First Look – Episode 5: Highlights

Von Tycoon-Boni zu feuerwerken

Transport Fever 3 wird der bislang detaillierteste, umfangreichste und dynamischste Teil der Reihe. Schon seit den ersten Tagen der Entwicklung war und ist es stets unser Anspruch, ein Spielerlebnis zu erschaffen, das sich auf jeder Ebene ausserordentlich anfühlt; von den zentralen Gameplay-Features bis hin zu den kleinsten Details. Inspiriert durch das wertvolle Feedback aus unseren Closed Beta Tests konzentrieren wir uns darauf, etwas wirklich Besonderes für die Spieler zu schaffen.

In den bisherigen Teilen der First Look Serie haben wir bereits die Umgebung, Industrien und Güter, Infrastruktur sowie die Tycoon-Elemente des Spiels vorgestellt – alle Episoden findet ihr hier auf unserem YouTube-Kanal. Heute werfen wir einen Blick auf eine Auswahl an Features und Updates aus verschiedensten Bereichen, die sich die Community schon seit sehr langer Zeit gewünscht hat und die schlicht zu aufregend sind, um sie euch vorzuenthalten!

Die neueste Episode zeigt die Verbesserungen der umfassenderen Spielerfahrung, darunter ein tiefgehendes langfristiges Tycoon-Fortschrittssystem, die überarbeitete Benutzeroberfläche und viele weitere neue Gameplay-Mechaniken. Eine Auswahl von mehr als 300 Fahrzeugen im Basisspiel, kostenloser Cross-Platform Mod-Support ab dem ersten Tag sowie erweiterte Kreativtools sorgen dafür, dass Spieler mehr Möglichkeiten haben, die Welt nach ihren eigenen Vorstellungen zu gestalten, als je zuvor. Ob beim Optimieren eines wachsenden Transportimperiums, beim Feintuning vielbefahrener Kreuzungen, bei der Wahl des richtigen Fahrzeugs für die jeweilige Aufgabe oder beim Bau eindrucksvoller Städte: Transport Fever 3 gibt den Spielern eine nie dagewesene Kontrolle über ihr Spielerlebnis. 

Der Release rückt Tag für Tag näher und noch so viel mehr wartet auf euch, zum Beispiel das neue Tutorial- und Guide-System, das dabei hilft, sich schnell im Spiel zurechtzufinden, oder die brandneue Kampagne, die euch durch spannende und unvergessliche Ereignisse aus mehr als einem Jahrhundert Verkehrsgeschichte und darüber hinaus führt.

Schaut euch jetzt die neuste Episode an und vergesst nicht, Transport Fever 3 hier zur Wishlist hinzuzufügen!

163 Antworten

  1. Verry nice to finally see news again, can’t wait for the release date to finally have an end to the waiting.

    One question?
    Will track break over time? Or roads?
    Or will something like a heritage railway exist? Passengers that preffer older vehicles.? Like letting the vehicles age from New, wich gives a bonus. To well used wich is negative and then retro, wich is positive again, maby even better than brand new? Or including things like vehicles comfort in a vehicles popularity? A popularity rating would be nice in general, for example nice looking lines, or cenic ones. Old amd comfortable vehicles or quiet and efficient giving bonus points. And making them more popular.

    Will there be a working system for 1st, 2nd, 3rd or even 4th class?

    What about people like me? I choose smaller, cheaper but longer lines, with older vehicles instead of the fact / packed / expensive lines. Will lthesr kind of people be represented?

    Will there be a cost difference for electric / disel /steam engines for fuel and maintainable this time? And if yes, what if mine my own coal? Would I have to transport water aswell?
    Will I be able to make my own energy like the db does at a later point to save money? Or refine disel? Will a fuel storage be there for the engines that don’t run on electricity? So they have to refuel?
    (Sounds like a nice hard core mode if you ask me)

    So manny questions!

    Ps, I don’t expect any kind of awnser or that you’re even going to read this.

    1. That’s more than one question! Let’s get some answers:
      – Neither track nor road will break.
      – Older vehicles will retain their value and usefulness long after newer alternatives are released. There’s more value in vehicles from across the years now, but passengers won’t deliberately seek out heritage lines.
      – As there is no concept of ticket pricing in the game, there aren’t individual classes of travel.
      – When presented with multiple options for onward travel they will select the one best for them. Preference for less crowded trains isn’t something modelled in the game, but you will still get some services more heavily used than others.
      – Maintenance is still a hands-off system in the game, so no, you won’t need to transport coal, or water, or create electricity.

      It rather sounds like you have a slightly different game in mind, we hope that this one will provide you with plenty of enjoyment regardless.

      1. It will, I will soon have 1000 hours in transport fever 2.
        It’s an guaranteed buy anyways.

        Im just one of the crazy ones that likes painfully strong and accurate realism, so of course I hoped for something like that. Since things got more reistic in manny aspects, I just wanted to ask how much exactly.

        Maby mods can do something for some of these things.

        Also, the ui looks amazing! And so does the rest of the game, I’m excited for the lane configuration tool. And to bulid more scenic lines.

        One more question I forgot to ask earlier.

        Will steeper track be possible? For some swiss mountain railroads. Or maby it’s own rail type? Just for steeper track and tighter rails. Doesent even have to be narrow gage for me.
        I used a mod for that in transport fever2, it had a lower speed limit as punishment for example. And a slightly higher cost, but still cheaper in comparison to tunnel or bridges.
        So I guess the question is, is something like that planned?

        1. Sounds like maybe Workers and Resources: Soviet Republic might be more your style.

      2. Entiendo perfectamente que el juego debe estar optimizado para que funcione bien en una amplia variedad de equipos, y que aumentar el tamaño de los mapas puede provocar problemas importantes de memoria y rendimiento.

        Pero ¿sería posible mantener los tamaños actuales como opción recomendada y, al mismo tiempo, permitir mapas más grandes para los jugadores que tengan equipos suficientemente potentes?

        Podría tratarse como una opción avanzada o experimental, mostrando una advertencia sobre el consumo de memoria, el rendimiento y los requisitos necesarios. Así, el tamaño máximo estándar seguiría siendo accesible para todo el mundo, pero los usuarios con ordenadores de gama alta podrían aprovechar mejor su hardware y construir redes a una escala mayor.

        No sé si las limitaciones son únicamente de rendimiento o también existen problemas internos del motor relacionados con la precisión de las coordenadas y el movimiento de los vehículos, pero creo que sería interesante conocer si esta posibilidad se está valorando.

        1. Increasing map size adds a huge amount more strain to the processing of the game, it may feel like only a small difference, to increase by 2km but the impact is considerable. We are evaluating map scale options for the release of the game, and we’ll obviously support maps as large as possible, but we quickly reach a point where the game simply does not work.

  2. Y’all really thought you could slip “in the base game” in here without anyone noticing, glad to see this will be yet another dlc [edit – watch the language] paradox ruined, what shame this series ended up this way

    1. We’re not trying to conceal anything about our ongoing plans, far from it. Urban Games are fully in control of where the game will go post launch, Paradox are only adding publishing support, the direction of the game is purely down to us.

      1. Thx for the reply Sam, My apologies about my bad language but i have little reason to trust any Paradox touches, every game i’ve played that Paradox has gotten involved with has ended up being a dlc filled mess (most of which locking base game features behind paid dlc) so you guys working with Paradox is heartbreaking for someone who’s always believe that you guys would never go down that route… And when it comes to publishing support, I’ve seen it before and hope y’all cut ties after game has been released cause they’ll never let you go otherwise, promise you that.

        1. Urban Games has confirmed multiple times that no *mechanics* or feature will ever be added to any DLC. If they every choose to make a DLC, they have expressively stated it will only be cosmetic, kind of like the supporter package and the deluve upgrade for TPF2.

          1. While that’s true, not everyone has read every comment we’ve made so it’s possible that was missed.

            We won’t be making any announcement style posts about DLC until we’re announcing some, and we won’t even think about how we’ll expand the game until it’s out and we can see how best to support the ways people are choosing to play.

        2. Don’t worry about the language – we try to keep it clean here, but it’s understandable because gamers are incredibly passionate about what they choose to play. Our aim is to support the game for a long time after release with additional features, updates, and fixes where needed. As much as it’s understandable that some players are apprehensive regarding our choice of publisher, full creative and IP control is staying with Urban Games.

