Transport Fever officially announced!

We are incredibly happy to finally announce our newest development: Transport Fever is a next generation transport simulation game coming to PC this fall.

Transport Fever is a successor to Train Fever and brings many new features, including aircrafts, ships, two historical campaigns, heavily improved construction tools and much more.

transport_fever0Transport Fever is coming to PC this fall.

Please find the complete announcement and the official trailer at the new website:

The Train Fever website stays online but will only be updated on occasion in future. We hope that you like our newest development and look forward to your feedback.

Next transport simulation game announcement date set

Urban Games and Gambitious Digital Entertainment are ready for takeoff and extremely happy to officially announce a next generation transport simulation game on Monday, April 11, 2016.

plane_takeoff_1280Urban Games and Gambitious Digital Entertainment are ready for takeoff

Details about the new game will be uncovered on April 11 accompanied with a trailer and a new website. While the game will be packed with new features, trains again play the central role.

Once announced, the community is invited to give feedback and discuss the development on the website, forums and social media channels. Release is scheduled for later this year.

A lot of work has been put into the development of the new title and both the Urban Games and Gambitious Digital Entertainment teams can’t wait to finally show their latest project to the public.

Tram catenary, asset tool, map import and many improvements

Update February 25, 2016: Today we released the build 7753 which improves on the previous build 7554 by adding an option allowing to adjust the growth behavior of towns. Also the compatibility with integrated Intel GPUs was highly improved. Please find the complete release notes here and the release hints here.

We are very happy that today the newest build 7554 was released.

This update introduces three widely requested features and also aims to further enhance the gameplay, usability, as well as performance.

Trams finally get their long awaited catenaries. Players can now upgrade streets with electric tram tracks. Next to presenting a visual eye catcher, catenaries are also an optional new gameplay element.

tram_catenaryThe newest build introduces catenary for electric trams.

A very flexible and highly modable asset placement tool opens a wide range of new possibilities to polish and decorate maps with any objects. Because we have observed that the modding community wants to snap assets to tracks, we have also implemented track-aligned assets.

asset_placementA new tool allows for placing both track-aligned and free assets.

With the new option to use height maps for generating landscapes, player are now able to create truly realistic and beautiful sceneries. In combination with the possibility to include predefined seeds, this allows for creating various challenging and diverse scenarios.

height_mapHeightmaps from grayscale images can now be imported.

In addition to these new features, based on the feedback of players many improvements have been made:

Trains behave more predictable when changes are made to the track and stations. Industries grow twice as fast than before and decline much slower, making them less sensitive to fluctuations in the transport network. We also optimized city development resulting in an increased performance and reduced lags at the end of months.

The modding possibilities have been significantly widened, giving content creators more control over how the game behaves and looks.

Our volunteers from the community put much effort into improving the translations and Swedish was added as a completely new language.

There is also a long list of various small improvements and bug fixes. Please find the complete list in the release notes.

More information on how to use height maps and an example map can be found in the release hints.

We put as much effort as possible into this build and we did our best to consider as many wishes and suggestions as possible.

Let us express a big thank you to all players, modders, testers and fans. Without all the suggestions and testing effort contributed by the community, Train Fever would not be where it is today. We hope you enjoy this final update and we very much look forward to see even more great contributions from the modding scene.

At the moment we are working very hard here at Urban Games and we look forward to soon share some very exciting news with you.

Update announcement and Happy Holidays!

During the last couple of weeks, in our blog series “Behind the scenes”, we gave you insight into various topics developers usually don’t talk about. In return we received a lot of positive, interesting and valuable feedback! It’s time to conclude the series and start looking forward again.

Let us say a big “Thank you!” for a great 2015! We would like to bring the holiday spirit to Train Fever and present you with a little gift in the form of two announcements about our current and our next game.

xmasHappy Holidays!

There is a long list of features which could further enrich Train Fever. With so many people still playing, the list grows constantly and a game like Train Fever will never be truly complete.

No matter what we would like to do, we have to consider the financial aspect of the development. Finding a good balance between investing time (and therefore money) and maintaining a healthy business is challenging. As a consequence, more than a year after the release, we have to concentrate our efforts on our next game.

Nevertheless we feel the necessity to show our appreciation to our loyal players. Thus we decided to work on a final update for Train Fever!

We are excited what players and modders can achieve with the Train Fever engine. To further support this, we will introduce a tool enabling the free placement of trees and various other assets in the game world.

On top of that we would like to open more possibilities for generating maps. We are working on a way to allow utilizing external sources like height maps. If successful, we are confident that modders can then create their own landscape scenarios and thus enable completely new challenges.

We will also treat you with a widely requested improvement initially developed for our next game: Tram tracks can finally be electrified and therefore get the long awaited catenary.

To support our ever growing modding scene, we will also extend some shading modding possibilities. The first project benefiting from the changes will be the “Nordic DLC”, an extensive total conversion, created by our community over at

nordic dlcScene from the fan made Nordic DLC – Image courtesy of community member Stepke

In addition, the upcoming patch also features a list of various improvements and bug fixes. We will give our best to make the gameplay more fluent and less daunting.

The patch is scheduled for release in early 2016.

And to finally answer the most frequent question: We are very happy to disclose that we will officially announce our next game in the first quarter of 2016!

