It’s the year 1850, and there are great times ahead! Establish a transport company and be its manager. Build infrastructure such as railways and stations, purchase transportation vehicles and manage lines. Fulfill the people’s needs and watch cities evolve dynamically. Train Fever runs on an engine specifically developed for this game.
User reviews: Mixed (1,400 reviews)
Release Date: Sep 4, 2014

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Recommended By Curators

"A compelling Transport Tycoon replacement with a few annoying yet surmountable flaws – enjoyment is almost inevitable."
Read the full review here.

Recent updates View all (20)

May 22

Better performance, more robustness and a bunch of improvements

We are happy that today build 5746 was released.

The game update brings a significant performance boost (especially in the late game), fixes most of the remaining bugs and improves the game at various places. In other words, the train runs faster, safer and offers additional services!

Not only the game runs at a higher frame rate now, there is also less stuttering (e.g. at the end of each month) and the first view is faster now (i.e. when exploring the terrain and towns for the first time). Furthermore, sorting of large user interface lists (e.g. the vehicle and station lists) does no longer slow down the game, and loading of save games takes less time.

We are confident that with this update most of the remaining bugs are history. Most important, thanks to the help of various players, we have fixed a bug which caused some save games to not load anymore. With this update, all save games should correctly load again.

A bunch of improvements complete this update. In particular, players can now set an individual color for each line and the save game dialog was re-worked (all save games are shown, replace warning is displayed and double click is working). Also, we have added an option to control the style of the vehicle lifetime notifications (text or 3d in the main menu interface settings), because many player have requested this option.

Please find the complete release notes here.

We have followed many discussions about the future of Train Fever. Some players even suspected that Train Fever is dead and won’t be improved anymore. Let us clarify here that there will be additional game updates for sure. However let us also state that a part of our resources is needed for planning and preparing the future of Urban Games.

With a next update, we want to focus on new features. Probably the most requested feature is better track construction including X-crossings. You can be sure that we do everything to realize this request.

Thanks for your continuing interest in Train Fever and best wishes!

30 comments Read more

March 25

Improved game version and mod specification released

Today we have released a new game version which contains several improvements and bug fixes. In addition, there is good news for all mod developers: A specification for the newly introduced mod system was made available here.

Most important, the new game version contains three vanilla mods which let you remove the street main connection feature, play the game in a sandbox mode or disable that vehicles run out of availability. The community has repeatedly requested these options, and here they are!

Also, the community requested configurable town and street names. Players can now specify which kind of town names to generate. This also means that the USA DLC now features American town and street names, independently of the actual game language set.

Several bug fixes, performance improvements, new features and mod system enhancements complete this update.

Please find the complete release notes here.

This said, let us point out that the game will also be updated in future and you can be sure that we will continue to listen to community requests.

29 comments Read more

About This Game

Train Fever is a railroad-focused business simulation game. In other words, it's a modern-day Transport Tycoon with procedural content and a sophisticated city simulation.

"It’s the year 1850, and there are great times ahead! Establish a transport company and be its manager. Build infrastructure such as railways and stations, purchase transportation vehicles and manage lines. Fulfill the people’s needs and watch cities evolve dynamically.

Train Fever runs on an engine specifically developed for this game. The engine has a great innovative scope and is specialized in procedural content and urban simulation. A key point is the fact that there is no grid that game objects have to be aligned to, allowing for a great degree of freedom.

Features

  • Randomly generated, modifiable terrain with realistic dimensions
  • Advanced passenger simulation
  • Dynamically simulated urban development
  • Procedurally generated buildings
  • No grid - that is, the game world is not limited to 90 (or 45) degree angles
  • Vehicles from more than 150 years of transportation history
  • Passenger and freight transport
  • Achievements and experience points
  • Detailed 3D graphics
  • Freely adjustable zoom factor

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP, Vista, 7 or 8
    • Processor: Intel Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: Nvidia GeForce 8800 512 MB, ATI Radeon HD 3850 512 MB
    • Additional Notes: Mouse with wheel
    Minimum:
    • OS: OS X 10.7.5 or higher (NVIDIA), OS X 10.8.5 or higher (ATI/AMD)
    • Processor: Intel Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: Nvidia GeForce 8800 512 MB, ATI Radeon HD 3850 512 MB
    Minimum:
    • OS: Ubuntu 12.10 or higher (64-bit)
    • Processor: Intel Core 2 Duo
    • Memory: 2 GB RAM
    • Graphics: Nvidia GeForce 8800 512 MB, ATI Radeon HD 3850 512 MB
    • Additional Notes: Proprietary graphics driver needed
Helpful customer reviews
61 of 73 people (84%) found this review helpful
1 person found this review funny
521.9 hrs on record
Posted: December 16, 2014
I had trouble deciding if I should recommend this game or not. In its current state I would probably rate it about 5½ out of 10, just into the positive. Anyone who has played and enjoyed Transport Tycoon Deluxe, Sid Meier’s Railroads, or Railroad Tycoon III will probably enjoy playing Train Fever but there are quite a few things that need fixing about it.