          1. I hope it stays that way as well, Thanks for replying Sam.

  3. My jaw was on the floor for every second, and it still is. I would seriously consider selling my car if it meant I could play this game. Genuinely, no words. You guys have absolutely knocked it out of the park. As a ‘beautiful builder’, that last minute with the props being able to attach *sideways* is so crazy I can’t believe it. And the lane tools are just fantastic, everything I hoped for and more.

    I just have a few more questions:
    1: Will we have some sort of basic zoning control? Don’t really need grids or anything; just being able to say “Hey, don’t build on this side of the road” would be awesome. So many beach view roads ruined by a tiny house that completely deforms the other side. Implementing this as a base feature might also pave the way for modders to be able to add primitive zoning, like in SimCity.
    2: Will we have pedestrian bridges? I swear I saw one in the 3D render trailer before the first looks.

    1. Your first question is a good one, because it starts to blur the line between a city planning/building game and a transport network game. Obviously, we’re in the second category here but as your network increasingly influences the way that cities grow it’s natural to want more control. By making a road “player owned” you can prevent the town from building in certain areas, but you do not have full control over zoning. Mods may be able to extend this functionality later, but we’re not aiming to be a city builder at this point.

      There is not a pedestrian bridge in the main game, but it’s the kind of thing that could easily be added through mods, as we’ve seen in previous games.

      1. I mean, if I ever owned a road, I’d probably hope to also be able to say whether or not someone can attach a house right next to it, but I understand your wishes to keep the main focus on transport and keep some distance from city building.

      2. Regarding zoning, it would be nice to see the different zones arranged in more realistic ways, rather than the current system where each city is effectively divided into thirds. This would have a big impact on the transport side of things, as it can be really difficult (and not very realistic) to create a bus or tram network when all of the residential zoning is concentrated in one corner of a city.

        There are many models of city development, some of which would be easier or harder to implement. At the very least, I think it would be reasonable to have residential areas spread more widely around the circumference of a city rather than in one quadrant, while keeping the largest commercial buildings mostly centralized. This would encourage routes that cross a city in many directions and connect different areas, rather than having one route connecting residential to commercial, and one connecting residential to industrial.

        If this zoning were moddable in any way (including how the cities grow without player intervention), that could help a lot, too.

    2. Looks great, can’t wait for the release.
      Will there be timetabling for train lines, or at least better spacing of vehicles?

  4. Everything looks awesome. Still no mention of distant signals, but also no explanation why the main signal has 4 lamps. I’m going to keep my hopes up.

    And the release date coming closer, does this mean December? When it was first mentioned that it will release in 2026, I was hoping it would be the first half of the year. But I guess December would be still 2026. But I guess better get a polished game than a Cities Skylines II.

    Since it was shown with in-game footage, I’m now also making the insane assumption, that space transportation is now in-game too and it isn’t just footage from a scenario or something 😀

    1. What if that.. the N”42″AN means week 42 of 2026? Which would mean.. mid October. What if that is it!? WHAT IF??!?!?!

  5. Will the Vehicles park up on the side of the road and car parks instead of stopping and disappearing.

    This would be more realistic……

  6. I cant help but notice the H2 rocket at the end which means there’s gonna be space involved. Are you able to say which rockets will be potentially added?

    1. The rocket is there as a bit of a teaser. Yes, it is in the game. No, we won’t explain any more than that.

    2. I believe it is a mission. You will need to transport steel or fuel to build spaceship.

  7. One thing I really want to address is water passenger transport. Is it a little more viable this time around?
    In TpF2, the hovercraft was essentially the only real passenger transport that anyone would use because the others were too slow.
    One thing I like is having a large passenger boat with a larger amount of passengers to move people in bulk, like a large passenger train, but in the water. But it has never been something doable in previous iterations. Unless the travel distance was across a river, and even then it was only temporary until you built a bridge wit ha couple of buses, which replaced the boat passenger count by 95%+.

    I also wanted to ask about city building spawning. Is it basically the same as TpF2? Where they try to pop up nearish to others of its type? Or do we have more ability to try to wrangle them together? One annoyance from TpF2 was having commercial or industrial buildings of certain types spawning several streets away to a space in the middle of a residential zone, for example. I’m trying to get a residential building to spawn in there, but every time I destroy one of the other buildings, it tries to rebuild there again instantly.
    This type of thing is why some of the spawn blocker mods (two of which I made myself) became necessary.

    On another note, there is a lot going on in the game now. Can I assume that there will be options that can be turned on and off to make things a bit simpler in terms of the mechanics one needs to overcome, in case you want a chill map in between the more hardcore maps?

    Keep up the good work!

      1. We can’t answer that just yet. We know it’s a question that needs answering before release, and we’ll make sure that happens.

  8. Absolutely lovely stuff once more! Really love all the improvements over the previous installments so far. Incredible to see where we are now compared to Train Fever.

    One thing that I always found to be difficult in the series was trains clustering up. Busses and trams will space out evenly, but trains never did. Is there anything planned to enable (passenger) trains to space out evenly automatically?

    1. Automatic spacing has been improved in the new game, but you may still find it more effective to intervene manually – especially when first deploying trains to a route. There are so many moving parts on every line that the best an auto-balancer can accomplish is an approximation of even spacing. Eventually, the gap will change somewhat because of loading speed, signals, delays from other lines, and more.

  9. Amazing! Lots of QoL improvements. The graphics are gorgeous as always. A lot of love has been given to the 1900s buildings.

    I was hoping for better audio, so it’s great that it got some changes! It’s not that TpF2 is bad, but I miss hearing industrial and train sounds when passing by things. In TpF2, that happens, but only when you are zoomed in too much. I was hoping for a Railroad Tycoon II type of sound, where you can identify an industry by its noise from afar.

    The pollution cleaning plant adds a lot of great modding options.

    That tractor and backhoe loader being carried by a truck look absolutely gorgeous. Is that in the vanilla game or a result of the curated mods program? If it’s part of the base game, does that mean machines cargo now have variations? That would be so cool.

    Does the rocket at the end mean the game will be launched on November 4th? :)”

  10. What is the approximate price of the game expected to be? Will there be paid download packs, like with other games? I’ll definitely be buying it the very day it’s released. Thanks
    Best regards‘’

    1. We’ll announce the price along with the release date and required PC specs when we’re a little closer to release.

      When we’re ready to talk about expansions to the game, we’ll cover those separately once the game is released, but yes we do intend to support the game beyond its first release.

    1. Ich habe drei Fragen:
      Wird die Neigetechnik die Züge schneller durch die Kurven fahren lassen?
      Ich wünsche mir so sehr Oberleitungsbusse, wird es welche geben?
      Zu Spurweiten: Wie ist das mit den Straßenbahnen geregelt? Früher gab es Meterspur, jetzt muss es Normalspur geben.

      1. Neigetechnik bei Zügen ist derzeit rein kosmetischer Natur. Die Höchstgeschwindigkeit entspricht der von Zügen ohne Neigetechnik. Es wurde jedoch bereits darüber gesprochen, Neigezügen in Kurven eine höhere zulässige Geschwindigkeit zu geben, da dies durchaus sinnvoll wäre. Diese Funktion ist derzeit noch nicht im Spiel enthalten, es ist aber gut möglich, dass sie künftig ergänzt wird.

        Oberleitungsbusse und die dafür erforderliche Infrastruktur haben wir nicht ins Spiel aufgenommen. Der Hauptgrund dafür ist, dass wir mit Bussen sowie dem erweiterten Einsatz von Straßenbahnen und Stadtbahnen bereits eine ausreichende Auswahl an Verkehrsmitteln bieten. Es liegt also nicht daran, dass wir Oberleitungsbusse für unwichtig halten, sondern daran, dass es schlicht nicht möglich war, wirklich alles aufzunehmen.

        Die Spurweite von Straßenbahnen hat keinen Einfluss darauf, ob sie auf Eisenbahnstrecken eingesetzt werden können. Manche Straßenbahnen können auf regulären Bahnstrecken verkehren, andere nicht. Die Spurweite selbst ist dabei nicht der entscheidende Faktor. Da für uns das Gameplay im Vordergrund steht, war es uns wichtig, die Umsetzung für die Spieler möglichst einfach zu halten, anstatt verschiedene Spurweiten berücksichtigen zu müssen.