Let us emphasize, that all your feedback – no matter if yet realized or not – anyway fell on good soil. Our next game will highly benefit from everything you told us and what we have learned.

We wish you and your loved ones pleasant holidays and a happy new year!

Behind the scenes #5 – Misconceptions

We get a lot of questions originating from misconceptions. People ask about the cargo system, run into problems because of misplaced signals and wonder why passengers mysteriously disappear during a train ride.

Misunderstanding the game mechanics can often lead to frustration. On the one hand, we are aware of that not everything is perfectly explained in Train Fever and we would like to apologize for that! On the other hand, we saw some amusing comments and remarks made about these mechanics. So here is our humorous approach to clear up some misunderstandings. We present the “Top 10 Train Fever misconceptions list”:

#10 Signals

Traffic on rails is controlled by signals. Worldwide dozens, if not hundreds of different types exist. So it is hardly surprising that the functionality of signals is a comprehensive source for misunderstandings.

Traditional games like Transport Tycoon rely on a simple system, the block signal. Train Fever instead utilizes path and one-way signals to regulate traffic in a more fluent way. Signals are placed on a single side of the track, not on both, and are only valid as seen from the train drivers’ perspective. Once understood, they are very intuitive to use, simply place them were a train should stop and wait!

signalsSignals regulate traffic, but misplacing them can cause traffic jams.

#9 City growth

The city growth in the game is not random nor predefined. It is influenced by the player, even though in an indirect way.

Growth is triggered by providing residents access to as many building as possible in the different zones: Industrial, commercial and leisure. The better the access, the more people will move in, causing the city to build or, depending on the land value, expand homes over time. The industrial zone will eventually run out of available jobs, the commercial zone will have no more free places where people can shop and the leisure zone will lack leisure-time possibilities. If they are at full capacity, they will expand.

Delivering goods to the city grants a bonus on the magnitude of the expansion. Covering a cities’ demand over a longer period accumulates this bonus.

#8 Cargo system

The cargo system is not obvious to everyone and can confuse players. The model resembles the real world, which is demand driven.

Raw materials are only produced when the mine or well has a consumer, respectively a factory, which processes the materials. Further on, this factory only produces cargo when it has a consumer as well and so forth.

The chain has to be complete – starting with the producer of the basic materials right up to the manufacturer of to the finished goods. The last link is the distribution of these goods to the cities.

#7 Station types

Passengers and cargo are very picky about their means of transportation and they both prefer to have their own station type.

Trains on the other hand don´t care about the station type. Passenger trains will stop at cargo terminals and vice versa. The result is one of the most common accidental mistake made by players: Using the wrong station type.

cargo_stationCargo stations are busy hubs for goods – passengers refuse to use them.

#6 Cosmetic elements

A lot of elements in the game, like trees and rocks, are used to give Train Fever a more realistic look, but are purely cosmetic.

Fields however are often attributed to serve a gameplay purpose, but they don´t. The same applies to the different types of bridges: wood, stone and steel. The construction material neither affects the speed of a train nor does it limit the allowed weight of a passing train.

#5 Trains without a path

Trains in Train Fever sometimes need special attention. If not all of their needs are fulfilled, they just won´t budge. What makes things even more complicated: They are not very good in expressing their needs clearly.

The most overlooked need is electricity. If an electric locomotive has a path ahead which is not completely electrified they stay in the depot or station.

#4 Train platforms

Trains in the real world arrive at a predefined platform. Last minute changes, for example due to reasons like delays, can be very confusing and annoying for passengers.

Passengers in the game behave in the same way. They like to line up at a definite platform and wait for their train to arrive. This is the sole reason why trains do not choose an arbitrary (or any free) platform to stop.

#3 Floating cargo

Floating cargo was sighted all over the city! Someone call the Ghostbusters!

Hold on, goods moving as if by magic is no reason to be alarmed. Cargo behaves in a similar manner as people. It will “walk” if that is the most efficient method to reach its destination. Since cargo has no feet, it is delivered by an invisible cart or worker and will float along the sidewalk.

floating_cargoInvisible workers distribute cargo within the city.

#2 The “20 minute rule”

Newcomers to the transportation simulation genre, but also veterans, are often puzzled why cargo or passengers refuse to use a line. Despite of various possible reasons, the “20 minute rule” is the most common cause.

Cargo or passengers must be able to reach the destination within 20 minutes (game time at standard speed) with a certain route, otherwise they will not use it. The considered travel time is the sum of the walking time, the time spend on the ride and the average waiting time at the departure or at changes.

To reduce the travel time, a higher speed but also a higher frequency – putting more vehicles on a line – is important.

#1 Disappearing passengers

A lot has been theorized about mysteriously disappearing passengers. Tragic events like sudden death, murder or kidnapping are very popular presumptions. Some detectives even claim the involvement of a “Daisy Armstrong”.

The solution to this riddle is not so exiting, but still somehow enigmatic. When people’s homes get rebuilt while a city upgrades its buildings, the residents are removed from the game. Where they end up is still a mystery. ;)

Misconceptions can be a source for disappointment. But more than often they result in very amusing situations. We hope that while reading this post you have learned something new about Train Fever. For sure, we left a lot unaddressed. Let us know what you would add to the list!