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Josh's Domain

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

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

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Stable release

Freight Fate v1.8.8.1

Published August 8, 2026

Release notes

Added

  • Creating your first career now offers to connect this computer to an orinks.net account. Right after you hear "Welcome aboard" and where your truck is parked, the game asks once whether to connect this computer to an orinks.net account, with a code and a browser confirmation. It only asks the once -- decline with Not now, or just press Escape, and driving starts right away with nothing else to answer. Connecting links the computer to an account; it does not turn anything on by itself, and you can connect any time later from Online on the main menu, where cloud backup and the drivers board each stay off until you turn them on yourself.

Fixed

  • Live weather no longer gives up on a healthy weather service. Weather stations file their reports once an hour, but the game treated any report more than thirty minutes old as a failure -- so for most of every hour it quietly switched to simulated fallback weather even when the service was fine. A report now stays current until it is well past the hourly cycle, so live weather stays live, and the weather app still tells you exactly how old the reading is.
  • Real-world weather now follows the truck instead of the next city. Live National Weather Service conditions update as you move along a route, and weather reports say when conditions are live, still loading, last known, or simulated because the live service is unavailable. Old failed-refresh rain now expires instead of lingering as if it were current.
  • Loading a career no longer cuts off its own welcome. Choosing a saved career from Continue latest career or Choose career used to say "Welcome back" and then get cut off mid-sentence by the terminal announcing where you are parked, so you never heard your money or which terminal you loaded into. The welcome is now heard in full before the terminal speaks.
  • Backing all the way out of Settings now speaks "Settings saved." Pressing Escape from the settings categories used to say it and then get cut off by the main menu announcing itself again, so it was never actually heard. It now plays after the main menu's own announcement, so you get the confirmation.

Latest preview snapshots

Freight Fate 1.9 tester snapshot 2026-09-09

Published September 9, 2026

Full preview snapshot: Freight Fate 1.9 tester snapshot 2026-09-09

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
Fixed
  • Exit assistance slows early enough and gives the pedals back. The full mile-and-a-half slowdown approach now runs in real time at faster trip pacing. Ramp-end assistance releases a completed brake application instead of making the truck crawl toward a distant stop, and holding the accelerator overrides it until you let go. Thanks to Tower (@TowerAlphaTheta15) for the report and original fix in PR #185, adapted here for the Rust Career 1.9 game.
  • Heavy traffic follows local road conditions. Clear stretches between busy sections stay clear, and a narrow bottleneck no longer holds the surrounding wider road at the same slow speed. Rush-hour traffic still follows the time of day and the traffic volume along your route. Moving between equally slow sections does not repeat the same traffic warning.

Freight Fate 1.9 tester snapshot 2026-09-07

Published September 7, 2026

Full preview snapshot: Freight Fate 1.9 tester snapshot 2026-09-07

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
Fixed
  • Windows downloads include the files needed to start the game. You no longer need to install the Visual C++ runtime separately when Windows reports that VCRUNTIME140.dll or a related file is missing.

