Frequently asked questions:
This page answers the most frequent questions asked in the website comments and on the various social media channels. The page only covers specific questions which are not already answered at existing website pages and it should not be understood as a complete game reference. The list of questions will be extended in future.
Q: Do owners of Train Fever get a discount on Transport Fever?
A: At least as matters stand now, customers who bought Train Fever get a discount on Transport Fever. Details about this discount are not yet decided.
Q: Which languages does the game support?
A: The game is released in English, German, Russian, French and Spanish at least. However it is very likely that additional languages will follow.
Q: Is the game released on GOG.com?
A: Yes, next to Steam the game is also available on GOG.com at launch.
Q: Which platforms does the game support?
A: The game supports Windows 7, 8 or 10 (64-bit), Mac OS X 10.9.5. or higher (64-bit) and Ubuntu 14.04 or higher (64-bit).
Q: Is the game available on Steam Early Access?
A: There are no plans to release the game via Early Access. Though a closed beta test is definitely planned prior to release.
Q: Is it possible to sign up for a beta test?
A: Details on how to sign up for the beta test will be posted on the Transport Fever website.
Q: When is the release date?
A: Currently the release is scheduled for fall 2016.
Q: What is the price for Transport Fever at launch?
A: The final price is not yet decided. However a big price surge compared to Train Fever is not to be expected.
Q: Are features from Transport Fever also made available for Train Fever?
A: The Transport Fever engine was completely reworked over the last two years and is significantly different to the Train Fever engine. Therefore, unfortunately for the majority of the new features it is almost impossible to merge them back to Train Fever.
Q: Will the game be available as a retail version?
A: Yes, it can be bought in selected retail and online stores as a boxed version. The box contains an installation medium and a Steam key.
Q: Is there any chance to meet the developers?
A: Part of the team will be present at gamescom 2016 in Cologne. In addition, we are also planning to host a community event prior to the game´s release.
Q: Which topics are featured in the campaign missions?
A: The missions in the campaign focus on historical events from North America and Europe. Examples include the construction of the First Transcontinental Railway, the Panama Canal or the Eurotunnel between England and France. Each mission tells a unique story and integrates the player into the historical context, typically as the owner of a transport company.
Q: Is there a difficulty setting in the campaign?
A: Each individual mission features a number of optional objectives, for which awards are received upon fulfilling. While it is rather easy to achieve one or two of these objectives, the difficulty increases significantly, when all objectives have to be reached in one playthrough.
Q: Does the campaign feature voice over?
A: Most of the text in the campaign is dubbed by professional voice artist in English and German language. For both languages as well as the American and European campaign we engaged individual voice artists.
Q: Is it necessary to set the cargo type of a vehicle upon purchase?
A: No, this is not necessary. Each vehicle can carry one cargo type out of a predefined cargo group. For example, bulk wagons can carry coal, iron ore, stone and so on. If the vehicle is empty, it will accept any of these cargo types and is automatically refitted at the station. Optionally the player can specify a particular cargo type for each vehicle.
Q: Do passengers have different move preferences?
Yes, while some passengers prefer fast journeys, others prefer the cheapest way to their destinations. Passengers choose the means of transport accordingly.
Q: Do passengers and cargo change modes of transportation during a journey?
A: Passengers and cargo will change several times to reach their destination, as long as the total travel time or costs stay within a certain range.
Q: Is it possible to interrupt street main connections between cities?
A: Street main connections between cities can be interrupted for a certain amount of time without the availability of an alternative route. A warning, pointing out the possible consequence, will be displayed.
Q: In which way can vehicles be individualized?
A: It is possible to put custom logos on vehicles. Also the color of the paintwork can be changed for every vehicle individually.
Q: Is it possible to import save games from Train Fever into Transport Fever?
A: There are numerous fundamental differences between these two games. Therefore, this will not be possible.
Q: What is the maximum map size?
A: Maps can have various rectangular shapes and sizes. The maximum size is not yet finally decided, however it is possible to increase the map size beyond that recommended limit.
