First Look – Episode 3: Infrastructure

From Simple tools to complex networks

Transport Fever 3 is built around one central idea: you connect the world. In this new episode of our First Look series, we turn our attention to the management tools and the infrastructure that drives your transport network.

In our last episode, we took a close look at how industries and cargo work in Transport Fever 3 – if you have missed it, check it out here. This time, we focus on how we have upgraded the tools available to provide you with more power than ever to make your world moving. 

To give you full control, Transport Fever 3 introduces a completely rebuilt set of infrastructure tools. Roads can be shaped freely, intersections designed exactly to your needs, and traffic flow refined down to individual lanes. Train and tram infrastructure also receives a massive overhaul. The choice of railway track is now an important decision that matters, train priorities can now be set per line and dedicated tram tracks allow for many new possibilities, both over- and underground, just to name a few of the features mentioned in this episode.

Expansion however, comes with downsides. Growing cities generate more traffic, more noise, and more pollution. Vehicles wear down over time, and ignoring maintenance has actual consequences. Travel time and comfort directly influence city satisfaction and long-term growth. Success is no longer just about profit, but about planning ahead, adapting, and finding the right balance between efficiency and desirability.

Take a closer look, explore the new tools, and see how Transport Fever 3 challenges you to think differently about building your transport network.

With this, the whole team at Urban Games wishes you Happy Holidays and a great start to the New Year. Thank you for your support, and if you like what you see, don’t forget to add Transport Fever 3 to your Wishlist here! 2026 is just ahead and it is going to be amazing!

24 Responses

  1. The question is, will public transport overtake each other? For example, Line 1 will stop at a bus stop, and behind the bus line 1, there is a bus line 2, will it overtake, or will it just stand?

    1. Traffic will attempt to overtake if there are lanes available to do so. In your scenario, if both buses are scheduled to use the same stop the second bus will wait until the stop becomes available to use – it won’t skip the stop.

  2. It’s a fairly trivial aesthetic thing, but will left hand running (with signals on the left of the running line for trains)/ driving on the left be supported?

  3. Hello, this looks great! One question though – will there be an option for left-hand traffic?

  4. Das ist der punkt an dem ich es so oder so kaufen werd…

    Nun ist nur noch die frsge wann…

  5. Great stuff, super excited! I have a question 🙂 Is the day/night cycle for awareness only, or can we expect some gameplay around it? Like rush hours, timetables etc?

  6. Conditional Orders. does the system allow for changes to the vehicle orders “on the fly”? For example. You have a ship takin grain down to a port that feeds a food factory. The product of the factory supplies several cities, one of which is further up the coast from the farm. This is fed by the ship taking the food to the city then returning back to the farm to start the cycle again. If the is no, or very little product to be taken to the city, can you make arrangements for the ship to skip the trip to the city, thus saving the time and milage, and go straight to the farm. I don’t think the wait until full orders will suffice, as that will impact on the flow of raw material into the factory.

    1. This is an interesting idea but not something the game supports. Our aim is to give players excellent control over the networks they create without requiring excessive micromanagement. In the scenario you describe you can limit the quantity of any product that is retained by the ship at each port when creating your route, ensuring that each town receives their share of the transported goods. Much of this will come down to your initial planning, the amount of warehouse space you provide, and how you adapt routes and supply over time.

  7. On one hand the game seems promising. On the other hand things seems very simple.
    For example the maintainance. Do i understand that only beingnext too a maintance facility means your vehicle will be maintained? No need to go actually inside the facility?

    The timetable mod in TPF2 gives options to really made realistic timetables instead of overpass faster trains. I really hope it will be possibe too mod such complex systems in the new game again so we can have realistic timetables again in the new game.

  8. Will there be a tutorial to adapt to theese new features? Because the look kind-of hard?

    1. The intention is that every function in the game should be relatively straightforward to work out intuitively, however we will also provide extra guidance on how to best use each feature. The advanced settings exist to give you greater control over your transport network, if you choose not to use them it shouldn’t hold you back from building successfully.

    1. We’re on track to release the game in 2026. Once we have a confirmed release date we’ll make a lot of noise to let everyone know!

    1. It’s still on the way! The wait is not going to be too much longer, and we’re sure you’ll enjoy it when it arrives.

  9. For road vehicles and aircraft, will there be a maintenance discount for owning a large fleet of the same make and/or model? One strategy transporters use to reduce costs IRL is to leverage volume discounts and simplified maintenance by “necking down” to one vehicle or maker. E.g., Southwest Airlines ONLY uses Boeing 737s to save money on both purchases and maintenance. Everything from ordering parts to training mechanics is simplified, saving money.

  10. i Hope the traffic on the roads when cities are huge wont be just a long not moving lane of cars and the transport will use bus lanes properly instead just randomly changing lanes from bus to normal full of traffic every junction

  11. Будет ли возможность собирать и хранить товары и материалы на складах к примеру завод производит сталь но спроса в городе нет но есть склад возможно ли будет настроить маршрут от фабрики на склад для накопления и хронения материал а в дольнейшем его распространение на города так как в предыдущей части если спрос у города нет то и производство остонавливалась а после появления спроса приходилось раскачевать вабрики заново.

    1. (Is it possible to store materials in warehouses when there is no demand for that material?)
      Yes, this is exactly how warehouses function. In previous games every item of cargo had a desired destination and your network served to deliver those products. In the new game, you decide what is picked up and where it is taken to. So, if you want a warehouse full of fish at your quarry, you are welcome to do exactly that.

  12. Hello,
    all vehicles (trains, cars, trucks, ships) perform a semi-emergency stop in the video. I wish the traffic would drive a bit more proactively and brake and accelerate more smoothly. I’m not entirely satisfied with it as it is, even though it looks beautiful. Trains and trams, in particular, have a certain amount of acceleration and braking delay. Perhaps there would be an option to adjust this manually in the settings? That would be great!

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