Freight Fate 1.9 tester snapshot 2026-09-04

Published September 4, 2026

Full preview snapshot: Freight Fate 1.9 tester snapshot 2026-09-04

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
  • You can read another driver's profile without leaving the game. On the Drivers on duty list, press Enter on a driver to open their public profile: their name and whether they are on duty, then their current career, employment and carrier, level and title, truck, and a career resume, one fact per row, followed by their achievements across every career and their latest road journal lines. It is the same profile the orinks.net page shows. The Online menu also has a new row, Your profile, which reads your own profile the way other players hear it. A driver whose profile is not public says so, and yours tells you which setting to turn on.
  • You can stay a company driver, and an owner-operator can go back to one. Once the owner-operator buy-in opens, Business status has a new row, Stay a company driver. Choose it and the game stops steering you at the buy-in: the career plan, the next business unlock and the status summary read as a company career instead, and the buy-in row simply stays there for later. Reopen the owner-operator plan puts the reminders back. If you have already bought in and want out, Business status also has Go back to company driving. It asks twice. The carrier takes every tractor and trailer you own, pays you for them, the buy-in tractor for what you paid, anything bought since at its used value, and puts you back in a carrier tractor on company wages with the same carrier. Nothing goes on your record, and the buy-in stays open if you change your mind again.
Changed
  • The speech library behind every voice in the game is updated. Prism, which carries the game's lines to NVDA, JAWS, SAPI and the other voices, moves from July's release to the current one on every platform. Its own fixes since then: a plain-text line that starts with a less-than sign is no longer swallowed by SAPI, Microsoft Speech Platform voices now appear in the SAPI voice list, running two voices at once no longer trips the NVDA connection, and a rare crash inside the library's own logging at shutdown is closed. Nothing changes in what the game says.
Fixed
  • Speech comes back on its own when a voice locks up mid-drive. A tester's log caught the "both voices stop" report: pressing Control to cut the road voice off mid-sentence, the Windows voice never finished stopping, and because every spoken line waits its turn behind that one, the menu voice went with it for the rest of the drive. The game now gives a stuck voice twenty seconds, then abandons it and starts a fresh one with your speech settings already applied. You hear the road again within about half a minute instead of restarting the game, and the log says when it happened.
  • The automatic now rev-matches its downshifts. Between gears a real automated box brings the engine to the speed the next gear needs before it re-engages: down through the gears that is a blip up, up through them a quick fall. The truck only did the fall. On a downshift the engine sat at the old note for the whole change and then jumped when the gear took. Now you hear it blip up to meet the lower gear, and in both directions the gear takes on an engine already at the right speed. How fast it blips comes from each truck's own engine, so a big-torque tractor matches quicker than a light one.
  • The engine no longer sounds like it cuts out on every gear change. Between the clunk that opens a shift and the one that closes it, the engine dropped so far that it read as stalling, and a downshift held that silence for a full second. The engine now only eases off through the shift, the way a real truck goes quiet-but-running while the gearbox is between gears, then picks the load back up with the clunk.
  • The "slow down for the gate" warning comes once, on the last street. On a delivery that finishes on city streets, the warning fired half a mile from the yard, several corners early, and then again inside the gate zone after the corners had slowed you down. It now waits until you are coming up on the street the gate is on, plus the braking a loaded truck needs to be at gate speed by then, and it speaks once per approach. Slowing down when told still earns you a fresh reaction window at the gate itself.
  • Route-transition assistance says so every time it brakes for the light at the end of a ramp. When the light went red, then green, then red again before you reached it, the assist braked hard the second time without a word, because it had already announced itself on the first red. Each time it takes the brakes for a red or a yellow it cannot beat, you now hear "braking for the light".
  • Facility stopping assistance no longer crawls the whole ramp at 12 miles per hour. On a ramp with nothing at its end to stop for, a scale ramp or a ramp that runs straight into the facility, the assist took the pedals at the top of the ramp and walked the truck the entire half mile at 12, under the lane's own limit. The same walk held the retry after you carried past a gate and looped back, and the assist never announced itself again. The lane is road until the last two hundred feet, so the assist now drives it at the lane's own speed, brings the truck down on the same gentle curve it uses everywhere else, and creeps only the final lengths to the entrance. The loop-back starts a fresh approach and says so.

