her)
Flynn = The Rescue Center Utility Vans (Reason: They’re the van his hoses were in in DotD)
Den = The Long Flatbed with parts (Reason: He’s the bigger and stronger of the Dieselworks shunters, so the longer ones seem fitting)
Dart = The Short Flatbed with parts (Reason: Similarly, he’s the smaller and more nimble of the Dieselworks shunters, so the smaller ones feel more suited to him)
The Mainline Marvels Pack:
Murdoch = The Sheep Wagon (Reason: In his first episode he got stopped by a pack of sheep and learned to enjoy the noise)
Molly = The Lantern and tarp 7-Plank Trucks (Reason: They’re the only rolling stock she ever pulls!)
Neville = Emily’s Coaches (Reason: His episode was about him accidentally taking Annie and Clarabel, but we already have them and don’t have Emily’s coaches despite her being in the game)
Rebecca = The Teak Coaches (Reason: The red express coaches are already in the game)
The Shunting Crew Pack:
Rosie = The Circus Train (Reason: She pulled it in her spotlight episode)
Billy = The Chicken Coop Trucks (Reason: Used in all his marketing)
Charlie = The Flower Flatbeds (Reason: They were introduced around the same time, so they feel linked to him in my opinion)
Stanley = Hector (Reason: He warned James about Hector in Hector’s spotlight episode)
Norman = The Dogfish Hopper Trucks (Reason: Norman had no strong rolling-stock association, so he inherited one of the remaining goods trucks that wasn't already claimed)
Sidney = Nothing (Reason: He forgot his train)
Stafford = The Calliope (Reason: They look similar to me)
Phillip = The 3-Plank Trucks (Reason: As a shunter, it feels like the kind of thing he’d be dealing with the most)
The Ulfstead Castle Pack:
Millie = The Narrow Gauge Open-Topped Coaches
Stephen = The Standard Gauge Open-Topped Coaches (Reason (Shared with Millie: I decided it would be best to pair them with their tour coaching stock)
Glynn = Some Antique TK&ELR Coaching Stock (Reason: It’s what he would have pulled on his old railway)
The Waste Dump Pack:
Whiff = The Waste Cars (Reason: He’s the waste engine)
Scruff = S.C.Ruffy (Reason: The names being similar is funny to me)
The Narrow Gauge Pack:
Skarloey = The Talyllyn Four-Wheeled Coaches (Reason: They're the coaches most closely associated with him throughout the CGI series)
Rheneas = The Blue Narrow Gauge Coaches (Reason: The colour pairing simply feels right and visually compliments him)
Sir Handel = The Red Narrow Gauge Coaches (Reason: They’re the ones he called “Cattle Trucks” in his most famous scene)
Peter Sam = The Slate Wagons (Reason: They’re what broke away and caused the crash that lead to the special funnel arc)
Rusty = The Narrow Gauge Iron-Bodied Trucks (Reason: Rusty is the railway's utility diesel and these wagons feel like the sort of everyday stock he would regularly handle)
Duncan = The Gunpowder Wagon (Reason: Both Duncan and gunpowder wagons have a tendency to cause trouble when mishandled)
Duke = The Narrow Gauge 5-Plank Trucks (Reason: Traditional wagons suit Duke's traditional character)
Smudger = The Regular Narrow Gauge Slate Trucks (Reason: The Mid Sodor was mainly fueled by the mine traffic, and that’s the only railway he ever worked on)
Mighty Mac = The Green Narrow Gauge Coaches (Reason: This was the coach they were pulling in their spotlight episode)
Freddie = The V-Tipper Trucks (Reason: Freddie's railway heritage is strongly tied to quarry and mineral traffic)
Luke = The BMQ Narrow Gauge Slate Trucks (Reason: Luke is the BMQ shunter, so these are what he’d most commonly work with)
The Mighty Miniatures Pack:
Rex = The Arlesdale Railway Open-Topped Coaches (Reason: Rex is primarily known for passenger work on the Arlesdale Railway)
Mike = The Arlesdale Railway Ballast Wagons (Reason: He hates passenger work, and what’s further from passengers than ballast?)
Arlesdale Bert = The Arlesdale Railway Plank Trucks (Reason: Freight wagons suit Bert's role as the line's workhorse)
The Misty Islanders Pack:
Bash = The Logging Flatbeds (Reason: Someone from Misty Island had to claim them)
Dash = The Mine Trolley (Reason: It reflects the industrial and improvised nature of Misty Island's operations)
Ferdinand = The Hand Cart (Reason: The hand cart is for some reason how human characters get to Misty Island a lot of the time, and also it’s funny pairing the biggest one with the pump cart)
The Railway Series Pack:
Bear = The Blue Express Coaches (Reason; It’s his most famous thing)
Pip & Emma = Their HST Coaches (Reason: This one writes itself)
Ivo Hugh = Agnes, Ruth, Jemima, Lucy, & Beatrice (Reason: Railway Series only SKR coaches for a Railway Series only SKR engine)
Stanley = Mk1 Boat Train Coaches (Reason: They’re from the Mid Sodor like he is, also he seems like the type to want to pull them)
The Culdee Fell Crew = The Mountain Coaches (Reason: what else does anyone on that railway pull?!)
