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Joshua Tubbs
Josh's Domain

The digital home of Joshua Tubbs, a YouTuber, Twitch streamer, flight simulation enthusiast, and accessibility evangelist.

orinks.net

Freight Fate Downloads

Stable releases and preview snapshots for Freight Fate.

Use the stable release for everyday hauling, or choose a preview snapshot when you want the newest features and fixes before they reach a stable release. Both are portable builds for Windows, macOS, and Linux: unzip and run, no installer required.

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Download Freight Fate

Download the latest stable release directly, or choose a preview snapshot for the newest fixes and features.

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Stable release

Freight Fate v1.8.5.1

Published July 23, 2026

Release notes

Fixed

  • Each extracted copy of the game now keeps its saves strictly to itself. Previously, a copy of the game could look one folder up on its first run and adopt the saves it found there, so keeping two versions side by side, for example a stable install next to a test build, could make one copy take over the other's careers, and deleting a save in one copy could make it disappear from the other. A copy of the game now only ever reads and writes the saves folder inside its own game folder, so you can test as many extracted copies as you like without them touching each other.

Latest preview snapshots

Preview snapshot 2026-07-26

Published July 26, 2026

Full preview snapshot: Preview snapshot 2026-07-26

Release notes

Preview snapshot for players who want the newest features before the next stable release. Expect rough edges; your save files stay compatible whenever possible, but back them up first.

Changes since the previous snapshot
Changed
  • The R key now answers just "where am I". Two short sentences: how far along you are and how far is left, then the road you are on with its direction, the state you are in, and the city it is taking you toward. If you have planned a stop, the distance counts down to that stop instead of the destination, so R tells you how far to the place you are actually driving at. The nearest named place, the grade, the zone, and the next maneuver are gone from it, because each of those already has its own key or lives in the Tab status menu. U still reads what is coming up, and Shift R still reads the next exit.

Preview snapshot 2026-07-25

Published July 25, 2026

Full preview snapshot: Preview snapshot 2026-07-25

Release notes

Preview snapshot for players who want the newest features before the next stable release. Expect rough edges; your save files stay compatible whenever possible, but back them up first.

Changes since the previous snapshot
Added
  • Linux players get an AppImage. Alongside the tarball, each release now ships FreightFate-<version>-linux-x86_64.AppImage: one file you mark executable and run, with no extraction step. It carries the libraries the Ubuntu build needs, so it also runs on Fedora, Arch, and openSUSE, and every build boots on Fedora before it ships. Because the AppImage itself is read-only, saves live in ~/.local/share/FreightFate instead of a saves folder beside the game. In-game updates work too: the game downloads the new AppImage, swaps the file in place, and restarts — and if the AppImage sits somewhere your user account cannot write to, the game tells you where the downloaded update was saved instead of failing quietly.
  • The R key now tells you how far along you are. The route report leads with your trip progress, like 53 percent there, followed by the miles left. It is the same figure the online drivers board shows for you, and the Tab status menu has a matching Progress line. Deadhead drives count too.
Changed
  • Shorter driving readouts that fit a braille display. The clock, route, weather, and fuel reports now put the answer in the first few words, so a one-line braille display shows what matters without panning. The C key leads with the time and whether you are on schedule instead of burying the verdict at the end, and on the terse speech setting it skips the calendar, the appointment restatement, and the stop-planning advice, all of which the Tab status menu still carries.
  • Walking away from a parked truck now takes you off the drivers board. If your truck sits stopped with nothing changing for half an hour, you leave the public board just as if you had paused the game, and the board stops calling you a driver who is on duty. The moment anything changes, like rolling again or pulling into a stop, you are back on the board within seconds. Deadhead drives also now say how far along they are, on the board and in Discord, so a long empty run never looks like a parked truck.
Fixed
  • Short hauls no longer pay several times more per mile than long ones. A guaranteed minimum meant a fifty mile hop could pay over a thousand dollars, four to five times the per-mile rate of a real cross country run, so short hops were always the best money. Short jobs still pay a premium per mile, the way real freight does, but it now eases down smoothly as the distance grows. Pay for medium and long routes is essentially unchanged.