  11. hai there! a bit unrelated but I gotta ask… are the maps in this game gonna be bigger?

    1. This is something we’ll have to consider carefully when we have finished the current work of optimisation. Map size, obviously, is something we’d like to increase but larger maps can cause significant problems with how much memory is used and the need to precisely measure the locations/positions of anything that is in motion. This is where a lot of work is being done, but it may end up that maps are the same size as previously in order to keep the game as playable with great performance as possible. Once we have completed optimisation we’ll know whether the limits can be pushed further.

      1. If map size can’t be increased, I hope there is some consideration put into the overall scale of things. Even on larger maps, the space between towns and industries can feel very cramped for complex infrastructure, and long distance, high speed rail (and air travel) never quite has enough space to feel right.

        1. There are a lot of factors to consider in terms of performance. Processing is the area used most heavily, but having more system RAM certainly won’t hurt. We will be announcing all the tech recommendations and requirements when we’re a little closer to launch.

  12. While I can’t comment on game balance accurately since I haven’t played the game, I did notice that we got a glimpse at the prices of some vehicles. I was disappointed to see that for all the vehicles (at least, what we saw) the purchase cost was exactly 6 times the running cost. Previous Fever games have done this same sort of thing, and it makes vehicle choices less meaningful financially as there’s no need to weigh short term vs long term finances when everything is either expensive in both the short term and the long term, or cheap in both the sort term and the long term. In real life, there will also be vehicles that are cheap to purchase up front but become expensive relative to the purchase in the long run (like a simple but fuel inefficient and maintenance intensive steam locomotive) or expensive to purchase but relatively cheap in the long run (like a sophisticated but modern and energy efficient electric locomotive). I would like to weigh those same pros and cons in the game!

    On the other hand, I see that noise, pollution, and comfort do meaningfully vary even between otherwise similar vehicles, which is a nice improvement to strategic choices relative to TPF2 where similar vehicles always had basically the same amount of emissions. But I think finance should also have interesting tradeoffs. I get that balance is one of those ongoing tasks, so I hope the team looks at adding some variation, even if minor, to the relationship between purchase price and operating cost in the future.

    And one more thought, I didn’t notice anything that looked like a reliability stat, but that’s another important factor in making a real vehicle choice. Maybe there’s something with great on-paper performance and a low cost, but it is terribly unreliable and quickly loses the performance advantage unless constantly within range of a maintenance depot. It’s the kind of consideration that many real transport companies have had to contend with (usually in hindsight) and would enable more strategy when it comes to handling the maintenance game mechanic. If I have a busy region with lots of maintenance infrastructure set up, maybe I’ll be convinced to choose the thing with higher maintenance demands to take advantage of its low cost (hypothetically), or if I have a long stretch of wilderness maybe that makes a very reliable vehicle more important than getting the best stats.

    But that’s just my ramblings. I want to think harder when deciding what vehicles to use instead of always using the one that I like the most, and I see that the team wants that too, so I hope I’m just echoing things that the team has already thought.

    1. Good catch. Somewhat variable / realistic running cost would be nice. But I doubt they’ll do it since that would require more economics like maby fuel pricing. And would probably make some vehicles overpowerd.

      Also, if it were coming, maintainable cost should increase as the vehicles age. Since maintaining a 100 year old steamengine might require specialized parts and personnel…

      1. For what it’s worth on maintaining old vehicles, in TPF1 that is actually exactly what happened. You were incentivized to keep the fleet up to date (whether replacing with a newer vehicle or re-buying the same vehicle) as it just automatically got more expensive to maintain those older vehicles. Of course, TPF2 made that maintenance cost increase an optional, manual thing, so it’s easy to ignore. Since they keep changing how that works, TPF3 will probably take another different approach.

        At least with the maintenance mechanic in TPF3 there are other possibilities than just increasing the monetary cost. Maybe vehicles further in their life reduce condition faster, needing more coverage of maintenance depots on their routes. Or the maximum condition could be reduced over time, allowing the vehicle to be maintained as usual but with a permanent debuff to its performance and emissions. Lots of possible ways to encourage keeping things fresh without completely disallowing ‘preserved’ vehicles.

    2. These are good ramblings, and will be fed back to the team. The goal in balancing cost and maintenance is to avoid there being an obvious best choice for each situation. We’re trying to get past the situation with previous games where the latest vehicle was automatically the best choice, giving players more opportunity to run a diverse fleet without deliberately taking a worse economic option simply to have variety. Severing the relationship between vehicle and maintenance costs may be an additional “lever” in making these decisions more meaningful, thanks for the suggestion.

      1. Could help to make vehicles become iconic after manny years in service, attracting more people and beeing seen as nice at some point. It would balance extra costs?

        Maby im just totally wrong tough.

        1. It’s a nice idea, although it would add an extra level of micro-management in operating such vehicles or lines. The challenge then becomes one of deciding which vehicles gain historic status, since it’s likely you’re running many from the same era. It’s something we’ll consider, but there are no plans to add this at present.

          1. Well, as an example from japan, the whole kotoden network is quite famous under train needs, for their historic rolling stock.

            In yamaguchi japan, it’s a similar case, but they didn’t try, it just aged and no one bothered to replace it (untill now wich makes manny sad)
            But it had a similar effect like on kotoden, wich over there is even marketed.

            Or for poland, in krakow they have a big mix of trams, manny people specifically come for the old ones. And try to find and photograph them.
            They only advertise some of them tough, their historic fleet of vehicles. Although there are plenty of vehicles even from the 50s still in use.

            So if you’d ask me (wich you did not),
            There are 2 – kinds of iconic.

            1. Accidental, it just runs there, was forgotten and now it’s a part of life, that shouldn’t be changed.

            2. There were acquisitions of new rollingstock, but for one reason or another they never retired the old rollingstock.

            3. The whole line is a specific retro train line and is kept as this by the company, and is marketed as such and has special fares and what not. (Trains get driven differently in most real life cases, as they are seen as valuable and historic)

            4.There are special events or special historical vehicles in service on a modern line, but it’s intentional and marketed aswell.

            Number 3 and 4 in real life make for a slower service and more maintainance as they usually want the vehicles to look close to perfect. And slower operation as it gets properly treated as an oldtimer.

            Wether in 1 and 2, they will be driven like they always have, or even operate next to new vehicles. Means more use on the vehicles. Also it means people would (rightfully compare them to the newer ones. As they operate on the same network. (Many older vehicles are more comfortable but louder for example) also, more used up vehicles are more accepted in regular service. So I guess it cuts costs (as older vehicles usually are more reliable)

            (Also gives a dangerous idea for vehicle liability or reputation of sorts on a line.)

            I have so manny bad ideas, it’s incredible.

            *just as a side note, I don’t expect anny of this to make it into the game, I just wanna get the ideas out in the open

            *also, I really really appreciate how manny of these silly thinks you have awnsered already, it’s not something i expected

          2. In my long comment I basically make a few examples how it also could be an automatic function or even both in theory.
            I made real life examples, 3 to be exact.

  13. I really hope that the third part will run on a Mac M1 with 8GB of RAM. I really love your game series and have been playing since the first part.

    1. We’re aiming to support as wide a range of hardware configurations as possible, but are still optimising the game at the moment. We likely to announce the required hardware minimum/recommended specs alongside the release date when we’re a little closer to launch.

  14. Plant ihr (evtl. auch zu einem späteren Zeitpunkt oder über ein DLC) Magnetschwebebahnen im Spiel zu implementieren?

  15. UG, hats off. I can’t wait. I am kind of begging to know the release date and keep it to myself (I promise) because I am literally waiting with booking annual leave for this epic looking game! My favourite feature is the road traffic improvements, full lane control, traffic lights and crossings… amazing!

    Ignore my begging above, I do have one question. You’ve been so supportive of this community you built by providing the whole mod system and mods from day one being supported. Will the system allow for people with little to no experience to learn to mod? Or is it really a tool you’re providing without the teaching of how to do it?

    Definitely a buy-on-day-one, which will be the first time in my life I do that. Super excited and thanks for the transparency throughout this all!

