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!
17 Antworten
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.
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.
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?
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
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.
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.
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.
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.
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.
I hope it stays that way as well, Thanks for replying Sam.
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.
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.
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.
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 😀
To your last question, that would be a spoiler.
Will the Vehicles park up on the side of the road and car parks instead of stopping and disappearing.
This would be more realistic……
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!