Transport Fever 3 – Tycoon Gameplay Overview Revealed

From Humble Beginnings to Big Transport Networks

The release on September 29 is getting closer and closer, and we are incredibly excited to show more of the game today.

Transport Fever 3 is about much more than just making money with your transport network, as your towns and cities have many different needs that evolve over time. Working on one demand or problem at a time is the key to your ultimate success as a tycoon.

Emerging challenges need to be mastered: you not only have to deliver the right goods at the right time and build efficient public transport connections, but at the same time prevent or deal with traffic problems, keep pollution and noise under control, and monitor the satisfaction of the population. As you become more successful, they’ll become more demanding.

The more your cities grow, the more complex these challenges become and the more your skills will be tested to find optimal solutions. This combination of planning, management and efficient tactics is exactly what makes the new tycoon gameplay the ultimate goal of Transport Fever 3. We hope you like it just as much as we do! But remember: even the biggest tycoons need a holiday from time to time. So, if you would rather play without having to worry about all these factors, you can fully customize your experience. Decide how much individual aspects such as noise, pollution, or town reputation should matter, or simply turn them off altogether… or set them to maximum if you really want to see what you’re capable of.

Transport Fever 3 is more than just the tycoon mode, more than just the campaign, more than just the sandbox, and more than just modding. It is the game you want it to be, shaped by the choices you make and the way you want to play. Every day, you can shape it and play it your way.

At this point, we would also like to sincerely thank you for the incredible feedback that we have received since the announcement of the release date and the start of pre-orders. The entire team at Urban Games is exceptionally excited about the great and positive response, and we can hardly wait to see your own worlds.

Don’t forget to pre-order Transport Fever 3 here or secure your Collector’s Edition!

50 Responses

  1. The music and background noise is insanely loud again. The first minute has crackling firework sound as if my headset is broken. After that the blasting music takes turns with rumbling motor vehicles or highpitched wind. Do you even listen to the video again yourself?

    1. It’s not insanely loud… It seems perfectly well balanced to me, maybe you’ve just got your headset turned up so far that it’s clipping?

      I think it’s nice to hear the game sounds as it gives you an impression of the sound design. Sam is perfectly clear for me.

    2. Broski, have you considered the possibility that you have bad headphones? The audio is completely fine to me.

  2. The game has developed really well, I still remember purchasing Train Fever.. 🙂 I have many questions and can’t wait for the game to be released in a couple of weeks!

    For now, I just have 1 burning question.. In the First Look: Highlights video Sam mentions that there over 300 vehicles in the base game and growing which is wonderful news, however the art books only showcases roughly 260 vehicles.. Iconic trains from TF2 like the Flying Scotsman, BR103, BR 218, V200 appears to be missing? Are they left out on purpose?

    Good look with the upcoming release!

  3. Does every passenger have a car now? In transport fever passengers had two details under there schedule, that being transport preference and if they own a car. Why were those fractures removed in the past and this game?

  4. I know you’ve mentioned a lot of toggles/sliders for options which I think is great. We get to decide how we want to play and make endless challenges or ideas for our playthroughs, amazing!

    I have a question whether there is a specific one as well for costs. The video shows the different colours representing the town’s current status in every area: green is growing and happy, yellow should probably be looked at and something needs to change, and red means stagnant and not growing at all.

    Is it possible to make it so that red status is even more impactful than simply not growing? An exponential increase of costs for example?

    I imagine that if you’d let the game run for a while and without touching any towns at all, some growth will happen and then sooner or later most things turn red by themselves. That’d make it unplayable if ALL towns in red would drain your wallet passively.

    But maybe.. what if this would only happen to player-changed infrastructure or vehicles? What if they have a separate cost involved outside of regular maintenance (and cost in emission for example), that would simply be a result of the unhappines?

    Anyway. The community has many many many ideas, I really hope for an active dedicated team or member from UG to actively be involved in some channel regarding these ideas.

    I will be watching this recent video another 10x anyway and look forward to the next videos and soon enough get my hands on the game itself.