    1. The key to modding is having something small, simple, and easy to evolve from as a starting point. Modelling a new train? Complicated. It’s entirely possible to learn, but that learning curve is not a short one to make something good. Changing the colour or livery of an existing train? Much less complicated, but it still requires a little bit of know-how, and again a small learning curve. Changing the top speed of an existing train? Not too difficult at all, once you know how to do it. We want to help people get into modding, because it’s a very rewarding part of the hobby, but there’s always some learning to do. We’ll provide guides and tools to help with this, but much will depend on how willing you are to learn what’s needed.

  16. For months, I have been looking forward to the moment the release date is announced, as I expect many others have too.
    Can you tell me what specifications a PC and/or laptop need to meet? I want to replace my current one, and naturally, I would like one that can play TF3 smoothly.

    1. Since we are currently working on optimisation we do not yet have final recommended or minimum specs needed to run the game. This is key information to get right, and our aim is to release this information along with other important details when the release date is announced. To give you some expectations, we do not foresee the game needing an absolute top-end gaming PC, but it is a modern game, so expect the requirements to fall broadly in-line with other similar releases in the past year or so.

  17. I am VERY excited for this installment and can’t wait to lay my hands on it.

    I do have a few questions tho:
    Since Trams will be able to operate as light rail, will that mean that there will be meter-gauge and normal-gauge tracks? Or will only one of them be present throughout the game?
    Another thing I would like to ask:
    A while ago, it was showcased that the track types would have the speeds of 50, 120 and 300 something Km/h. Why did you choose 120 km/h for the standard track again? A lot of the trains are able to go 160 km/h, especially after the 2000s. As someone who wants to have the vehicles run at the highest speed possible, I would definitely find it not enjoyable to have all of the map covered in high-speed tracks with a concrete ballast, so is there any way to consider on buffing the standard track (If there are any modders who would be willing to do that if the vanilla game doesn’t i’d really appreciate it).

    Apart from that, Paradox is just financing the development of the game and I am pretty positive that through their efforts to bring this game to new heights. I can’t wait to play it and I hope you guys enjoyed creating this masterpiece as much as the community will enjoy playing it.

    1. Not sure where you got these numbers? If you look back at the first look video for infrastructure, the track speeds are : 100 / 160 / 350

  18. Hi,
    do trains still skip the go around when changing direction or will there be some sort of a go around (or maybe a locomotive pool so the train changes locomotives and the old one goes to a rest area and joins the pool to wait for the next train?) to give control cars and bi directioanal EMU/railcars a bit of an advantage?I do understand both these tasks are a tough ones but i still hope for some changes in this matter too :-D.

    1. Hi,

      that is a question I also have. It does not look good, when trains skip. And as you said, it would make decisions – wich trains you buy – more interesting….

    2. Trains will reverse direction in the same way they always have in the game. Changing direction at the end of a track section will cause the train to flip in place so the lead vehicle remains at the front.

      1. Thanks for feedback. I am a little sad to hear this, because I hoped for a little bit more realistic in train behave. This is also one of the things a mod could not change….

        1. There are several mods for this in TPF2. The difficulty is that your infrastructure requires a lot more space for turnaround loops and wyes, which is not easy at the scale of the game.

          1. Can you name some? I’ve looked arround but didn’t find some in Transportfever.net and steam workshop….

  19. I am really looking forward to playing this game and I can’t wait. I do have 2 questions tho:

    -Since Trams are also able to use Mainline Tracks now, are the gauges for the Trams going to be meter-gauges from now on or will there be a module for both gauges? Or was it disregarded with the vehicles this time?
    -Is there any way to raise the Standard Track Speed from 120 km/h to 160 km/h? I do believe that especially in the late game that this track will become useless as a lot of commuter trains will surpass the Speed of 120 km/h. Is there any way to consider raising the speed (Or can any modders raise it and include it as a mod)?

    But I am one of the not so few people who are anticipating this game a lot more than GTA VI. I hope I will enjoy the game just as much as you guys enjoyed making it 🙂

    1. Track gauge between tram and rail/light-rail use is the same, so there’s no need for connecting modules. While this may not be wholly realistic, in a gameplay sense it felt more natural to keep them interchangeable.

      Track speeds are standardised in the base game in order to keep things straight-forward for players, however in every game we have released there have been a lot of mods to choose from that provide additional rail speed limit options so it’s very likely the range of limits that you’re after will become available over time.

  20. Hi
    I wonder if there will be a video about busses and public transport in towns generally as I find this the most frustrating element in Transport Fever 2. Add a new bus station near an existing one that is quicker and nobody at the old bus stop moves. Could they have a recalculation button so sims look at their options and move to the best transport line? It would be good for cargo too.

  21. I wonder if there will be a video about busses and public transport in towns generally as I find this the most frustrating element in Transport Fever 2. Add a new bus station near an existing one that is quicker and nobody at the old bus stop moves. Could they have a recalculation button so sims look at their options and move to the best transport line? It would be good for cargo too. I

    1. Pro-tip (if you haven’t tried it already). Pause the game, delete the old stop, then place the new one. The passengers will migrate and your line will update almost immediately – providing it was close enough to the previous site. This will serve you well in Transport Fever 2. In Transport Fever 3, the new line manager makes changing stops a lot easier to get to grips with – simply press “move stop” and click on the new one, and the line is updated immediately.

  22. One thing I really want to address is water passenger transport. Is it a little more viable this time around?
    In TpF2, the hovercraft was essentially the only real passenger transport that anyone would use because the others were too slow.
    One thing I like is having a large passenger boat with a larger amount of passengers to move people in bulk, like a large passenger train, but in the water. But it has never been something doable in previous iterations. Unless the travel distance was across a river, and even then it was only temporary until you built a bridge wit ha couple of buses, which replaced the boat passenger count by 95%+.

    I also wanted to ask about city building spawning. Is it basically the same as TpF2? Where they try to pop up nearish to others of its type? Or do we have more ability to try to wrangle them together? One annoyance from TpF2 was having commercial or industrial buildings of certain types spawning several streets away to a space in the middle of a residential zone, for example. I’m trying to get a residential building to spawn in there, but every time I destroy one of the other buildings, it tries to rebuild there again instantly.
    This type of thing is why some of the spawn blocker mods (two of which I made myself) became necessary.

    On another note, there is a lot going on in the game now. Can I assume that there will be options that can be turned on and off to make things a bit simpler in terms of the mechanics one needs to overcome, in case you want a chill map in between the more hardcore maps?

    Keep up the good work!

  23. This is amazing. Even if there wasn’t more to come, I’d still be happy with the game.
    I do have one question regarding vehicle replacement. In the previous installment, i liked to have buses or trams with various ads on them on one line. However, when their life cycle was over i had to replace and refind each individual vehicle. On a growing network i often then made all vehicles look the same in the end, because I just bulk replaced them.
    Will there be an option to automatically replace all vehicles with the same model and configuration, that doesn’t require to go through every individual bus or tram? (I believe in Train Fever or Transport Fever 1 that was possible)

  24. It’s looking better which each update guys, keep up the fantastic work! One question I, and I know a lot of us on PC and Steam have, is the question of Steam workshop support. I understand there has been a lot of development and work put into the in-game mod menu, but will Steam workshop still be supported as another choice for players? I can personally attest to preferring the choice of mod system, and having both is certainly better than one or another, such as in Transport Fever 2, which has both Steam and native mod support. Would love some clarification on this, keep it up!

    1. The down-side to offering multiple mod platforms is that you end up with not every mod being available to every player. Our hope is to be able to ensure that your mod collection will be able to be used no matter what you choose to play on.

      Obviously, Steam players are already familiar with the Steam Workshop and nobody is particularly excited about needing to use a different system, but our hope is that the mod-browser will provide an equal or better experience than the Workshop.

      We are still working to complete the mod-browser however, and we have not yet ruled out the Workshop exclusive to Steam users. Once the mod-browser is complete we will make the decision we believe is in the best interest of players. This, and more details about modding will be detailed when we are a little closer to release.

  25. Can you please include a mission maker? I crunched your TPF2 wiki and the mission stuff is really hard to grasp. Imho the information is not even complete in the wiki.

    Rolling material, maps, building skills – it’s all there. The stories are missing.

    And if you can’t include a mission builder – then please have a game state, where a mod can persistate (write info to mass storage). Also – a mission debugger would be so useful.

    I am stocked to get TPF3.