Preview snapshot 2026-07-24

Published July 24, 2026

Full preview snapshot: Preview snapshot 2026-07-24

Release notes

Preview snapshot for players who want the newest features before the next stable release. Expect rough edges; your save files stay compatible whenever possible, but back them up first.

Changes since the previous snapshot
Added
  • An armed exit now counts itself down. Once your signal is on, the exit calls out again at two miles, one mile, and half a mile. No more hearing about an exit once, five miles early, and never again until you have missed it. On the terse speech setting the countdown stays quiet, so terse drivers hear only the original announcement.
Changed
  • Speech verbosity is now a simple choice between terse and normal. The chatty level never said anything normal did not; it only repeated your speed a little more often. If you had chatty selected, the game now uses normal, and everything you heard before is still there.
  • Rest stops no longer let you sleep twice for nothing. When you are already fully rested at a rest stop, choosing a sleep option now warns you that it would only move the clock and your deadline forward, and asks you to press Enter again to confirm. This is the same safeguard the terminal bunk room already had.
Fixed
  • The updater no longer hides a developer snapshot released the same day as a stable build. On the developer snapshots channel, a stable release published in the small hours used to mask that morning's snapshot -- even when the snapshot carried newer fixes -- because the two were compared by date alone. Updates now compare by the actual publish moment, so whichever build is genuinely newest is the one offered.

Preview snapshot 2026-07-23

Published July 23, 2026

Full preview snapshot: Preview snapshot 2026-07-23

Release notes

Preview snapshot for players who want the newest features before the next stable release. Expect rough edges; your save files stay compatible whenever possible, but back them up first.

Changes since the previous snapshot
Added
  • An armed exit now counts itself down. Once your signal is on, the exit calls out again at two miles, one mile, and half a mile. No more hearing about an exit once, five miles early, and never again until you have missed it.
  • Delete a career's cloud backups. Each career in the Cloud backup menu now has a Delete item that removes every kept backup of that career from your orinks.net account, after a spoken confirmation. Your saves on this computer are never touched, and a career that is still on this computer with cloud backup turned on simply starts a fresh backup the next time it saves. Handy if a save was backed up by mistake, such as someone else's career you had copied onto your computer.
  • Copy your delivery summary to the clipboard. The delivery complete screen has a new item, just before Continue, that copies every settlement line as plain text so you can paste the whole run into a message or a forum post. The game confirms out loud once the text is really on the clipboard, and tells you if the copy did not take.
  • Share notable deliveries to your own Mastodon account. A new Settings, Online option posts a short public summary, with the FreightFate hashtag, when a delivery earns you an achievement, a level, or a perfect streak milestone. Routine runs are never posted. It is off until you turn it on, and linking your Mastodon account happens in your browser on orinks.net using the same sign-in as driver setup; the Mastodon account item walks you through it and can check whether the link took.
Changed
  • Everything online now lives in one Online menu on the main menu. The drivers board, orinks.net account setup, Profile sharing, cloud backup and restore, Mastodon sharing, and Discord presence moved out of Settings into a single Online menu, so restoring a save on a new computer or checking who is hauling no longer means hunting through settings categories. The board sits first because viewing it shares nothing about you. Choosing Online inside Settings still works and opens the same menu, and every toggle keeps the familiar Enter, Right, and Left arrow controls.
  • Test builds now introduce themselves as development builds. The main menu welcome and the update screen used to read a bare version number that looked like a stable release. A nightly or source build now says, for example, "version 1.8.6 development build", so you always know which kind of build is talking. Stable releases sound the same as before, and version numbers no longer skip when a stable release comes out.
Fixed
  • Driving past a pickup or delivery entrance no longer goes silent. Arriving at a facility used to announce itself once; if you rolled on -- easy to do with cruise re-engaged -- the game said nothing more for the rest of the drive, and the delivery quietly went late. Now the gate repeats its instruction every ten seconds while you are still moving, cruise drops each time so the truck is never held at speed past a dead end, and the S key answers with the gate itself -- "At the receiver. Stop to dock." -- instead of a speed limit that stopped mattering when the route ended.
  • Each extracted copy of the game now keeps its saves strictly to itself. Previously, a copy of the game could look one folder up on its first run and adopt the saves it found there, so keeping two versions side by side, for example a stable install next to a test build, could make one copy take over the other's careers, and deleting a save in one copy could make it disappear from the other. A copy of the game now only ever reads and writes the saves folder inside its own game folder, so you can test as many extracted copies as you like without them touching each other.
  • The road tells you the truth about the terrain. Stretches that were quietly called mountain in flat country -- the East Texas piney woods, the Hill Country's gentle dips -- now read as the flat or rolling ground they really are, so the status readout no longer puts you in the mountains where no Texan would. The real climbs you brace for still call out as mountain grades, and every famous grade -- the Grapevine, Monteagle, the Siskiyous, the run up to the Continental Divide -- keeps its name. Thanks to nromey, PR #107.

