Intro
During my visit to Gamescom 2024, I had the opportunity to drop by Green Tile Digital‘s booth to catch up with Ben Clarke, the CEO of the studio. We discussed their upcoming title, “Locomoto,” a cozy life-sim adventure game that had everyone around us buzzing with excitement.
There is something uniquely special about cozy games – they provide that much-needed escape, a moment to breathe and unwind. In today’s fast-paced world, games like “Locomoto” are essential for those seeking stress relief and simple joy. Whether it’s helping charming animal creatures or just sitting back in a beautifully designed world, cozy games allow players to reconnect with the simpler pleasures of life.

Green Tile Digital is known for creating whimsical and psychedelic experiences. However, their first game, ‘Strobophagia: Rave Horror,’ released in 2020, was quite different from the cozy games they are now making. But that’s an indicator of their commitment to making bold and innovative games. I was eager to dive into the conversation with Ben to uncover more about their latest work.
Interview with Ben Clarke
Ben, it’s great to meet you here at Gamescom. So, tell me a bit about “Locomoto.” What’s the vision behind it?
Well, “Locomoto” is all about running your own steam train in a cute, cozy world. It combines the adventure genre with life-sim elements. You get to furnish your train however you like, help adorable animal creatures, and just take your mind off things by exploring and relaxing. We really wanted to create something that lets players unwind and immerse themselves in a stress-free environment. It’s all about bringing joy and a sense of calm to people.
It sounds like the perfect stress relief – like Animal Crossing, but with trains.
Exactly! We’ve heard that a lot, and we’re happy people are making that connection. We wanted to capture that same feeling of coziness but add our own twist with the train adventure. The train setting brings its own unique charm and allows for a different kind of interaction and exploration.

You mentioned that players get to furnish their trains. What kinds of customization options do players have?
Almost everything you see in the world is pick-up-able, and it can be used as a piece of furniture. You can decorate your train however you want. It becomes both your home and a key part of the gameplay. We’ve designed it so that players can really make the train their own – from choosing the colors to placing every little decoration. The train is an extension of the player’s personality, and it’s fun seeing how differently everyone sets theirs up.
I love that emphasis on physicality. How important was it for you to avoid traditional menus in “Locomoto”?
Very important. We wanted players to stay in the world as much as possible. Instead of managing through menus, we tried to keep interactions physical – like recycling trash to get resources or making choices about what to carry on the train. We wanted everything to feel tactile and grounded, which makes the game more immersive. When you’re picking up items, recycling, or placing furniture, it should feel like you’re really part of the world, not just clicking through a list.

What can players expect from the world itself? How big is it?
It’s quite expansive. The map is split into several areas, each with its own vibe. You’ll travel from station to station, meeting new characters and unlocking new routes as you help out the inhabitants of this world. Each station has its own unique environment, characters, and quests, which means there’s always something new to discover. We wanted players to feel like they were truly on a journey, with lots of surprises along the way.
I’ve heard there’s an environmental angle in the game too?
Yeah, sustainability was a big inspiration for us. Instead of chopping down trees or mining, you’re doing work as a train conductor – cleaning up, recycling, and generally keeping things running smoothly. It’s part of the whole experience of being a conductor. We wanted to encourage players to take care of their surroundings in a way that feels natural and rewarding. It’s about creating a positive impact on the world, even if it’s a small, cozy one.

That’s a lovely twist. So, as players explore, what kinds of stories do the characters bring?
Every character has their own story and personality. As you raise your affinity with them, you unlock friendship quests, which provide more insight into their backstories and help build that cozy community feel. We’ve put a lot of effort into making these characters feel real and relatable. They each have their own quirks, challenges, and dreams, and helping them out is a big part of what makes the game feel meaningful. It’s not just about completing tasks – it’s about building connections.
It sounds like there’s a lot of heart here. Was there a particular challenge you faced while developing these characters?
One challenge was balancing the customization aspects. We wanted to give players a lot of freedom, but also keep things cozy and fun. We experimented with having too many rules, and that ended up limiting creativity. So, we pulled back to make it more about self-expression. We wanted players to feel like they could make the game their own without being bogged down by too many restrictions. It’s all about striking the right balance between structure and freedom.

That makes a lot of sense. Speaking of customization, how deep is the character creator?
Pretty deep! You can customize almost everything about your character – ears, tails, even mixing animal traits. Unlike Animal Crossing, you can actually be an animal in our game, which makes things a lot more fun. Players can mix and match features from different animals to create a character that’s uniquely theirs. Whether you want a bunny-eared, fox-tailed creature or something completely different, the possibilities are there.
I imagine that’s a big hit with players. Are there any features players have been requesting that you haven’t implemented yet?
Yeah, we’ve had a lot of people ask if they’ll be able to create their own clothing patterns, but that’s not currently in our roadmap. It came up in discussions, but we decided to focus on the core gameplay experience instead. We want to make sure everything we include is polished and adds to the cozy feel of the game. That said, we’re always listening to feedback, and who knows what might be possible in the future.

Fair enough. So, as a conductor, it sounds like players also take care of passengers?
Absolutely. You’ll be catering to their needs – whether it’s crafting coffee for them or making sure they have a comfortable place to sit. You can even create a bistro wagon if you want to add that little extra touch to your train. It’s all about making your passengers feel at home, and that can involve anything from preparing food to simply chatting with them. The goal is to make the journey as pleasant as possible for everyone on board.
That sounds amazing. Is the gameplay loop mostly about maintaining the train and traveling between stations?
Exactly. You keep your train running, interact with passengers, craft items, and discover new stations. There’s always something cozy to do, and we hope players enjoy the routine. We wanted to create a game that you can pick up and play at your own pace – there’s no rush, just the joy of the journey. Each station brings new opportunities, whether it’s meeting new characters or discovering new crafting materials.

I noticed there’s a lot of focus on music in the game too. Can you tell us more about that?
Oh, for sure. Music is a big part of creating that cozy atmosphere. Every station has its own theme, and the soundtrack changes as you move between stations. It helps players immerse themselves even further in the journey. Our composer did an amazing job of capturing the different moods of each area, and the music even changes dynamically as you travel. It’s one of those subtle touches that really adds to the experience and helps set the tone for each part of the game.
It really sounds like a labor of love. When can we expect “Locomoto” to release?
We’re targeting next year. I can’t be more specific just yet, but it’s coming along nicely. We’re making sure everything is just right before we announce an exact date. We want to make sure the experience is as polished and enjoyable as possible for players.

That’s great to hear. I can’t wait to see more. Any last thoughts for our readers?
Just that I hope players will find “Locomoto” to be a warm, welcoming experience. It’s all about creating your own adventure, taking a break, and just enjoying the ride. We can’t wait for people to get their hands on it and start exploring. Whether you’re customizing your train or simply enjoying the scenery, we want it to be a place where you can relax and have fun.
Final words
It was an absolute pleasure to sit down with Ben Clarke at Gamescom 2024. “Locomoto” looks set to bring a unique mix of relaxation and adventure – a reminder of how games can be both enriching and comforting. Whether you’re into train romanticism or simply need a peaceful world to explore, “Locomoto” is shaping up to be one cozy journey worth taking. At the moment of publishing this interview, the game is still missing an official Steam page, but the gameplay I saw during the show was quite solid, so I hope we’ll see it soon! Stay tuned for its release next year – I know I will.

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