    Oh yeah! Will there be more specifics ahead of launch regarding a time of day as well as any pre-downloading ahead of this release time?

    Thanks team!

  5. Watching this has led to another question.
    In TpF2, the amount of money you received from a delivery was based on how fast it got to the destination, with the vehicles and linear distance taken into account.

    Is it the same in TpF3? Or will you get the same amount, so long as the delivery arrives within the spoilage timeframe?
    Because, say, you have a production plant on one side of a big city and the delivery location on the other side. Would you be financially punished for making a longer dedicated route going around the outside of the city to avoid driving the vehicles through residential areas to avoid noise and pollution?

    Another situation: a big mountain in between two points. You can make a road go around the mountain to get to the delivery point just in time, or you can spend the money to go through the mountain to get there 3 times faster, with extra time to spare on the good spoilage. Will the shorter route end up making more profit in the longer term? Or would the detour route earn the same since they both made it in time?

    A lot of focus has been put on the city growth mechanics and all the new stats (which are all awesome) but not much on how profits work from delivering.

    Thanks!

    1. Cargo deliveries are priced based on the type of cargo being delivered. Providing you are within the time limit for that cargo type you’ll earn the same amount regardless of how far that cargo has needed to travel.

      1. Does cargo weight affect vehicle performance? For example, will a fully loaded train/truck accelerate slower and climb worse than when empty, or are the listed weight, speed and kN/kW stats independent of cargo weight?

      2. Please be true 🙂 I hated TF2 : deliver cargo from as far away as possible to max profits – it made no sense.

      3. Really? You’re saying that “crow fly distance” is no longer a “parameter” to calculate the revenue for a delivery? Just cargo type and being delivered before the allowed max time?
        If so, even with some caveats, this will lead to very different approaches and, obviously, raises another questions ☺️😀. That will be fun to discover them…

        One other question: when buying a train consist, the game TF2 makes the math and presents 3 scenarios of “performance” capability for no gradient change, medium and high (the wording may be somewhat inaccurate). Will this kind of information, or better, will be available on TF3?

        Thanks.

      4. Sam said “Providing you are within the time limit for that cargo type you’ll earn the same amount regardless of how far that cargo has needed to travel.”
        —-
        That do not help. It makes larger maps instantly unplayable because larger distances makes cargo negative income.
        Replacing one stupid rule, with differently stupid rule is a masterpiece. / irony off

        Do you thing there is a chance to make a HOT fix, make a cargo pay combined (delivery fee plus range fee) also introduce range fee cap counted from map size AND industry density AND current layout. So, final formula for cargo will be dinamic, AND always profitable in range of 2 closest suppliers on the current map. e.i. you can deliver fish across the whole map and be profitable In case it is the only fish source and only cannery on whole map.

        Thanks for NOT ruining the game !

        1. Can be quite the opposite! This rule can make just point to point deliveries much less attractive and incentivize a more distributed network.

        2. Forgot to add a small caveat: not having a unit “ticket” pricing definition but instead a bulk pricing (full load capacity).

          And, on second thought, i really have to agree with you that the distance factor should, in fact, be accounted for. Maybe not linearly, but somehow.
          And maybe the price defined for each cargo type should be dynamic, not by analyzing geographical distribution of cities/industries but by analyzing evolutions on demand/supply ratios. But i’ll admit that it’s not easy to reach a natural equilibrium for the game. More parameters, more difficult to reach the sweet spot.

          I only hope that we’ll be able to influence, more deeply than on older versions, the economy (including the pricing) through modding.

  6. The ship on the image does not look like any of the ships in the vehicle book of the collectors edition. Are there more vehicles in the game now than in the vehicle book?

    1. That was my exact question.. Iconic vehicles from TF1 & 2 like the Flying Scotsman, BR103, BR 218, V200, RABDe 12/12, Mercedes Benz O 6600, Opel Blitz, and many more appears to be missing! Also note that TF2 already had 300 vehicles from day 1 with no cargo trams. I really hope to see the above vehicles in the base game as they gave me lots of joy!