Preview snapshot 2026-07-22

Published July 22, 2026

Full preview snapshot: Preview snapshot 2026-07-22

Release notes

Preview snapshot for players who want the newest features before the next stable release. Expect rough edges; your save files stay compatible whenever possible, but back them up first.

Changes since the previous snapshot
Added
  • The game can now tell you where its log file is. Settings has a new Problem reports category, and Where the game log is saved reads out the full path and shows it in the window. The game has always kept a log of the session, including everything it said out loud, but nothing ever pointed you at it. Attaching it to a bug report shows exactly what you heard. The previous session is kept beside it, so restarting the game to check something does not lose it, and both files stay on your computer.
Changed
  • The drivers board now checks in a little less often. With online presence on, the game reports you every two and a half minutes instead of every minute, and the board waits six minutes before it calls a driver gone. You still appear the moment you go on duty, and going off duty, pulling over, or starting a new leg still reaches the board within seconds; it is only the quiet keep-alive that slowed down. A driver who closes the game may sit on the board a few minutes longer than before.
Fixed
  • Automatic cruise now leaves enough speed in hand for an exit. After you signal for an exit, cruise aims for 40 miles per hour instead of balancing on the 45-mile-per-hour ramp limit. It now stays safely under that limit on a downhill approach instead of creeping up to 46 and missing the exit.
  • Distances and speeds no longer say "1 miles". Anything that comes out to exactly one is now read as "1 mile" or "1 kilometer", on map points, stop distances, speed readouts, and everywhere else the game speaks a measurement.
  • The Map screen now names the cities on your route. Its first line read the internal data names aloud, so a run down the east coast opened with "new underscore york underscore n y underscore u s" and kept going for every city on the route. It now says "New York to Philadelphia to Washington", the same way the delivery summary and the dispatch board already did.
  • Driving through a city no longer announces the same truck stop twice. A city's stops were counted once for the road coming in and once for the road going out, so passing through called out a single Pilot or Love's twice, two miles apart, as though they were two places. On a Chicago to Los Angeles run that was eight doubled stops. Each facility is now listed once, keeping whichever exit number was recorded for it.

Playing with JAWS

JAWS normally keeps the arrow keys for its own reading commands, so the truck does not respond when you try to drive. A small keymap file fixes this: it tells JAWS to pass the driving keys, the arrows, NumPad plus and minus, and Backspace, straight through to the game whenever the game window is focused. NVDA and Narrator do not need this file.

Download the JAWS keymap file, FreightFate.jkm

To install it:

  1. Download FreightFate.jkm with the link above.
  2. Open the JAWS window by pressing Insert plus J, or CapsLock plus J on the laptop keyboard layout.
  3. Open the Utilities menu, choose Explore Utilities Folder, then choose Explore My Settings. A folder opens in File Explorer.
  4. Copy FreightFate.jkm from your Downloads folder into that settings folder.
  5. Start Freight Fate. The driving keys now reach the game.