Developer blog #8: Campaign

We are very happy to today release the eight developer blog. This time, we present the basics of the campaign game mode.

By using an early beta version, we show some scenes of the first mission of the America campaign:

While two historical campaigns each consisting of seven missions are included in Transport Fever, we also wanted to emphasize that thanks to modding and Steam Workshop, additional campaigns or challenges can be created and shared by players.

We wanted to take the opportunity to address the current most frequent question, which is about the release date. The release of Transport Fever is still scheduled for this fall; the specific release date will be announced on this website in two weeks (October 12). This is also the date when we for the first time show Transport Fever game-play.

As always, the whole Urban Games team says thanks for your interest and looks forward to receive feedback and comments.

Vehicle page update #7

The vehicle page received another update today and now contains all airplanes and ships which will be included in the release version of Transport Fever.

The very exceptional designed Lockheed Super Constellation concludes the list of now 10 airplanes.

From the sternwheeler Klondike up to the modern motor vessel Graf Zeppelin, the diverse newcomers expand the existing fleet to 13 different ships for cargo and passenger transportation.

In addition, various new street vehicles from Europe and America were added to the list.

Please visit the >vehicle page< to find out more about the new additions.

We will still expand the comprehensive pool over the next weeks, among others with additional street vehicles and cargo wagons.

Developer blog #7: Town simulation

We just released the seventh developer blog video. Today we present how towns look and feel in Transport Fever.

Towns form the basis of the game and consist of residential, commercial and industrial areas. Each resident is individually simulated and lives in a specific house. People have places where they go for shopping and where they go for work. Commercial and industrial buildings require end products of the cargo chain. The better a town or city is connected with passenger and cargo lines, the faster it will grow.

Since the game starts in the year 1850 and time progresses through the eras, it was a big challenge to develop the town buildings so that they adapt to the eras and change their look. The growth and look of a town is highly dependent on the player’s transport infrastructure.

As always, the whole Urban Games team looks forward to receive your feedback and comments!