The object of the game is simply to build a road and rail network then use trains, trams buses and trucks to transport people and goods at a profit. There are no competitors and no goal other than the satisfaction of making a success of your transport empire.

The quality of the graphics are a lot better than the games above however even on my PC, which is very high spec, Train fever suffers badly from spikes at the end of each game month and especially at the end of each game year as the in-game finances are calculated.

The road/rail construction takes a lot of getting used to and can be quite frustrating at first. You try to build a line and at the last moment there is an unexpected collision with something or the slope is too high. Bridge/tunnel building are particularly difficult as you have no idea how high or low you need to go and how much run-up is required either side. Get it wrong you either pay to demolish it or go back to your last save. TIP: Save before starting ANY construction in this game.

The world the game map is set in is a weird mixture. The vehicles and buildings are all quite clearly German. The town names are all from the UK rail map and the currency is dollars! There are industries you can connect up to each other and deliver goods to the towns to make them grow but there are only three industry chains:

Forest – Sawmill – Goods
Oil – Refinery – Goods
Coal/Ore – Steel mill – Goods

Even Transport Tycoon, which must be about 20 years old now, had a more complex industry set up than train fever and in TTD you could finance new industries yourself which you cannot in train fever.
Passenger and goods for both road and rail require different stations although they can share road/rails.

My biggest gripe by far about Train Fever is the lack of a decent manual/tutorials. You really are dropped in the deep end with no help whatsoever on most of the complexities of the game. I’ve been playing now for over 130 hours and I still have not fully figured out things like the rail signal system and the behaviour of the people who populate the game and why the do/don’t use the available transport.

A game take ages to play. Despite my 130 hours at it, I am yet to reach the end of the timeline, in fact I am not half way through. I seem to have spent most of the time re-loading/redoing constructions trying to get them to work, but even so, to do the full timeline without going back could take days if not weeks.

TO THE DEVELOPERS
Please put an undo/wind back time function.
More complex industry chains required.
Enable station enlargement without demolition
Fix the end of month/year spikes
Fix a bug where some passengers disappear between stations (perhaps the fall out?)
PRODUCE A DECENT MANUAL!!!

This game is really a virtual train set and overall I have enjoyed playing Train Fever but it could be so much more!
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34 of 36 people (94%) found this review helpful
113.8 hrs on record
Posted: February 25
The transport tycoon genre isn't the most popular genre, and in the last years we've not seen many new ones pop out. There's been some, but most of them haven't cut it. The last still good transport tycoon is OpenTTD, which is well over 15 years old, so that says a lot. Is Train Fever the true next succedor or just another failed attempt to recreate the true glory of the classic transport tycoon?

First of all, Train Fever looks gorgeous. It is by far the best looking transport tycoon that exists. Every part of the graphics is very well done, and the world looks beautiful (albeit a bit empty at times). Everything from the rail tracks to trains and buses to cities, they are all carefully crafted and you can truly enjoy the result. The game is almost hypnotizing, and I find myself spending a lot of time just following the small trains around, moving through the landscape and the result of my hard work as a rail entrepenour.

Now, graphics is only one thing, more importantly is the gameplay. To coorelate to the graphic part, the game is very dynamic. Cities will over time grow and change visual appearance. Building style will change to fit the current era, and the pedestrians in the streets. Vehicles get new replacements, and the stations and bus stops change appearance as well. Cities will grow when you supply it with passenger services and goods, or simply create a local bus route in the city. When the city grows it's also an indicator of you most likely earning money as well. The cities grow dynamically, adjusting to the terrain, so no two cities grow in the same way, resulting in relatively diverse cities spreading across the map.

A key thing in the game is that every person is a simulated entity, with a home, workplace and destination. Unlike older games, simply attaching a station to a city won't do anything in itself, you need to connect the cities people actually want to travel to. This means that a station with for example a 100 passengers, a train approaching won't necessarily take all of them despite having space. You can luckily easily see where they're heading by simply clicking the station, and it gives you an overview over what lines the passengers are waiting for. Of those 100 passengers, 50 of them could be for one train line, 40 for another, and 10 for the local bus.

