Over the past few weeks, a lot of new people have discovered What’s It Like? Thanks to the Switch 2 backwards compatibility series, and I just want to say welcome. The response has blown me away, and I’ve been doing my best to keep that momentum going with more performance breakdowns, wishlist videos, and the occasional deep dive. I actually held off making this video and post because I didn’t want to disrupt that flow, but this month marks What’s It Like?’s second birthday, and I wanted to take a moment to share something that’s a little more personal. It’s about the game that helped me get my foot in the door: Railway Empire 2. When the Switch version launched, I wasn’t in a position to cover it the way I wanted to. But what happened instead changed everything. This isn’t a performance analysis or a review. It’s the story of how one small opportunity turned into something much bigger, and how a game about trains helped me get this whole outlet on track.
On Track
Two years ago, What’s It Like? was just getting off the ground. I was travelling in my caravan and I’d spent nearly two months reaching out to developers and publishers, hoping someone would take a chance on a new voice. I was sending about 20 emails a day, seeing if I could get an interview with someone or even some insights into some games ‘ development, which were left unanswered. I was just about to give up until I heard back from Kalypso Media. Railway Empire 2 had just launched on Switch, and I was eager to cover it. I’d played the original a lot and would have loved to review the sequel. My digital marketing business was starting to feel the knock-on effects of COVID, so I couldn’t afford the cost of picking up the sequel. When the social media team responded, I didn’t ask for a review key as I didn’t want to start a relationship that way, and instead, I decided to use my shot to ask a bit more about the gaming industry and how it all works.
Kalypso went above and beyond. They put me in contact with one of their PR and Communications managers, and we had a lot of back and forth about things I could do to make contact with others. That advice would lead to a lot of future opportunities. They offered keys for a giveaway, helped set up an interview with Creative Director Daniel Dumont, and gave me advice on how to approach future outreach. I didn’t play the game myself until a year or so later, but that early support gave me the momentum I needed to keep going. Reflecting on that moment now, I decided to re-read the interview. It was crazy how many of the things we talked about, like Daniel’s ideas, ambitions, and improvements, have since come to fruition. It reminded me of how much passion goes into making games, and how amazing it can be to see that work come to life.
A Conversation That Stuck With Me
Reflecting on my first interview with Daniel Dumont, at the time, I didn’t know how to ‘do’ interviews. I’d drafted and re-drafted questions, and was terrified of sounding unprofessional. Daniel made the whole thing easy for me as he was patient, passionate, and open. That conversation shaped the tone of every interview I’ve done since.
I had sunk many hours into the first game, but found the learning curve to be very steep, especially when building tracks and signals. I recall his emphasis on refining the track-laying system to make it more intuitive for players. He had acknowledged that in the original game, it was “a bit complicated for new players,” and the goal for Railway Empire 2 was to simplify that experience. When I finally picked up Railway Empire 2, it was evident that this vision had been realised and now features a range of features like manual signal mode, which allows players to place stop and directional signals with precision. This addition not only enhances gameplay but also mirrors the depth Daniel envisioned. Beyond the signals, the game’s track construction did see significant improvements in the sequel with the introduction of colour-coded overlays for gridirons, tunnels, and bridges, aiding in better planning and execution, reflecting the commitment to evolving the game’s mechanics, staying true to the developer’s original aspirations.
Fresh Tracks and New Horizons
Since Railway Empire 2 launched, the team at Kalypso and Gaming Minds Studios have kept the game rolling with a major update and four DLC expansions now available on Nintendo Switch. These additions not only expand the world but also bring fresh challenges and opportunities for railway tycoons. In my interview with Daniel Dumont, he shared how the inclusion of electric locomotives was something fans were asking for, but stressed it had to be a carefully considered choice. The team wanted to be careful about introducing new technology without losing the romance and character of the steam era that so many fans cherish. This thoughtful balance is clear in the High Voltage DLC, which was the first DLC pack that puts tycoons in the Swiss countryside with powerful and historically accurate electric trains, while preserving that nostalgic feel.
One part of our conversation that stuck with me was how he described the challenge of balancing historical authenticity with fun, accessible gameplay. He said:
“We try to stay close to history, but it’s still a game. We always need to make sure it’s enjoyable to play, even if that means making small compromises. The key is to stay grounded in the spirit of the era.”
That philosophy is something I’ve seen come to life across the new DLCs and the core campaign. Whether you’re building luxury lines to the Balkans or powering through the Swiss countryside with electric engines, it’s clear the team didn’t let historical accuracy become a burden; instead, they used it as a foundation for storytelling and strategy.
The recent update also includes a freight carriage full of bug fixes, so many that listing them all would be overwhelming. This ongoing attention to detail shows the team’s commitment to making sure the game runs as smoothly as possible on the Switch, keeping the original vision alive on a handheld platform. As Daniel said during our interview, “We wanted players to feel the history and emotion behind every train, not just manage rails and schedules.” It’s clear this philosophy has guided the game’s evolution, making Railway Empire 2 not just a simulation but a tribute to the golden age of railroads.
Staying on Track
Two years later, What’s It Like? has grown in ways I never expected, and roughly 30,000 people watch or read my content daily. There have been new games, new interviews, and so many stories shared, but I always remember where it started. Revisiting Railway Empire 2 with fresh eyes and fresh content felt like coming full circle. Seeing the ideas Daniel spoke about in our interview come to life like electric engines, regional expansions, and a smoother experience for Switch players, reminds me just how much care and effort go into making games like this. It’s more than just code and systems. It’s people, passion, and long-term commitment. The only thing Daniel mentioned in the interview that hasn’t come into fruition is his desire to put some dinosaur-themed flora and fauna in as an easter egg… Maybe for the Switch 2 version, or Railway Empire 3, then?
Thanks again to Kalypso for taking a chance on a small outlet two years ago, and thanks to all of you for coming along for the ride.




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