  26. Los semáforos ferroviarios tendran mas asoectos que el rojo y el verde?

    1. By default, simple signals are the ones that work most effectively for the majority of players. We have to ensure that we’re making a game that will be enjoyable not only by rail fans, but by those just looking for a solid transport management title.

      It is, of course, possible (if not likely) that mods will become available that increase the sophistication of signalling, offering a much greater range of options for players who want them.

  27. Hello, I would like to ask if you are planning to introduce eco-friendly trains/units like BEMU or hybrid BEDMU. Thank you for your reply.

  28. Cross platform mod support… Does this mean you are integrating that paradox launcher?

    1. Highly unlikely. Transport Fever 2 already had cross-platform mod support with mod.io, and they also talked about cross platform modding multiple times, very in depth in fact going into details about the issues of modding on console, all last year, well before paradox was involved.

      1. This is correct – we will not be using the Paradox launcher or their modding platform.

        At present we are completing work on the internal mod-browser for the new game. This will work across every platform (including PC platforms other than Steam) and allow your mods to be accessed on every device you play on. This extends to console as well – so if you want to continue the game you started on macOS on your PlayStation, you can.

        We are still considering the inclusion of the Steam Workshop, but our hope is that the mod-browser will offer equal, if not more functionality, which will mean the Workshop is not needed. That is our preferred solution, but until work on the mod-browser is complete we’ll hold off on making a final decision.

        1. That is great news, thanks! I would still prefer Steam Workshop for the ease of use and the amount of modders and mods it attracts. If your own mod-browser offers more functionality however, I’m very much interested.

    1. We have not added timetables as a feature for the new game as this was felt to be adding a layer of micromanagement that wouldn’t be as enjoyable for all players. Naturally, those who would like to make more sophisticated patterns of traffic will still want timetabling as an option, and there was a very effective mod in the previous game that supported this. As such it’s quite possible that something similar, if not better will be introduced for the new game as well.

      1. The thing is, will modding be more accommodating to implement and extend timetable implementation, by being more informative about the dynamic status of the vehicles, for instance, by having a more rich event driven about its status change?
        This would be important for other things, like statistics with some useful metrics that are relevant for transportation networks.

        1. We have made significant effort to improve what can be done through modding, but much of it will come from the imagination of the mod-makers. Part of the reason we started the Curated Mods Program is to help us get feedback from modders ahead of release so that we have the best possible environment for modders.

          1. That extra effort is very welcome, good to know and very appreciated.
            My main interest is more about decision helpers, statistics not available in the base game and things alike.

            Thank you for your reply.

  29. Wow, absolutely crazy what I’ve seen until now!
    Can’t wait for the release, but I guess I have no other choice 🥲

    But I’ve got a question:
    In the video it said there will be way more vehicles in the base game, but are they going to have their original sound or is it just the vanilla sound that we know from the second part?

    I am very excited and can’t wait to see more.

  30. Hi! Do you plan to include any tools like decals to change road conditions, terrain surfaces, etc.? Thanks

  31. It seems like you guys have covered nearly all major features, and at this point, are going to, or have run out of, fresh marketing material.

    So, if you haven’t already planned one, might I suggest a first-look video on Mods? Of course, there’s gonna be the user side of things, in downloading mods, setting up mods, current available mods… but I would love to see part of it dedicated to getting started with mod development yourself. In-game editors, available resources or wikis, communities, etc.

  32. There are many passionate railway enthusiasts in Japan. It was disappointing that *TF2*—even when selecting the Asia region—focused primarily on major railway networks in Russia and China. Will Japanese trains (or rolling stock from Taiwan or South Korea) be included in *TF3*? If there is still time, I would love to see some Japanese trains introduced. Please let me know if there is a request form for additional trains. I believe that including a wide range of Japanese rolling stock would help drive sales in Japan. (This message was translated using Google Translate; I apologize for any poor quality.)

    1. One of the best things about the game is the extensive number of mods that are created after it has been released. With Transport Fever 2 Japan was well represented, and we don’t doubt that this will be the case here too. The difficulty with the base game is that we have over 100 years of transport history from around the world to include in some fashion, so no matter which country you’re a particular fan of, you’ll likely want more vehicles from that nation. It’s why we love our modding community so much, as they’re able to expand the game further than we could ever hope to.

  33. As a dedicated beauty builder, I really care about the visual quality of the game, and I think you’ve already done an excellent job in that regard. I’m also very happy that we’re finally getting proper tools for placing objects.

    I do hope, however, that the menu for the many modded assets will be better organized than it was in the second game. With so many assets available, a clear and intuitive structure is really important.

    One feature I’ve been hoping for for a very long time is dynamic switches (points). It has always bothered me that the switch blades are missing. Having fully animated and functional switch blades would make railways look much more realistic.

    I also really hope we’ll get third rails for subway and metro systems. That would make building realistic underground rail networks much more authentic and would be a fantastic addition for players who enjoy creating detailed transit systems.

  34. Another beautiful trailer, showing many features I was hoping for. Question regarding cities which I may have missed an existing answer to; will there be a way to limit town growth (other than starve of goods etc) or preserve old town centres to keep them looking old fashioned?

    1. It is possible to mark individual buildings as historic which will prevent them from being replaced – they are still able to level up however, so you can preserve the old-town feel while benefitting from town growth.

      1. this is verry important for me personally. i love our european towns for that exact reason, that they (tend) to get more modern more outwards, like a ring.

        ****** UNIMPORTANT REASON FOR THE DEVELOPMENT OF EUROPEAN TOWNS OVER TIME *********

        (reason beeing that over most of history heunmans were always only willing to spend arond 1 hour traveling to work, meaning that + maby a little was the distance from the center of the city to the outer most points. so as we gott better transport options the cities were able to grew outward more (nicely seen in berlin) so as we got horses and carriages, the size increased, wich means that in bigger cities, in a few decades it could grow, resulting in there beeing rigs of buliding years.)

        ****** UNIMPORTANT REASON FOR THE DEVELOPMENT OF EUROPEAN TOWNS OVER TIME *********

        *the explanation is written here for no reason and only there becasue i think its a neat fact. and i want to recreate this

  35. Can the N24AN on the rocket somehow tease the release date in November 24 or am i just overthinking it?

    1. With GTA VI scheduled for release on Nov 19th I don’t think that Urban Games is as wicked as to ruin Rockstar’s release window with releasing TPF3 right after…

  36. Dear Urban Games..

    My expectations has gone through the roof, i have never seen more of a phenomenal game in my life, to the point where you lot are the only studio that we can trust, but enough waffling.
    So, with how far this game has came, the detail, the features, and what made has this the most not impressive, but the greatest games to ever exist, and it has come to my attention that, to put the cherry on top… we need to be able to drive vehicles, specifically trains and trams, and realistic startups etc. i know it sounds like a lot, and i feel we’re being spoiled of what we have already, and we have enough, but i feel like not just us that should have the creditability, but you guys. Aside from that, being able to drive would top off any simulation/tycoon game that involved managing, now obviously we shouldn’t be focusing or thinking about competing with others, but being able to not only Build, Manage but driving in your own world would honestly be extraordinary, like currently right now my mind is so blown to point where I can’t even express my words, even making this comment or post, I just thinking driving would top it off, it doesn’t need to be a thing in the first release, it can be something for a future update. Anyways thank you Urban Games, you have came a very long way and do not give up, keep going, keeping making us proud… we will always be there for you,

    Thank you again. (sorry if this comment was posted two times, i couldnt tell if the first one was actually sent)

    1. It’s good to hear that you’re liking the look of everything we’ve shown so far. We’re very pleased with the way the game is taking shape, and it’s going to be the best Transport Fever in the series.
      Driving vehicles around your towns would be a fun addition but it’s not something that is core to the game that we’re making. In the consideration of any new feature idea for the game we first take into account how it will impact the core transport network building experience, and whether it will improve that gameplay or not. This doesn’t mean that features that don’t impact core gameplay aren’t added, more that they won’t be the highest priority. Certainly, driving around the roads of your network would be good fun, but more as a novelty feature rather than a core part of the game, which is why is hasn’t made the cut this time around.

