Free playtest build · 0.9.0

No Railings

Build it together. Fall off it together.

It's 1932, you're an ironworker, and the beam you're carrying needs two people. Build a skyscraper with 2–6 friends using nothing but steel, timber and proximity voice chat. There is no safety equipment. There is a deadline.

2–6
Players
20–45
Minute sessions
131 m
Typical fall
Yes
Proximity voice

The job

A beam needs two people

You and your crew are non-union ironworkers forty floors up, setting steel on a building with no railings, no harnesses and a foreman who does not care. One of you takes each end. Whatever you do to the beam, the beam does to your partner.

01

The floor you finish is the floor you stand on

Every shift you go one floor higher on the building you built yesterday. The wind gets worse as the clock runs down. The last minute of a shift is always the worst minute.

02

Falling is the point

Nobody is eliminated and nobody sits out. You go over the edge, you ragdoll a hundred and thirty metres past your friends, and you ride the hoist back up while they listen to you complain about it on the radio.

03

Then everyone argues about it

The end-of-shift board hands out Longest Fall, Most Steel Dropped, Walked Into The Most People, Foreman's Favourite and Liability. It is designed to start fights.

40 seconds

The trailer

Two ironworkers carrying a steel beam across an unfinished floor at sunset

What's in it

Proximity voice is the game, not a feature

Two channels, always live

Up close you hear each other properly. At range you drop to a thin, crackling site radio. One floor down, you are muffled through the decking. You are never cut off — you are just increasingly hard to understand, usually at the exact moment it matters.

Physics does the comedy

Nothing here is a scripted gag. Beams have weight and leverage, workers shove each other, and a four-metre girder swinging loose because your partner let go is entirely the simulation's idea.

No two shifts are the same

Every contract generates a new building. Every shift draws a modifier: Payday, Squall Warning, Night Shift, Inspector On Site, Rush Job, Short Crew.

Drop in, drop out

2–6 players, built around four. A friend can join between shifts and ride up on the next hoist. Plays solo with apprentice bots, who are worse at this than you are.

No text chat. No accounts. No telemetry.

The game collects nothing, stores nothing off your machine, and has no sign-up. Voice audio travels between players during a session and is never recorded.

Short shifts, long arguments

A contract is five shifts of about four minutes each. Restart friction is one button, so "one more" is always plausible.

Screens

Forty floors up, no handrail

Real frames from a real session. Click any of them.

Download

Get the playtest build

Version 0.9.0. Free, no account, no launcher. Grab it, grab your friends, and read the two-minute setup guide before you start — you will need it to get everyone into the same game.

Windows
64-bit · 38 MB · Windows 10 or newer
Download for Windows NoRailings-0.9.0-Windows.zip

Unzip the whole folder and run NoRailings.exe. The two .dll files must stay next to it. Windows SmartScreen will warn you the build is unsigned — choose More info → Run anyway.

SHA-256
ca025e84b847c7c6d40b4c17544910e3b6a0cb2c7a14216fd6733cc19c1b0e9f

macOS
Universal · 59 MB · macOS 12 or newer
Download for macOS NoRailings-0.9.0-macOS.zip

Unzip, then right-click → Open the first time; Gatekeeper blocks unsigned apps opened by double-click. If it still refuses, run xattr -dr com.apple.quarantine "No Railings.app".

SHA-256
efee96130d510389351c753d2a037f6c9373beb21d969238bfbe1d88c366a852

Later
Steam
Planned · $7.99 · friends-list invites
Why not yet?

The Steam build is written and the lobby code works, but it needs a registered App ID before friends-list invites function. Until then the setup guide covers getting everyone connected.

This is a playtest build, and here is exactly what that means

It is a real, complete, playable game — five shifts a contract, working voice chat, procedural buildings, the whole recap. It is not a finished commercial release, and a few things are honestly unfinished: there is no music yet, key rebinding is display-only, there is no gamepad support, and achievements are designed but not wired up.

One more thing worth knowing: the Windows build has never been run by anyone. It was built and verified on a Mac, and there was no Windows machine to test it on. If it fails to launch for you, that is genuinely the most useful thing you can tell us.

Before you start

Getting five people into one game

Steam invites aren't live yet, so joining is done with a single address the host reads off the lobby screen. It takes about two minutes to set up, once, and then it just works — including for friends on the other side of the country.

Questions

The obvious ones

How many people do I need?

Two is enough to carry a beam, which is the whole game. Four is what it is designed around. Six is the maximum and is best described as a traffic accident. It runs solo with apprentice bots, but they are deliberately worse than a person — solo exists so you can see the game, not as the way to play it.

Does everyone need to buy it?

No. The playtest build is free and everyone downloads the same file. When it reaches Steam the plan is $7.99 a copy, which is where this genre sits — PEAK and Content Warning are both $7.99.

Why isn't it on Steam yet?

Steam networking is built and tested — lobbies, join codes, the relay, the invite overlay. What it needs is a registered App ID, which means a Steamworks partner account and Valve's review. Until that exists, Steam cannot launch the game for a friend who clicks "Join", so the build uses a direct address instead.

Do I need to forward ports?

No. The setup guide uses Tailscale, which is free, takes two minutes, and needs no router changes. Port forwarding works too if you would rather — UDP 27015 to the host machine — but there is no reason to bother.

Is there a microphone requirement?

Strongly recommended. Proximity voice is a core mechanic rather than a convenience — the distance falloff, the radio channel and the muffling through decking are half the design. Push-to-talk is in settings; open mic is the default.

What happens if the host leaves?

Everyone gets a message and returns to the menu. There is no host migration, which is standard for this genre and a deliberate choice rather than an oversight. Pick whoever has the most stable connection to host.

Where do I send feedback?

Tell the person who sent you the link. The things worth writing down: when you laughed, when you were confused, whether the voice chat felt deliberate or broken, and whether you wanted another round.