      1. maybe the ship is from a mod? I could also imagine that is the reason why some classics are not part of the basegame, because they are already available as mod?

  7. Will population density and vehicle capacity be scalable with something like a slider (or two)? I understand you are doing lots of testing and optimizations to get the ideal balance between map size, performance, population, capacity and simulation, but will players be able to adjust these settings for themselves in case they have beefy hardware?

    1. We don’t have specific settings for these within the game, but they are moddable. Because the game economy and growth balance are crucial to keeping the game’s level of challenge in the right place this isn’t something we could offer in for regular play as they’re very much linked together. That said, we’d be very surprised if mods for passenger capacities or two growth didn’t appear very quickly.

      1. Passenger capacity is one of the few things that really need to be added to the base game because it’s too unstable for modding. Will we have mods appear quickly? Yes, but this might cause all sorts of mod conflicts, bugs, etc. Maybe not at release, but some point in the future it would be great if UG can add this in base game. It doesn’t need to be fleshed out, or heck, even added as a base game feature, since as you said, modders can take care of that. But we really need the foundation for it built into the game for a stable experience.

    1. We have no plans to add multiplayer to Transport Fever 3. Our aim remains the same as always – to make the best single player experience we can with the game.

      1. And once you have the best single-player game, it will be time to think about the best multiplayer game, like Transport Fever 4? 🙂

  8. Do content creators already have hands-on access to Transport Fever 3, and are they waiting for a content embargo to lift? Also, are airports fully modular like train stations in TF3?

    1. You will be able to see gameplay from independent channels before the game is released, and the embargo will drop with plenty of time before the game is out. Why have an embargo? Purely to allow videomakers time so they don’t have to rush, to avoid there being too big an incentive to try and be first to post.

      In the present version of the game there is some extra modularity within airports to accommodate helicopters, but the airports themselves follow a similar layout to the previous game. We know that there are some experiments going on both in the studio and with modders to see if there are more options possible, but at present please expect airports to work very similarly to how they did in the last game.

  9. Hi Sam, wird man die Lagerhäuser auch ohne Stationen(LKW) verwenden können? Sprich Brauch ich unbedingt eine LKW-Station um die Waren aus dem Lagerhäusern abholen zu können?
    Viele Grüße und besten Dank für den tieferen Einblick.

    Aya

    1. Hi Aya, sie benötigen eine Möglichkeit zur Anlieferung oder Abholung, um ein Lager nutzen zu können, da Waren nur auf diese Weise eingelagert oder aus dem Lager entnommen werden können. Dabei muss es sich nicht um eine Lkw-Station handeln. Sie können jede Art von Fahrzeug für den Warentransport zu oder von einem Lager verwenden. Lager selbst dienen jedoch ausschließlich der Lagerung von Waren.

  10. One of the key issues of transport fever 2 was mod assets. It was incredibly tedious to dig through layers and layers of menu’s to find what you want to put down, regardless of whether it was in the asset tab, the road tab, train tab, train stations, road stations, etc. Has there been any improvements on this end?

  11. Hello. I would like to ask about the trailer for the “SHINJIN MICROBUS” model, which features a 15-passenger bus. The materials state that the bus has a capacity of 60 passengers, yet the model shows only 15 seats. I find this confusing and would appreciate an explanation. It is unclear why the trailer shows fewer seats than the bus’s actual capacity requires, especially considering that other buses, trams, and trains in the collection feature more passenger seats. I look forward to your reply.

    1. There are often disconnects between what a vehicle can carry in reality and how much they carry in the game in order for the game to work. We don’t simulate realistic passenger capacities because neither do we simulate realistic populations. In the same way as time in the game is abstract, so are these population counts, everything is in service of making a playable, balanced game experience. As we’ve said before, that the game can feel like a simulator from time to time is great, but it’s not our goal. The goal is to make an enjoyable game that can feel realistic even if there is a great deal of abstraction from reality.