  37. Hello

    I have a question about train signals (don’t know if I saw some info on This)

    Are you going to implement more specialised signals ? For examples those like in Openttd or signals that make the train slow down before reaching a red signal (to improve flow)

    Thanks
    Si excites for This game

    1. Dear Urban Games,
      I overflew the comments but didn’t find this question yet.
      In the video it’s shown that pedestrians will now be able to walk in and out of vehicles. Since trams now can go in the middle of the road this brings up the questions if there will be special platforms/stations in the middle of the road or if pedestrians will just walk over the street to their tram?
      Thanks! I’m looking forward to the release!

      1. There aren’t any “central” bus/tram stops in the game, although with some creativity you could probably make that work. It’s also quite possibly a feature that could be added with mods. As they current work, trams will need to move to the roadside in order to load and unload passengers.

        1. That’s the first time I am genuinely a bit disappointed. Centre stops are pretty much THE standard for centre running trams. It almost defeats the whole purpose of it. Don’t get me wrong, I will absolutely be enjoying the game a lot and you’ve added some amazing features. But this one feels like it hasn’t been quite finished. I guess by “although with some creativity you could probably make that work” you mean having two opposing one way streets parallel to each other with a tram only street in between. Which I will admit does work, but will probably look unnaturally chunky. That being said, I am still looking forward to finding out how tram-trains will transition from road to rail infrastructure. Maybe it might even help with the aforementioned issue.

        2. wait what? I don’t think I have ever seen a tram system that does that. None of the trams and light rail I have been on have had side stops, that’s so strange.

    2. Signalling is one of the areas of the game that causes the most confusion with players. Our main aim is to make the game easy to learn, and as such we haven’t added extra functionality to signals as our goal is ease of use above all other considerations. There may be mods that can help you achieve the goal you’re chasing, but our focus has to be on making the game as enjoyable and easy to understand for as many players as possible.

  38. The background music in this video is way too loud. I cannot for the life of me understand the voice over.

  39. I have never been more excited for a game than this one. It is as if you took my favorite game and added all the features that I’ve thought, ‘I wish it would do this.’ If the game is as good as these videos describe, it could be the best game of all time. You’ve done a unique thing for this 40yo, made me excited for the future.

  40. Thank you for the updates, everything is looking great!

    Two questions.
    1. With the addition of landmarks and boosting industries by delivering passengers. Will these features come together in a tourism type system. For example place a landmark and deliver passengers to boost its effect? Having landmarks like stadiums, shopping malls, etc. Would add great variation to routing passengers arround the city.

    2. With the lane editing feature. Will it be extended to road stations. I would love the ability to make road stations and then edit the routes to control exactly how vehicles enter and exit the stations and move around.

    Thank you. Cant wait for this game!

    1. Good questions! There is no concept of tourism in the game at present, although landmarks will receive a few visitors each year. Tourism is something we’ve considered as a feature, but it did not make the list for the release of the game.

      With lane editing and the way that both roadside stop and road stations are designed it is somewhat possible to achieve the result you’re describing, but it will depend on how creative you get with your design. Mods, of course, may expand on the idea further.

  41. Imagine a passenger waits at the bus stop for line A to the train station, but the bus from line B arrives first which serves the train station too.
    Can the passenger spontaneously change his mind and take the bus of line B, when it‘s equally fast?
    In TF2, it was never an option, but I think it would give the player the possibility to balance out the public transport more effectivly to increase the usage of every passenger vehicle.
    Can‘t wait until the release – looks great so far!

    1. This comes down to many factors that are in the background of the game. Each passenger, each citizen, in your game world is making decisions all the time and that’s a major reason that (depending your hardware) there will come a point where the game begins to slow down. Every decision made is an extra piece of processing for your PC or console to have to handle. As such, passengers decide an appropriate route from start to finish when starting a journey. Given that this may represent thousands of route decisions, that’s no small amount of choices being made. Then giving them additional decisions to make along the way will compound the amount of processing that one citizen uses up. This is why you can end up with some routes being more densely packed than others.

      Fundamentally, this is a question about scale, and whether more fluid behaviour or larger scale was more important to the game. Neither choice is perfect, but we designed the game in the way we think most players would prefer, even if it can make some passengers ignore possibly quicker means of reaching a destination. A major focus for us with Transport Fever 3 has been to improve how far the game can scale while keeping it playable.

      So yes, it’s quite possible you’ll still get some passengers taking a less effective route, but resolving this would never lead to a perfect scenario, and performance would take a hit at the same time.

      1. Even without passengers making decisions along their route, I wonder about some ways to make the distribution of passengers on different lines more accurate. In theory, would it be possible to use the line frequency and the time between stops to determine the *average* duration of a trip for different routes? Or to determine the probability that a passenger would arrive first on line A (slower but more frequent) vs line B? That would at least give the lines a more realistic usage, even if the individual passengers can’t take full advantage. Actually, maybe it would be possible to estimate the arrival times of vehicles when the passengers set out, even if they can’t chamge their mind later? I assume all of this would still add more processing, but maybe it’s a middle ground that’s less intensive than making new decisions at every stop?

        How does it work in TPF2? I was under the impression that line frequency is not considered much if at all, and at the very least, including that in the decision could help passengers use slower, more frequent lines in a more realistic way, if they’re not already.

  42. I’m really excited to buy it in 5 years with all 345 DLC included at -95% in a steam sale!

  43. Can we expect snow/seasons as a visual feature in the future? It would really spice up the gameplay.

    1. It is something we’ve considered, but snow would benefit from being more than just “the ground is now white”. You’re not wrong though, it would be a really nice feature to have but it’s one that, if added, would need a lot of development time to get right.

  44. Oh my… I want to do naughty things to dis game already and be like Josh from channel ‘Let’s Game It Out’ – build my wavy tracks and spaghetti roads to people and cargo never reach theirs’ B point. Luckily there is no conveyor belts for me to sacrilege them.
    And yes, dis game is definitely better than gta 6.
    But one question: will it be like slider, that controls speed limit for tracks? Like, you set it to be minimum 100 km/h and if you do a curve, it will build in the radius, that does dis speed limit for 100 km/h (or higher (and no less, so it will be a big radius, but like it automatically and you no need to control by yourself so it will be clean and good looking)). Similar system can be found in game “Captain of Industry”.

    1. It’s good to hear that you’re keen to play with the game, we’re sure you’ll have fun making a spaghetti commuter nightmare.

      Road and track speed limits, like in previous games, are dictated by the type of road or rail you use, there is not adjustable speed limit for them. That said, one of the more popular mod types in previous games has been the addition of great road and track variety with a far wider range of speed limits on each.

  45. Hi,

    I bring the question form Zoltan back, because it wasn’t answered and is also interesting for me:

    “do trains still skip the go around when changing direction or will there be some sort of a go around (or maybe a locomotive pool so the train changes locomotives and the old one goes to a rest area and joins the pool to wait for the next train?) to give control cars and bi directioanal EMU/railcars a bit of an advantage?”

    1. I don’t think that those features will ever be implemented in this game. I don’t see that as a goal for this game engine.

      For some reason, my last attempt was not “approved” to be shown. This is not a let down criticism, it’s an opinion.

  46. Hi!

    The game and the new features look awesome! I can’t wait to play it! 🙂 Some questions though: Will there be dynamic events to make the gameplay more challenging? Sometimes I find the game boring, because even at the hardest difficulty, I just have to make a profitable line and let the time run until I get some money. As a vehicle gets older, will the maintenance cost get more expensive? So will I have to replace it over time? Also, if a vehicle is discontinued, will it be harder to maintain?

    1. We do not have a dynamic event system, other than through the opportunity to take subsidies which might force you to think differently. Similarly, the construction of landmarks will provide logistics challenges that may cause you to run an unprofitable service for some time in order to complete construction.

      As much as we have revised and significantly improved the economic gameplay, there will still come a point where players have worked out how to maximise their earnings. The challenge, however, is not purely one of economics. If you wish to grow your towns you will need to devise routes and distribution to supply them with the cargo they need, and that can be a wholly different task. The overall goal with each playthrough is what you decide it to be – if you think of building a viable economy as the early game goal, connectivity for the mid-game, then town growth as the final hurdle the challenge becomes more engaging for much longer play-throughs.

  47. I have an idea that could add a whole new way to play the game.

    What if there were two different game modes? One would be the current Transport Company mode, where you run a transport business. The other would be a Transport Ministry mode, where you play as the government and have the power to influence urban development through zoning, transport policy, public infrastructure projects, and publicly owned transport systems such as state railways.