Freight Fate 1.9 tester snapshot 2026-09-03

Published September 3, 2026

Full preview snapshot: Freight Fate 1.9 tester snapshot 2026-09-03

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
  • You can play from a braille display with speech off. A new row in Settings, Speech, called Output, switches between speech and braille and braille only. Braille only sends every line the game would have spoken to your screen reader's braille display and says nothing: menus, readouts, and the road events that would otherwise come through the separate driving event voice. It works with NVDA and JAWS, the two screen readers that can show a braille display through the game. With any other voice the game keeps speaking and the row tells you so, and if your screen reader quits mid-drive, speech comes back on its own until it returns. Asked for on AppleVis.
  • Career 1.9 now has a Linux download. Each tester snapshot ships a Linux tarball and an AppImage alongside the Windows and Mac builds, and every one is started on Ubuntu, Debian, Fedora, Arch and openSUSE before it is published. Speech comes through Speech Dispatcher, the same way Orca speaks, and sound plays through your desktop's PulseAudio or PipeWire. If the game says at the main menu that it started without sound, see the Linux note under Troubleshooting in the manual.
  • Career 1.9 runs on the Blazie BT Speak and BT Braille, and other ARM Linux computers. Each tester snapshot now also ships a Linux tarball and an AppImage built for 64-bit ARM, the processor in the BT Speak, the BT Braille and the Raspberry Pi, alongside the PC ones. They are named linux-arm64 and linux-aarch64, they are started on Ubuntu, Debian, Fedora and openSUSE on an ARM machine before they are published, and the in-game updater only ever offers the kind of Linux build you are running. The manual's download table says which file to pick.
  • Hear when other drivers go on or off duty. A new row on the Online menu, Say when drivers go on or off duty, off by default. Turn it on and the game says when another driver sets off or signs off, like Road Star is on duty, wherever you are, including while driving; the line waits its turn behind anything urgent and never mentions you. It works without an orinks.net account and shares nothing about you.
  • Choose how often you hear that a career is backed up. A new row in Settings, Speech, called Say when a career is backed up, sets whether the short all-clear after a save is spoken every time, once a session for each career, or never. Backups keep going whatever you choose, and a backup that is refused is always spoken. Every time is still the default. Asked for by MariahL, who heard the line a lot on a long run.
  • Back up this career now. Each career's screen on the Cloud backup menu now has a row that sends this computer's save to your orinks.net account straight away and tells you the result: backed up, already backed up, or why not. Before, a career could only go up on its own after a save, or from the screen that appears when the cloud copy has changed on another computer, so a backup that got stuck left no way to send your career by hand.
Changed
  • Spoken lines are shorter everywhere. Road cues, menus, readouts, the help screens and every settings description now say the fact and stop. A ramp cue says traffic light at the end, red, and no longer tells you to roll down and stop at it; the light, stop sign and stop bar lines, the exit and arrival cues, the rest stop and city menus and the hours reports all lose the coaching that followed the fact. Every distance, speed, price, exit number and go or no-go word is still there, in the same order as before. Asked for by braille display readers, for whom every extra word was another cell to read.
  • The Drivers on duty list no longer has a Refresh row. It keeps itself up to date about once a minute while it is open, the same way the list on orinks.net does, so there was nothing for the row to do that waiting a moment did not. If orinks.net could not be reached, the list tries again by itself.
Fixed
  • A load staged at your own yard no longer sends you on a drive to it. When dispatch hands a new hire a load that ships from the very company yard the truck is parked in, accepting it used to start a two-mile deadhead from the terminal to the terminal. The shipping office is a walk across the yard, so the pickup now opens straight away and you check in from there.
  • The speed keeper hands the pedals back at a facility gate instead of the gate calling its speed a miss. Letting the keeper hold the gate zone's 15 all the way to the entrance used to end in "you carried past the gate, too fast to make the entrance" and a loop through the next turnaround, because the keeper sat a hair over the number it was holding. The gate now says the keeper is handing off, gives you the usual moment to brake, and only a truck still over the limit after that is looped. In the same spirit, a driver who braked to a stop short of the gate when told to, then rolled the last stretch a little quick, gets the gate's own warning and a moment to stop instead of an instant loop-back.
  • The rest key a truck length short of a gate now names the gate. Pressing T while stopped and parked just short of a pickup or delivery entrance used to open the emergency shoulder-sleep question. It now says how far ahead the gate is and to roll up to it and stop there.
  • The paperwork at a delivery quotes a company driver's wages. The "estimated net driver pay" line read the carrier's full rate, hundreds of dollars more than the settlement then paid; it now uses the same wage figure the dispatch board quoted when you took the load.
  • Adaptive cruise no longer surges on the way down to a lower limit. Once cruise had started easing for a lower speed limit ahead, slowing made the limit drop out of the distance it was looking at, so it sped back up, found the limit again, and eased again: four brake-and-surge cycles and four "Posted limit lower" lines on one approach into Providence. It now keeps aiming at a limit it has started slowing for until it reaches it.
  • "Pickup ahead" and "Destination ahead" are no longer repeated after you are at the gate. When the gate's own "At the facility, stop" line cut one of them off, the cut line used to come back behind it and tell a stopped truck to slow down for the gate it was sitting at.
  • Two spoken lines that ran into their neighbour now read as their own sentence. The distance in a route status report ("Half a mile to the gate") and the toll estimate after a toll point's name.
  • Your choice of driving event voice now survives closing the game. Picking Windows OneCore, or any other separate voice, on the Driving event voice row used to come back as the previous voice the next time you started the game, unless you changed it again and then touched another setting. The game was reading back which voice was speaking before the switch had finished and writing that older answer over your choice. It now keeps what you picked. Reported by MariahL.
  • On a road with one lane your side, traffic behind you stays behind you. A faster car, truck or state trooper coming up behind used to drive straight through the cab and go by with a whoosh, on a road where there is no lane to pass in. It now falls in behind at your speed and holds a following gap, the way a queue forms behind a slow truck on a two-lane highway.
  • Adaptive cruise starts slowing for a lower speed limit early enough at every time setting. At the faster time settings the road passes under the truck much quicker than cruise was allowing for, so it could still be easing down when the lower limit arrived. Cruise now begins slowing far enough out to be at the new number when it reaches the sign, the same way the spoken warning already works.
  • Pulling onto the highway, the speed keeper builds speed down the acceleration lane again. Coming up an on-ramp, the keeper could go on holding the last street corner's slow speed for the whole acceleration lane, so the truck reached the end of the lane at 19 miles per hour with traffic running 40 and cruise had nothing to take over at. The corner is now behind the truck the moment it is on the ramp, and the keeper builds toward the merge from there.
  • Crossing a state line no longer asks the weather service over and over. For the stretch after a state line the game was looking up the weather again every few hundred yards, dozens of times in a minute, all for the same reading. It now asks once for the stretch, as it does everywhere else.

