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We are incredibly happy to finally announce our newest development: Transport Fever is a next generation transport simulation game coming to PC this fall.
Transport Fever is a successor to Train Fever and brings many new features, including aircrafts, ships, two historical campaigns, heavily improved construction tools and much more. Urban Games and Gambitious Digital Entertainment are ready for takeoff and extremely happy to officially announce a next generation transport simulation game on Monday, April 11, 2016. Details about the new game will be uncovered on April 11 accompanied with a trailer and a new website. Once announced, the community is invited to give feedback and discuss the development on the website, forums and social media channels. A lot of work has been put into the development of the new title and both the Urban Games and Gambitious Digital Entertainment teams can’t wait to finally show their latest project to the public.
Update February 25, 2016: Today we released the build 7753 which improves on the previous build 7554 by adding an option allowing to adjust the growth behavior of towns. This update introduces three widely requested features and also aims to further enhance the gameplay, usability, as well as performance. A very flexible and highly modable asset placement tool opens a wide range of new possibilities to polish and decorate maps with any objects. With the new option to use height maps for generating landscapes, player are now able to create truly realistic and beautiful sceneries.
The modding possibilities have been significantly widened, giving content creators more control over how the game behaves and looks. Our volunteers from the community put much effort into improving the translations and Swedish was added as a completely new language. More information on how to use height maps and an example map can be found in the release hints.
We put as much effort as possible into this build and we did our best to consider as many wishes and suggestions as possible.
At the moment we are working very hard here at Urban Games and we look forward to soon share some very exciting news with you. During the last couple of weeks, in our blog series “Behind the scenes”, we gave you insight into various topics developers usually don’t talk about. No matter what we would like to do, we have to consider the financial aspect of the development.
We will also treat you with a widely requested improvement initially developed for our next game: Tram tracks can finally be electrified and therefore get the long awaited catenary. To support our ever growing modding scene, we will also extend some shading modding possibilities. In addition, the upcoming patch also features a list of various improvements and bug fixes. And to finally answer the most frequent question: We are very happy to disclose that we will officially announce our next game in the first quarter of 2016!

Let us emphasize, that all your feedback – no matter if yet realized or not – anyway fell on good soil. Growth is triggered by providing residents access to as many building as possible in the different zones: Industrial, commercial and leisure. Raw materials are only produced when the mine or well has a consumer, respectively a factory, which processes the materials. The chain has to be complete – starting with the producer of the basic materials right up to the manufacturer of to the finished goods. Passengers and cargo are very picky about their means of transportation and they both prefer to have their own station type. A lot of elements in the game, like trees and rocks, are used to give Train Fever a more realistic look, but are purely cosmetic. Newcomers to the transportation simulation genre, but also veterans, are often puzzled why cargo or passengers refuse to use a line. Cargo or passengers must be able to reach the destination within 20 minutes (game time at standard speed) with a certain route, otherwise they will not use it. To reduce the travel time, a higher speed but also a higher frequency – putting more vehicles on a line – is important. Because we have observed that the modding community wants to snap assets to tracks, we have also implemented track-aligned assets. In combination with the possibility to include predefined seeds, this allows for creating various challenging and diverse scenarios. Industries grow twice as fast than before and decline much slower, making them less sensitive to fluctuations in the transport network. Without all the suggestions and testing effort contributed by the community, Train Fever would not be where it is today. We would like to bring the holiday spirit to Train Fever and present you with a little gift in the form of two announcements about our current and our next game. With so many people still playing, the list grows constantly and a game like Train Fever will never be truly complete.
Finding a good balance between investing time (and therefore money) and maintaining a healthy business is challenging.
To further support this, we will introduce a tool enabling the free placement of trees and various other assets in the game world. People ask about the cargo system, run into problems because of misplaced signals and wonder why passengers mysteriously disappear during a train ride.
On the one hand, we are aware of that not everything is perfectly explained in Train Fever and we would like to apologize for that! Train Fever instead utilizes path and one-way signals to regulate traffic in a more fluent way. The better the access, the more people will move in, causing the city to build or, depending on the land value, expand homes over time.

If an electric locomotive has a path ahead which is not completely electrified they stay in the depot or station. Last minute changes, for example due to reasons like delays, can be very confusing and annoying for passengers. The considered travel time is the sum of the walking time, the time spend on the ride and the average waiting time at the departure or at changes. When people’s homes get rebuilt while a city upgrades its buildings, the residents are removed from the game.
Next to presenting a visual eye catcher, catenaries are also an optional new gameplay element. We also optimized city development resulting in an increased performance and reduced lags at the end of months.
We hope you enjoy this final update and we very much look forward to see even more great contributions from the modding scene.
As a consequence, more than a year after the release, we have to concentrate our efforts on our next game. If successful, we are confident that modders can then create their own landscape scenarios and thus enable completely new challenges. So it is hardly surprising that the functionality of signals is a comprehensive source for misunderstandings. Signals are placed on a single side of the track, not on both, and are only valid as seen from the train drivers’ perspective.
The industrial zone will eventually run out of available jobs, the commercial zone will have no more free places where people can shop and the leisure zone will lack leisure-time possibilities. The result is one of the most common accidental mistake made by players: Using the wrong station type. The construction material neither affects the speed of a train nor does it limit the allowed weight of a passing train. What makes things even more complicated: They are not very good in expressing their needs clearly. This is the sole reason why trains do not choose an arbitrary (or any free) platform to stop. Once understood, they are very intuitive to use, simply place them were a train should stop and wait! Since cargo has no feet, it is delivered by an invisible cart or worker and will float along the sidewalk.

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