    This would create two distinct gameplay experiences: one focused more on city building and long-term planning, and the other on running a transport company and making a profit.

    Another idea I had is to expand the architectural variety of stations and airports, with customizable layouts. Being able to edit and design stations or airport terminals would add a lot of creativity and make each network feel more unique.

    What do you think about these ideas?

    1. UG have said they’d rather stay away from city building if possible and focus on making a transportation focused game, so likely never going to see the modes idea come to fruition.

      On architectural variety and stuff… we already have all of this in TPF2 no? You already can edit and design stations and terminals, and architectural variety is already very possible with mods. There are many mods already for this on steam workshop and mod.io. The 50th/60th German station buildings, cargo sheds, all the different JP stations packs, station roofs packs, Denver Union Station, there are so many, and we are likely to see a similar amount of variety in TPF3 as well.

  48. Some really great features in the new trailer. In one of the clips, I was excited to see that track banking in curves was finally being included… until I took a second look and realized it was just the train tilting. Are there any plans to have the tracks themselves bank based on the radius—or to allow manual adjustment of the banking, or at least an automatic on/off function? That would be truly amazing!

    1. Banked track, or super-elevation is not part of the building options for the game. As you correctly identified, some trains have the ability to tilt into corners, rather than it being the track causing them to lean.

      1. Is the tilt a purely visual feature or are tilting trains actually faster through corners?

        1. At the moment it is purely visual. There is discussion in the team about enabling greater speed in corners for tilting trains, but there isn’t a concrete decision on whether that will be implemented or not. So, for now, please assume it is visual only.

      2. Are there any plans to include this in the future? Track banking is not uncommon in reality and would make a huge visual difference.

        1. No plans at present. Super-elevation is definitely an authentic part of modern rail transport, but implementing it would require significant work in the tracklaying tool, and then subsequent testing. It’s not a small task.

  49. Hallo Sam,

    First of all, wow — I’m genuinely amazed by this game. It looks absolutely fantastic, and the technical depth is incredibly impressive.

    I do have one question. I understand that you’re not allowed to reveal the release date yet, but could you tell us when we might expect to learn it? Alternatively, is there already a fixed release date internally, even if it hasn’t been announced publicly?

    Thank you very much. I really hope the game lives up to what we’ve seen so far, and that I’ll be able to enjoy many hundreds of hours of this unique gameplay experience.

    1. We can sympathise with wanting to get some idea of when the game will release, we won’t be saying anything on the topic until we know the game is good to go. Since announcing the release date is intrinsically linked to the release itself, we won’t give any hints in that way either, sorry. There isn’t too much longer to wait.

      1. I totally understand that, thank you any way have a nice day and keep goin.

  50. First time for me commenting here, so… Hi, everyone.

    I’ve been watching the development for TpF3 for a long time now, and needless to say, despite the partnership with Paradox for helping get the word out more about the game, I am still incredibly excited for the next iteration in the series from Urban Games after logging in over 2,400 hours on TpF2 back on Steam. But after seeing that classic Pendolino train tilting through the turns in this latest first look video, it leaves a question I’ve been needing to ask about a possible feature that could be implemented into the final game…

    UG, Sam, with the introduction of tilting trains into the game that can now actually tilt when going through the turns, will there be a possibility we could see real life operational benefits in operating tilting trains for our passenger rail services, being having the ability of taking turns at higher speeds compared to non-tilting trains? I’ve always been a fan of the various tilting train models over the years, such as the British Class 370 APT, or even the Class 390 Pendolinos still running today with Avanti West Coast. It’ll certainly introduce an interesting game mechanic then for players to decide if the higher operating speeds through tighter turns by tilting trains despite a higher maintenance or operating cost for said train.

    Thank you, and I look forward to hearing more news soon about the game’s development!

    1. It’s a good question and one we are still debating internally. There is a very good argument to be made that tilting trains should not be as speed restricted in track corners since that’s the reason their real world counterparts have the tilting mechanism to begin with. The question is one of whether this would then need some additional rebalancing of costs to reflect the extra usefulness of these trains, and whether there is some other limit imposed to prevent them becoming the only sensible choice when they become available.

      We haven’t yet decided whether or not improvements to cornering speed will be implemented, but it is under discussion as part of overall game balancing.

      1. Well, they are horribly expensive and unreliable, if that were represented it would balance it out quite a bit
        (Altough will be difficult since trains cannot break down yet)

  51. hey urban, question about water elevation (if you are allowed to spill the beans ^^).
    none of the first looks or dev blogs have mentioned anything about water levels changing, are locks a feature planned (if only in a future expansion)?
    in tpf2 water was always just a static height no matter what you did, would be cool if that changed. opens up stuff like having narrowboats on aqueducts

    is something like that planned or is water staying static in tf3?

    1. Water will be at a single elevation in the game. It’s a fundamental part of the way the engine is designed so there is no easy solution to changing this without a ground-up (literally) redesign of the game. Obviously, it’s a feature we would like to include, but as a very large feature with only moderate impact on gameplay we felt the development time was better used on other fundamental systems in the game.

      1. Hi Sam.
        I have a question regarding this comment.

        As you say here that –
        ‘Water will be at a single elevation in the game. It’s a fundamental part of the way the engine is designed so there is no easy solution to changing this without a ground-up (literally) redesign of the game.’

        In the video on Transport Fever YouTube channel titled – ‘Transport Fever 3 – First Look: Environment’ dated 17th July 2025; at timestamp 2:52 you said (quoted from the audio transcript) –
        ‘You used to be able to run rail along every river bank without ever having to worry about elevation changes, now you’ll need to contend with lakes and tributaries, unless your aim is to reach the mountains in which case that’s a wholly different challenge.’

        This has led to some misunderstanding on my part. I drew the following interpretation from that statement in the video that rivers follow elevation changes in TF3 as it was implied that we will now have to take those elevation changes into account while laying down railway tracks.

        So here’s my question – What new challenges (compared to TF2; as implied in the video) will a player face while laying down railway tracks next to water bodies (like rivers) if all water bodies are located at the same elevation? (unless I’m missing something here, in which case I’d like to hear out the teams’ vision on this)

        Regards

        1. The comment in the video is regarding the make-up of the landscape. In previous games rivers have often stretched for the entire length of the map, or meandered very gently on their path. With the way the environment is created in Transport Fever 3, the land will vary in height to a much greater degree (unless you deliberately specify otherwise), and the formation of minor tributaries, or lakes is such that the formerly simple lines along the riverside aren’t quite as simple now. Yes, there is no change in the elevation of the water, but the land is a different matter.

  52. Good day everyone!
    Just a quick inquiry about the features:
    Will there be any kind of waste management system? I feel like that would be an important statistic to consider for the happiness (and pollution) score of a city.
    Also, are there other transport routes aside from people and production goods possible, like for example postal services and so on?
    I wish everyone here the best and I am looking forward to new information

    1. In the video, it mentions “greenifying” industries to make them produce less pollution, as well as there being an air-purifying plant to reduce pollution. No mention of waste management.
      But I think that would be possible with mods.
      The postal system would be very doable with a mod, I feel, based on things I’ve seen done in TpF2.

  53. Hello Urban Games!

    My question is will there be dual powered locomotives in the game? Because in Transport Fever 2 we already have the EuroDual and it can only run on electric tracks, but in reality it can also run on non-electrified tracks. So will there be locomotives in the base game that can run on electrified and non electrified tracks? If not, will it be possible to make a mod for this feature to function?

    1. The power source used by a vehicle is a binary option at present – does the vehicle require electricity or not. This limits the options for dual powered locomotives to the point where they are effectively treated as electric trains 100% of the time. It may be possible to achieve the appearance of what you’re looking for through modding “invisible” electrification onto portions of track, but even then triggering exhaust fumes from electric-only trains would also then need to be modded. It should be possible to mod the effect you’re looking for, but it would be quite involved.

  54. Hi
    Just a quick question, as I am from the UK, will we have the option to have vehicles driving on the left?
    Many thanks
    Jont

    1. There is not currently the option to switch the side of the road that vehicles drive on, and there are no plans to add it later. We are aware of the demand and interest to have traffic operate on either side of the road, but it is currently beyond the scope we have for the game.