      1. With cities that are more populous than in previous games in the series, obviously, the same level of compression cannot be maintained. We need vehicles with higher capacity; while 1:1 real-world capacity isn’t strictly necessary, neither is the same level of compression used in earlier games if the cities are going to be larger.
        In TF2, when cities grew significantly, you faced two options:
        A) Having stations oversaturated with passengers because the vehicles couldn’t keep up with demand.
        B) Adding large numbers of vehicles to relieve congestion at stations, which resulted in traffic jams on the streets and bottlenecks on the rail network—and in some cases, they still didn’t fully meet the demand.

        If TF3 is set to feature more populous cities, this problem will likely intensify; therefore, I believe it is essential to increase vehicle capacities to a reasonable level…

        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 150 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 enjoy that aspect—so 100% realistic capacities aren’t required; however, a balance must be struck to ensure the game feels well-balanced. Good luck with the development; so far, I’m really enjoying the whole process and everything you’ve been sharing, and I hope my constructive criticism proves useful.

  12. Do you plan to implement a Maglev train at a later point? Or is ist just like in the real world where we wont get one.

    1. We have no plans to include Maglev trains, but that won’t stop mod-makers from being able to introduce them.

      1. Ich warte seit der ersten Ankündigung mit großer Begeisterung auf das Spiel und bin auch schon seit TrainFever dabei. Da ich Fan von Magnetschwebebahnen bin finde ich es natürlich schade, da es im Spiel sicher auch nochmal eine kleine Herausforderung gewesen wäre im Lategame eine neue Infrarstrucktur zu bauen.
        Trotzdem vielen Dank an das gesamte Team, ich bin mir sicher ihr habt einen großartigen Job gemacht.

      2. Ich warte seit der ersten Ankündigung mit großer Begeisterung auf das Spiel und bin auch schon seit TrainFever dabei. Da ich Fan von Magnetschwebebahnen bin finde ich es natürlich schade, da es im Spiel sicher auch nochmal eine kleine Herausforderung gewesen wäre im Lategame eine neue Infrarstruktur zu bauen.
        Trotzdem vielen Dank an das gesamte Team, ich bin mir sicher ihr habt einen großartigen Job gemacht.

  13. On the topic of overcrowded stops shown in the video: Will there be any changes to how passengers choose their routes and which lines they take? In TF2, when two or more lines serve a common segment, this often leads to (most) passengers choosing and waiting for one specific line, thus overcrowding the station, while the other, equivalent line(s) run half-empty. That made a lot of cool planning concepts (short turns serving only the city center; splitting lines to two different terminus stops; or even a full-blown core route / “Stammstrecke”) simply not viable in game logic. I would love any kind of improvement towards this!

    1. The logic used by passengers has been updated, but it is likely that there will be a preference toward one route rather than an other. This is the kind of behaviour we hope to be able to fine tune over time to create more interesting travel choices made by passengers.

  14. Hello,

    I have another question regarding “settings tailored to the player’s needs.”
    Will TpF 3 offer the option to completely stop the running costs of all vehicles currently stationed out on the tracks or roads?
    It would be great to get a more detailed look at the settings shortly before the release.

  15. Will the OST for Transport Fever 3 be released on YouTube, Spotify, or any other music streaming platform? I’ve been listening to it in the background of the gameplay videos, and it’s seriously great.

  16. Hello!

    I watched a few videos about the game on YouTube and it looks amazing! The new mechanics are really tempting, too. 🙂 However, the stations and industries look way too modern for the early era (1900s). I doubt this will be changed for the final release, but do you think it’s possible you’ll add more era-appropriate assets later on?

  17. Can Transport Fever 3 let passengers walk into the vehicle and find a seat? Detailing the carriages and interior.

  18. Sind Hybridzüge wie z.b Diesel/Oberleitung oder Batterie/Wasserstoff geplant bzw schon includiert? Es würde ja bezüglich Umweltverschmutzung und verringerten Baukosten bei kurzen Anschlussstücken sinn ergeben.

  19. Slightly delayed question, but I’m interested in knowing if we’ll ever have an option to tell a bus to skip empty stops where no passengers are getting out, allowing them to treat the stop as a waypoint, that they can then drive past at full speed instead of coming to a complete stop and moving off again instantly.

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