Q: Is the game optimized for late game performance?
A: Yes! Several new algorithms optimize the amount of necessary calculations and reduce processing time. Also, multicore support helps to ensure fluent gameplay even when scenes get big.
Q: Does the game have a multiplayer mode?
A: No, the game will focus on an extensive single player experience. Due to limited resources and development time, a decision had to be made: Either make a great single player or an average multi-player game.
Q: Are there computer controlled opponents in the game?
A: Though there are no real computer controlled opponents, it is planned that some campaign missions include non-player controlled vehicles.
Q: In which way does the player have control over the vehicles?
A: Several tools allow to influence the departure, path and arrival of vehicles without the need for extensive micromanagement. Details about these features may be discussed in one of the upcoming developer blogs.
Q: How does time progress in the game?
A: The player can decide how fast time progresses in two ways: Like in Train Fever the simulation can be increased to double or quadruple speed. In addition, with modding it is possible to adjust how long a day in the game will last in real-time.
Q: How do passengers and goods choose their route and destination? (“20 minute rule”)
A: Passengers and cargo choose their route and destination based on various parameters including time and cost. Passengers may prefer a fast route, while cargo strives for the cheapest route. Details about this topic may be discussed in an upcoming developer blog!
Q: Is there a day-night cycle or weather effects in the game?
A: The release version will not include a day-night cycle nor weather effects, but some of this features might be added later.
Q: Do cities accept different types of goods?
A: Cities accept various manufactured goods which influence growth. Details about this feature may be discussed in an upcoming developer blog!
Q: Is there a first-person view?
A: In addition to the free movement and the vehicle follow mode, the camera can be set to show a vehicle’s front perspective while driving.
Q: Are one way roads and traffic signals available?
A: Because managing private transport is not the main focus of Transport Fever these features have not yet been implemented. However, because quite a few players request these features, they may still be added.
Q: Which vehicles are in the game?
A: The game comprises about 120 vehicles in total. Next to an extensive list of locomotives, buses, trucks and trams from Europe and America, Transport Fever features about 10 airplanes with a capacity of up to 250 passengers and almost 15 ships, consisting of cargo and passenger ships, including a hovercraft. The vehicles page will be updated on a regular basis to present the new models.
Q: How flexible is the track construction?
A: Track building allows for effortless construction of compact and complex track fields. For example it is possible to build tracks which can cross each other, have transfer points over multiple tracks and also double-slip switches! Details about these features may be discussed in one of the upcoming developer blogs.
Q: Can tunnels and bridges contain crossings and signals?
A: Yes! Tunnels and bridges offer the same possibilities as regular tracks. They can contain the same switches and signals, as well as cross each other.
Q: How flexible is the street construction?
A: Streets can be built straight and curved in nearly any desired meaning. It is possible to intersect streets to automatically generate crossings. Streets can be up- and downgraded to wider or narrower roads. Streets can also be built across existing train tracks and the railroad crossings can be upgraded afterwards.
Q: Can trains drive forwards and backwards?
A: At least certain trains, like multiple units, can drive in both directions. Unfortunately this feature is not included in the release version, but the game will be patched accordingly as soon as possible!
Q: Is it possible to freely place industries on the map?
A: Various methods to place industries during the game are currently being tested. A final decision has not yet been made.
Q: The towns shown in the announcement trailer look very similar to Train Fever. Is this the final version?
A: No, the towns in Transport Fever will look very different to Train Fever. The trailer was made with a build prior to the integration of the new town code and content.
Q: Will the game feature a tutorial?
A: Yes, in addition to the campaigns which introduce the game with a flat learning curve, there is also a separate tutorial which covers the basic game mechanics.
Q: Do cargo weight as well as the locomotive’s power and traction influence train speed?
A: Yes, all these values are taken into account when calculating the acceleration and speed of a train. Unfortunately this feature is not included in the release version, but the game will be patched accordingly as soon as possible!
Q: Can the player choose an arbitrary start year?
A: Yes, in the endless mode it is possible to select any start year between 1850 and 2000.
