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.
8 Responses
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?
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!
We’ll pass your feedback on to the video editor, thanks for watching.
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?
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!
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!
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.
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?