Freight Fate 1.9 tester snapshot 2026-09-02

Published September 2, 2026

Full preview snapshot: Freight Fate 1.9 tester snapshot 2026-09-02

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
  • Account achievements now have their own Online menu browser. It lists achievements earned across every career on this installation in seven short categories, with each category kept in catalog order, while the existing Achievements menu continues to show one career at a time. When the automatic ten-career cloud limit removes the least recently played cloud backup, the game names it and confirms that the local career was not deleted.
Changed
  • Curve speed assistance now slows the truck for a bend before you reach it, in every driving mode. It used to act only once you were already in the bend and too fast, or leave the bend to adaptive cruise; with the pedals in your hands or the speed keeper holding a street limit it only ever spoke. Now the curve call arms the brakes: the truck comes down to the advisory by the start of the bend, holds it through the bend (the tightest number when two bends are called together), and lets go on the far side. With curve callouts on, the call says so in the same breath: "Sharp left, half a mile. Advise 35 miles per hour. Curve speed assistance slowing." A bend too tight for adaptive cruise to hold still pauses cruise, and the call now says the assist is slowing for it and that cruise resumes once you are through and back up to speed. Your own brake cancels it for that bend, and the assist says "Curve speed assistance released." With curve callouts off nothing is said and the slowing is what you hear. Loads start shifting a little over fifteen percent above a bend's advisory, which is why the truck aims at the advisory itself.
  • The hazard warning now tells you which lane is open. "Change lanes or brake! Slow car right ahead." used to leave you guessing whether a lane change was even possible. The call now ends with the answer, in the same words the L key uses: "Left lane open", "Right lane open", or "Either lane open". The lane it names has been checked -- it is there, it is not coned off, and nothing is riding alongside in it -- so with lane keeping on full, one tap of that arrow is the whole move, and adaptive cruise stays on through it. Where there is nowhere to go, on a one-lane road or with traffic holding both lanes beside you, you hear "Brake!" and "No lane open" instead: brake, and do not reach for a lane change. On the quiet speech setting the warning is shorter, "Slow car right ahead. Left lane open.", and the "it is still in your lane" reminder names the open lane the same way.
  • Facility stopping assistance now drives you from the ramp-end stop to the entrance, hands off. With the assist on, once the stop sign is clear or the light turns green at the end of the destination ramp, the cab says "Facility stopping assistance is taking you to the entrance" and the truck moves off on its own instead of waiting for you to pull ahead. Where the ramp ends at the gate it drives up and stops there; where the facility sits at the end of city streets it runs the truck up to the ramp's posted limit, rolls you onto them, and the speed keeper takes over, holding the posted speed and easing for each corner, until the assist stops you at the gate and waits for Enter as before. Your own brake cancels it and hands the truck back. With the assist off, nothing changes: the cab still says "Clear; pull ahead to the entrance" and the last stretch is yours.
Fixed
  • Quitting the game no longer pauses on the way out. Choosing Quit used to save your career one more time and then wait for a fresh cloud backup of it, even though leaving the terminal had already saved. The game now closes as soon as you choose Quit. Escape and Quit to main menu at the terminal still save, and so does closing the window from there.
  • Curve speed assistance now slows for bends even with curve callouts switched off. Before, turning the bend announcements off also turned the assist off without saying so: adaptive cruise carried the truck into a sharp bend at full speed and the load shifted. With callouts off you still hear nothing about the bend, but cruise eases for it, or pauses and comes back after a bend too tight for cruise, exactly as it does with the callouts on.
  • An announcement cut off in its last words is no longer repeated from the start. When a hazard call or another urgent line interrupted a route instruction, the cab finished the urgent line and then said the whole instruction again, so "Start on West 14th Avenue" or a state welcome came out twice in a row. Now it only repeats an instruction that was cut early, in its first half; one you had mostly heard is left alone, and message review still holds it in full.