Q: Who is creating the soundtrack for Transport Fever?
A: We managed to team up with the same artist who did the soundtrack for Train Fever. Admiral James T. is composing about 30 tracks fitting to different time periods.
Q: Do the values on the website vehicle page reflect the actual in-game values?
A: The numbers on the website represent the real world specifications and are not necessarily the same as in the game. The final numbers in the game are dependent on balancing and game-play decisions.
Q: Can ships pass bridges?
A: As long as bridges are high enough, ships will be able to pass them. When a bridge is built, a visual overlay indicates if ships will be able to pass or not. Pillars will automatically adjust themselves to leave as much space as possible.
Q: Do the different bridge types limit train speed?
A: Yes, in addition to regular track speed, bridges oppose another speed limit.
Q: Are curved stations in the vanilla game?
A: The curved station as e.g. shown in the gamescom trailer is one example out of a comprehensive list, of what can be achieved with modding, so it is not vanilla content. However, due to popular request, we are thinking about releasing the feature as a mod.
Q: Can industries have multiple suppliers or consumers?
A: Yes – depending on the transport network – as long as the production is high enough and there is free capacity available at any valid consumer, industries will try to supply all of them simultaneously.
Q: Do industries produce different goods at once?
A: Yes, as shown in one of the developer blog videos, certain factories produce different goods simultaneously depending on what is delivered to them.
Q: Is the game world further developing after the 150 year time period?
A: Of course, cities and industries can still grow.
Q: Can missions from the campaign be continued as sandbox game?
A: After a mission is completed, the game can be continued. However, special rules applied to the mission will still be in place.
Q: Why is an Indian tent and a tunnel construction site shown in the gamescom trailer?
A: These are two special elements which are featured in the campaign.
Q: Towns look way different in the gamescom trailer than before. What has changed?
A: Towns have been reworked. Now they feature more detailed and varied buildings. In particular, high populated areas like town centers can now be packed with buildings which stand on small floor space. That may sound complicated, but it allows much higher town building density.
Q: Does the game support Steam Workshop?
A: Steam Workshop is fully supported by the game. Mods can also be installed manually or with third-party tools.
Q: Can mods created for Train Fever also be used in Transport Fever?
A: The goal is to ensure that most mods from Train Fever can be converted by the mod authors with limited effort.
Q: Can the cities demand be changed via modding?
A: Additional cargo types can added and the cities demand can be changed via modding.
Q: Can computer controlled opponents be added to the game via modding?
A: Thanks to the moddable campaign mission scripts, there is a limited set of commands to emulate computer controlled opponents to some extent.
Q: Is it possible to create special stations types via modding?
A: The new construction format allows modders to create a broad spectrum of different station types. Stations can be combined per type (passenger and cargo) and also per mode of transportation (for example an airport with a bus stop, a harbor with a train terminal and so on). It is also possible to create elevated or curved stations!
Q: Can roads and tracks be changed via modding?
A: Yes, both are modable to a certain extent. For example it is possible to change the appearance of road, tracks and catenary masts. Also the price and maximum speed can be altered. Of course it is possible to add additional tracks and roads to the vanilla content.
Q: To which extent can town buildings be modded?
A: It is possible to change the capacity and cargo demand of any building which is based on the new construction format. This also applies to town buildings.
Q: Upon map generation, can the player choose the location and name of towns and industries?
A: It is possible to list coordinates of towns und industries before creating a map. The names can be set in this list or changed later in the game.
Q: To which extent can towns and buildings be modded?
A: The new town simulation system allows modders to replace any building in any time period and even introduce complete own styles and themes.
Q: Is it possible to add special buildings like landmarks via modding?
A: Yes, any building created with the construction format can be configured to consume goods and attract people for work or spending their free time.
Q: Is it possible to create a different mood-setting, like shown in the gamescom trailer, via modding?
A: Nearly any mood-setting can be reproduced by altering a couple of files and settings like the skybox and the HDR radiance environment map, however dynamic day-night transitions will not be supported at release.