Frank = The Miniature Flatbed (Reason: He seems like the type to pull goods)
Jock = Open-Topped Coaches (Reason: They’re what made up the train that he humbled himself on in his story)
Neil = Fred Pelham (Reason: IDK if they ever interacted together, but I feel like it’d be fun if they did)
Green Arrow = His Rail Tour Coaches (Reason: This one feels obvious)
Mallard = Blue LNER Express Carriages (Reason: This one also feels obvious)
Duchess of Hamilton = Red LMS Express Coaches (Reason: Once again I must state this one also feels obvious)
Iron Duke = Broad-Gauge Tour Coaches (Reason: I’d imagine in the T&F universe the Railway Museum wouldn’t have him sitting around all day)
Wilbert = FQC Slate Trucks (Reason: He was brought on to help with branchline duties)
16 = Steel Flatbeds (Reason: He was a Steelworks shunter)
Albert = Victoria and Helena (Reason: They’re his Annie and Clarabel)
D199 = RWS Styled Fuel and Oil Tankers (Reason: They’re what he was pulling in “Super Rescue” when he stalled on the crossing)
The Asian Adventures Pack:
Hiro = The Long Flatbed with girders (Reason: Two words; “Henry’s Hero”. Need I say more?)
Yong Bao = Lei (Reason: The two are linked through Lei’s first episode)
Hong Mei = The Chinese Dragon (Reason: Dragons are one of the most iconic symbols associated with Chinese celebrations)
Ashima = The Indian Blue Stroudley Coaches (Reason: They provide a distinctive passenger train that feels properly colourful to match her paint scheme)
Rajiv = The Indian Yellow Express Coaches (Reason: He likes to feel fancy and important, and these reflect that well)
Shankar = The Mango Trucks (Reason: He’s a shunter who deals more with trucks than people, so it feels right to give him the more common goods truck from India)
Noor-Jehan = The Indian Cream Express Coaches (Reason: They match her colour scheme verbatim, leading me to believe that they’re her coaches)
Kenji = His Coaches (Reason: Same as Spencer, Caitlin, Connor, Samson, and Duchess)
The Euro-Stars Pack:
Hugo = Nothing (Reason: He can’t pull anything due to a lack of rear coupler)
Frieda = The Strength Challenge Flatbed (Reason: The strength challenge was her longest moment of screen time)
Gina = The Italian Blue Express Coach (Reason: idk, it just feels like what she’d pull)
Lorenzo = Beppe (Reason: Same as Oliver and Toad, or Toby and Henrietta)
Ivan = Salt Open Wagons (Reason: He works in the ice and snow all day)
Axel = The Posh Coaches (Reason: He’s fast and fancy)
Etienne = Silver Express Coaches (Reason: He’s the fastest engine in the show, also I think they’d look cool behind him)
The Incredible Internationals Pack:
Nia = The Stray Animal Wagons (Reason: She feels tied to the Animal Park, so these feel fitting)
Shane = Aubrey and Aiden (Reason: They’re his coaches in much the same way Annie and Clarabel are to Thomas)
Tamika = The Australian Narrow Gauge Coach (Reason: There really weren’t that many options here)
Raul = The Football Player Coaches (Reason: He canonically loves Football (Soccer for the Americans at home))
Fernando = The Brazilian Musical Truck (Reason: Music and celebration are strongly associated with his appearances (Yes, I’m grasping at straws here))
Gabriella = The Pillbox Flatbed (Reason: Please refer to the line “(Yes, I’m grasping at straws here)” as seen above)
Gustavo = His Coaches (Reason: This one was nice and easy)
Marcia + Marcio = The Brazilian Logging Cars (Reason: It’s their whole thing)
Dustin = A Red Works Unit Coach (Reason: He’s a track clearer/maintenance guy, so this feels like a natural connection. Also the colour specification was to prevent Dustin from stepping on Splodge’s toes)
Gator = The Tarped 7-Plank Trucks (Reason: All of his merch had him pulling these)
Kwaku = Container Wagons (Reason: He’s big and strong, and it takes quite an engine to haul container wagons)
The Notable North Americans Pack:
Hank = The Well Wagons (Reason: Hank is all about hauling large, heavy loads, making well wagons a natural fit)
Carlos = The Bean Vans (Reason: He’s from Mexico which is one of the top ten coffee producers globally)
Sam = American Box Cars (Reason: They're among the most iconic pieces of American freight stock and suit Sam's heavy-haul role)
Vinnie = American Hopper Cars (Reason: Large freight hoppers match Vinnie's size and rough-and-tumble freight image)
Beau = Old American Coaches (Old West style) (Reason: He’s based on engines of that era)
Natalie = Amtrak Cars (Reason: She’s a shunter in San Francisco, she probably shunts these all day)
And after all that, the grand total is: 21 packs, 138 characters, 1 very tired me. Thank you all for reading, I’m gonna go lay down.