  55. Reading the developer comments, I get the impression that there is a balancing act to be struck between satisfying the existing transportation nerd fanbase who want replica-scale realism in all aspects, and being as simple and accessible as possible for non-enthusiasts. UG decides to go for the broadest possible appeal.

    I understand that this is a good and reasonable decision to make, if the majority of the player base is indeed comprised of a silent majority of non-enthusiasts who want a simplified transportation tycoon game; you wouldn’t want to miss out on swaths of the casual community by making the game too complex, that’s completely understandable.

    However, it seems to me that TpF *is* already more of a niche game than you’d expect, which mostly thrives *because* of its dedicated transport enthusiast community who play this game exclusively simply because it’s the most realistic game in the genre out there. Other games in a similar AA urban management and building niche, such as Workers and Resources, successfully lean into the complexity and the realism a lot more, and it appears like they’re playing in a similar league to the point of releasing several highly acclaimed games and a sequel in the works. Other Paradox games are famous for their complexity, and they’re hardly unpopular.

    I think there is an imaginary dichotomy between “niche complex game for a tiny community of loud nerds” and “popular streamlined game for everyone”. I am aware that there is some selection bias at play here, but I have personally not seen anyone who plays TpF without being an enthusiast for transportation. Why would anyone play a tycoon/simulation/management game about a subject they aren’t passionate about?

    Features like more complex signalling, turning, different gauges, tilted tracks, trolleybuses and so on have been the number one request for ages, and summarily denied because they would add too much complexity for casual players.

    To me at least, it appears as if focusing on introducing (a sane amount of) additional realism would solidify and expand the fanbase much more than attempting to appeal to a playerbase who needs a simplified gameplay experience. I can’t imagine a world where an “additional gameplay complexity and infrastructure” DLC of sorts would not be an instant best seller.

    I wonder whether UG has data to support that focusing more on complexity and accuracy would drive away players more than it would bring in others, or whether this is mostly an assumption.

    1. Absolutely agree with you! The fanbase for management-type games is very detail-focused and would absolutely love further detail and complexity in game mechanics. But I feel like there is more nuance to appreciate.

      Firstly, survivorship bias. We forget that there are tons of people who will get the game and try playing for a few hours before giving up entirely. I actually almost quit as well! From the very first moment I touched this game to my 99th hour, I found myself repeatedly getting overwhelmed, frustrated, or bored. It was once I actually fully understood how this game worked that I started loving it. Making that initial transition as smooth and seamless as possible can mean the difference of tens of thousands of players who will become loyal, loving fans of the franchise.

      Secondly, resources, system limits, and technical debt. Features are not added in a vacuum. Making features takes up developmental resources, and adding features to an existing system adds all sorts of debts. It can add technical debt when creating other features or during optimisation. Not to mention, whether the cost-benefit ratio is actually good.

  56. Hi
    Will mods for Transport Fever 3 on the Xbox platform be allowed to show realistic vehicle logos, which as we know, is not the case for Xbox Transport Fever 2.
    Many thanks. Jont.

    1. That’s one of the topics we will be covering when detailing how mods can be shared when we’re closer to release. The reason for putting all this information in one post is to ensure there is a single point of reference for anyone who wants to understand how modding is being approached. Since this ties into the platform we’ll use for mods, and whether that includes the Workshop, we can’t give a fully reliable answer until that point. Hopefully that makes sense.

  57. Hi Sam,

    Thank you for taking the time to answer all our questions. I have an additional one.

    Since I’ve been playing a lot of TF2 while waiting for TF3, I was reminded of something that always felt a bit odd to me. In TF2, it rarely makes sense to have multiple lines share the same railway track. Doing so requires careful scheduling, reduces the theoretical capacity of the route, and since railway infrastructure is relatively cheap to build and maintain, it often becomes more efficient—especially beyond the early game—to give each line its own dedicated track.

    Are there any plans or efforts to make this aspect more realistic in TF3? With the current system, I often end up building highly profitable networks where every line gets its own track, simply because there is little incentive to have trains share infrastructure and deal with potential delays or blockages.

    Thank you kindly.

    1. Our aim is not to try and produce a fully realistic simulation of rail operations, rather one that, with some effort from the player could be made to feel as realistic as they choose. If you want to play the game for maximum profitability, then by all means use dedicated lines everywhere (although you will then have to tackle the negative sentiment from towns). If, on the other hand you want to try and use the same infrastructure for multiple lines, and deal with all the challenges that represents you are free to do so. This is a strength of the game (in my opinion) as you are not forced into one approach, you are free to impose your own rules or restrictions to make the game fun for you.

  58. Hi, I noticed that after Train Fever you removed the Re 6/6 (620) locomotive. I was wondering if it will make a return in TPF 3. Also, I have another question: will there be any pre-order bonuses for players who buy the game before release?

  59. Hallo zusammen, ich würde gern wissen ob man jetzt auch Güter zu einer Lagerhalle oder einen Güterbahnhof bringen lassen kann ohne das es sofort einen Endkunden muss(Also Vorhaltung für entstehenden Bedarf) .

    Viele Grüße

  60. Would TF3 the first installment (well, if ever) that will introduce dynamic routing, even in some simpler form (besides the kind of the introduced alternative platforms)?
    With the introduction of alternate platforms you already had to sort out, partially, multi-route finding, visual representation, “just in time” decision. In apite of being very useful for non-track road vehicle to “escape” congested roads i guess would by a nightmare to implement this in terms of processing power (even if the decision only happened in certain timings), but on track based vehicles the options are not so large. I wonder if this detail were ever even considered.

    A comment in youtube channel, within the latest video, about priority being assigned to train (and not a line, as defined in Transport Fever as of now) and giving an example where this could resolve issues between an express service and others, made me wonder on several approaches possible and what was the taken one for the release and possible future evolutions.

  61. Hi Sam i have 2 questions will the Re 6/6 make a comeback in the game series and will polish be supported when it comes to towns, bus station names and people?

  62. Great! I just received an email that Transport Fever 3 is already available at Epic Games! Someone had fast fingers…

    1. Unfortunately, a test page on the Epic Game Store was accidentally pushed live earlier today. Sorry to disappoint you, but it’s not an indication that we are moments away from release – we will be giving full release information ahead of launch. Everything on that page was placeholder, included the price and all other information.

      1. Yeap! That’s why I called “fast fingers” 😁
        I’m not disappointed, as i realized promptly that this was a mistake and didn’t mean anything special, but some test that gone wrong.

  63. One thing I noticed from the “Transport Fever 3 – First Look: Highlights” video is that cities seem to be larger than in Transport Fever 2. Even if the increase isn’t huge, the series has always moved towards larger cities with every new game. Capacity wasn’t a major issue in the early games, but in TF2 it already started to become noticeable. If cities grow even further, I think this problem could become even more apparent. This becomes even more noticeable because vehicle capacities have remained almost unchanged throughout the series.

    In TF2, both stations and ordinary bus/tram stops can end up with huge numbers of waiting passengers. The usual solution is simply to add more and more vehicles, which creates unnecessary traffic and makes transport networks feel less realistic.

    I think vehicle capacities should be increased to better match the scale of the game. Not necessarily to perfectly realistic values, but to something more believable.

    For example:
    – Modern trams could carry considerably more passengers (in the video I saw a very long tram with 32 of capacity).
    – Articulated buses should also have higher capacities (in the video I saw few standar buses with 17 capacity and few articulated buses with 20 and 24 capacity).
    – Passenger trains could transport more people per carriage (in the video I saw a few long passenger trains with 120 and 160 of capacity).

    This would reduce artificial congestion, make networks easier to manage, and better reflect the fact that cities are gradually becoming larger throughout the series. I wrote a more detailed post on Reddit about this topic, including screenshots from the “Transport Fever 3 – First Look: Highlights” video that show the current vehicle capacities.

    The discussion has received around 145 upvotes so far, suggesting that many players share the same concern. If you’re interested, here’s the link: Reddit -> TransportFever3 -> Increase the capacity of public transit.

    I understand that passenger and traffic congestion is part of the challenge, and I like it, so 100% realistic capabilities are not necessary, but a balance must be found so that the game feels well-balanced. Good luck with the development, so far I’m really enjoying this whole process, everything you’ve been teaching, and I hope my constructive criticism can be useful.

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