  • Facility approaches no longer say "unnamed public road". Pulling out of a dock or turning in for the last stretch, the cab used to announce "start on unnamed public road" or "turn left onto unnamed public road" wherever the map holds no name for that last lane. Those turns now say "a side street", the same words every other nameless road already gets, so the instruction tells you what you are turning onto instead of what it is missing.
  • The first-run walkthrough no longer tells you to wait for air that is already up. Its timed reminder used to say "wait for air pressure to reach 100 psi" right after the truck had announced air ready. Now, once the air is ready, the reminder says so and tells you to press the parking brake key. The driving school lesson got the same fix.
  • A drive no longer opens with the traffic-slowing sound. Entering the yard's access road, a facility gate, or a destination approach played the same cue as traffic backing up ahead, so every trip began with a warning about traffic while the truck was still parked with the engine off. Those zone entries now use the plain notice sound; the traffic-slowing cue is kept for a real jam.
  • No more phantom hills at flat city gates. Leaving Chicago Cross-Dock, the trip summary said "Current grade 6.0 percent downhill" on ground that is level for miles in every direction. The elevation data had read the rooftops of downtown Chicago as the road, and the game only trimmed that climb down to a smaller one. Now, wherever two independent surveys agree the ground is level, a slope that could not exist there is read as level, so the grade line and the truck's pull at the gate match the real ground. Genuine mountain climbs are untouched.
  • A hazard, an emergency stop, a missed turn, or a bend too tight for cruise no longer switches automatic speed control off for good. Before, once the automatic braking cleared, the truck coasted down to a crawl on an open interstate, and after a corner the game turned for you it idled off the turn, with nothing said about the cruise or the speed keeper being gone, and a "Brake!" hazard ended with "Automatic speed control canceled". A bend advised below the speed cruise can hold did the same: the curve call ended "Adaptive cruise off" and the truck coasted out of the bend with cruise gone. Now the session stays on: the hazard line says "paused", the curve call says "Adaptive cruise paused for the bend" and adaptive cruise comes back at your set speed once the bend is behind you and you are rolling, off the brakes and back up to speed -- the same way it comes back after a hazard -- and on a facility approach the speed keeper takes the corners itself. Your own K still switches it off wherever you are.
  • The exit ramp length is read in your units. Drivers using kilometers heard "half a mile of ramp" on every exit; it is now 800 meters.
  • Turn callouts no longer sound like the turn is getting farther away. The line spoken at a street turn or a highway merge ends with how far you will be on the new road, but it came out as a bare number: "In 400 meters, turn right onto South Columbus Drive", "300 meters", then "Turn right onto South Columbus Drive; 1 kilometer", as if the corner had moved off. It now says what that number is: "Turn right onto South Columbus Drive, then 1 kilometer on it", and "Merge onto I-90 toward Gary, then 53 kilometers on it". Short city blocks still add nothing.
  • Ramp traffic now yields instead of forcing its way in front of the truck. A slower vehicle entering from an on-ramp waits beside the highway until the truck has passed, then joins behind it. A vehicle may merge ahead only when it is already pulling away and has left a full four-second gap, so "hold your lane" no longer turns into a game of chicken with the merging driver.
  • Mac contributors can build Career 1.9 from source without a private Cargo workaround. The repository now supplies the compatibility setting needed by bundled SDL2 under current CMake releases.
  • Closing Freight Fate now hands control back immediately on Windows. The game asks Windows to hide its window without waiting for the window manager, then exits without waiting for the game window to finish closing. Long or frequently Alt-Tabbed sessions no longer leave NVDA waiting many seconds after sound and speech have already stopped.

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.