Yes, this is a very bold and extreme title to put on a post, especially in this subreddit, but hear me out!
Three months after launch, I’m still happy Wonders of Sodor exists and I appreciate what Dovetail has done so far. However, I’m increasingly concerned about the lack of communication and community engagement.
The game has a strong foundation, but it still feels like there’s a lot of untapped potential. The timetable system can become repetitive, some areas could be improved, and many fans are hoping to see more classic Awdry-era characters added over time—ideally the main engines from 1–12, plus characters like Daisy, Mavis, Bill, and Ben.
My main concern isn’t just content, but clarity. Updates often feel vague, leaving players unsure about what’s planned or when to expect it. If new content is still far away, I’d rather that be communicated directly so expectations are clear. What we really want is a simple game plan from Dovetail, and we don’t have a clear idea about that. We don't know what their intentions are for this game, and that can leave us with a whole lot of speculation and a lot of searching for clues.
At the moment, it feels like the game is relying too heavily on launch hype, which naturally fades without ongoing updates or communication. That’s not entitlement—it’s just how player engagement works.
I’m not asking for everything to be announced or released immediately, just a clearer sense of direction. I fully support the game and want it to succeed, but after three months, I think it’s fair for players to ask for better communication and more transparency about its future.
Yep, if you've been around for a while, you'll probably remember that I made a post like this a few months ago. Well, here I am again. A very bold title I have here, but hear me out!
Yesterday marked three months since Wonders of Sodor launched. First off, congratulations to Dovetail. I'm genuinely happy this game exists and made it to release.
That said, I think the lack of communication and community engagement is becoming a bigger issue. I understand Dovetail has other games to work on, but communication is important. Players need a reason to stay invested, and right now many of us are left guessing about the future of the game.
Wonders of Sodor has a great foundation, but it still feels like there's a lot of untapped potential. The timetable system can become repetitive, some areas could use improvements, and many fans are hoping to see more of the classic Awdry-era characters added over time. I don't think people are asking for every engine in the franchise—just the iconic ones that helped define the series. I would be just happy if we got the main engines from 1-12, plus Daisy, Mavis, Bill and Ben.
My biggest concern isn't even the lack of content. It's the lack of clarity. The updates we do get often feel vague and don't really tell us what's next. If content is a long way off, I'd rather hear that directly than be left guessing. While Dovetail has given us the Switch release and a patch, I feel like they've relied heavily on the initial hype surrounding the game. The problem is that hype can only carry a game for so long before players start wanting something new. The honeymoon phase is over, and naturally people want more content, more communication, and more reasons to keep coming back. That's not fans being picky or ungrateful—it's simply how games and businesses work. If players are invested in your product, they're going to want to know what's next.
Some people will probably say I'm being impatient, entitled, or asking for too much. I disagree. You can be patient and still express concerns. Wanting more from a game you enjoy isn't a bad thing—it's a sign that people care. I have an abundance of ideas that could be added to the game, and I've shared them quite a lot, but it just proves that I really do want this game to be big. This is probably deluded, but it could be bigger than the show that's coming up.
This isn't meant as an attack on Dovetail. I appreciate the work they've put into the game, and I want it to succeed. But after three months, I think it's fair for fans to ask for more communication, more engagement, and a clearer idea of where Wonders of Sodor is headed.
(Not my video)
He also did a previous fan pick video before the patch came out.
Gordon could have a full and proper express run to Barrow. Impossible to add, but never say never. And once again, content drought right now. Throwing ideas out to get the train moving (I know what I said).
I was watching The Unlucky Tug's latest video on Awdry's maps and timetables for the Ffarquhar Branch, and it got me thinking about how Dovetail could adapt that for the game. It would be a great way to make the railway feel more authentic, but it would also require a huge overhaul.
To properly match Awdry's vision, Dovetail would likely need to redo the route layout, stations, sidings, and timetable system. At that point, they'd essentially be rebuilding the branch line from the ground up.
And that's before getting into the character roster itself. A timetable based on Railway Series operations really highlights how much the game is missing engines like Toby, Daisy, and Mavis. Once you start assigning realistic duties, you quickly realize there aren't enough engines to cover everything convincingly.
I am on board for this idea because I feel there was something missing in the branch line and the railway. So, I would really like to see if Dovetail actually looked at this video and maybe even took into account the branch lines sparsity in their game. I wouldn't really get my hopes up as much as I really want this game to make an improvement and maybe an overhaul. I feel like it will be a while, and I don't know if Dovetail will say something on the matter but never say never.