Passengers are despite this relatively easy to manage. It's recommended to start with internal bus/tram routes, then connect cities with buses. After time, the demand will be high enough for you to use trains, effectively being able to connect several cities in one route. Now, cargo is something else however. Cargo in Train Fever is very tricky to wrap your head around. It's heavily based around demand. If a city has demand for goods, the factories will produce exactly as much as is demanded, if they have the resources supplied for it. It never produces more. A single factory can have a production up to 400 (which is quite a lot), supplied with only one of each sub resource source (a steel mill for example requires iron ore and coal, but only one factory of each), as production scales with it. The most efficient way to deal with cargo is by using trucks, as they are frequent and cost efficient, easily allowing you to see if a route is profitable or not.

Now, a key element in Train Fever is the upkeep. Unlike other transport tycoons, laying roads and tracks is cheap. Very cheap. Trucks and buses have moderate upkeep (it's pretty reasonable, and will usually end up in profit), while trains have HUGE upkeep. The upkeep scales over time, an old train has signficiantly higher upkeep, forcing you to replace engines often. This however is quite easy, as you can allocate automatic replacement of a line in your route planner.
As time passes, new, more powerful engines will be able, but they will also be more expensive. This approach forces you to have efficient and profitable train routes. A train route can either have million losses or million profits, depending on how well managed it is. I've found that a good approach is to have double track passenger lines with 3-5 stops, with two running trains. As long as you don't overextend your passenger trains, they will be fine (you don't need too many wagons or the fanciest engines).
Cargo trains are a whole different story, and something I struggle with heavily. If I start early on building one, I can get a line with 3 stops to profit, with roughly 150-200 cargo being transported. Establishing a new route in modern times turns out to be harder. If you can managge it right, it will give a decent profit, but in the end it just isn't worth the hazzle. With passenger trains you can easily set up a route with 5+ million in profit, and you can make several of them.

Another thing in Train Fever is transport time. A person or cargo will in total time spend no more than 20 in-game minutes, including walking to the station and switching lines. This means that long cargo lines have limited efficiency, and that passenger routes cannot be too long. Roughly 10 minutes for trains is decent, and a minute for buses. Trucks can go down to 10 seconds on busy routes. This system works hand in hand with the passenger entity system. If a route takes longer than 20 minutes in total, the person will use their car or simply not go (as far as I know).

I believe that's most of the game's elements that's worth mentioning.
The game has a good modding community, and I recommend picking up some mods as it can extend the fun of the game heavily.

Verdict!

Pros:
- Gorgeous looking
- Realistic and satisfying simulation
- Fun to play
- Easy to manage with a good UI
- Challenging
- Easy to mod

Cons:
- Cargo system is simply annoying
- The economy isn't satisfactory for some
- No planes or ships
- Steep learning curve (this can be seen as both good and bad, but I feel many will feel it's on the bad side)
- Can feel repetitive after a while

To conclude:
Train Fever is definitely worth playing if you like transport tycoons. It looks beautiful, and it feels a bit like managing a model railway. It's fun, and gives for many, many hours of gameplay. It takes time to learn, but as you eventually get to know your ways around it you'll feel a sense of achievement. It's challenging, but in a fun way. The stock selection is a bit sparse, but a few mods will change that. The cargo system is ridiculously hard to manage.
In overall, a very good game, but I'm usure as to whether people will accept it as a "true" succedor to previous installments. Personally I won't ever touch any of the old games again.

Score: 8/10
"like skyrim but with trains"
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32 of 34 people (94%) found this review helpful
6.6 hrs on record
Posted: March 13
Reminiscent of older games such as Transport Tycoon and Sid Meiers Railroadds. Train Fever
actually has a lot more going for it.

Graphics

Train Fever is rendered in 3d with trees, buildings, towns even people. The trains are
displayed in marvelous accuracy, with smoke billowing from some of the earlier models you
get to play with. Rivers Lakes and streams abound in the procedurally generated world. The
towns are well put together and you can zoom all the way in and see the little people going
about their daily business. A lot of detail went into this and it shows! 8/10

Sound

Music is annoying after a while even with the built in music player where it tries to have
some upbeat tracks. The vehicles however sound great and you can tell they put alot of effort
into reproducing the effects of trains and vehicles. 7/10

Gameplay

You start at the year 1850 and build your "transportation empire" all the way through to 2020. There are 56 nicely modeled trains to choose from. Gameplay consists of connecting Bus and Rail lines
to keep your towns and cities flowing smoothly. However it is not as easy as it sounds.
Lots of little bugs make this difficult to accomplish. You also get to edit terrain to get
your lines to reach each hamlet or town. you can tunnel or bridge your way across areas as
well. The Interface is very overwhelming at first and can be quite user unfriendly. Even with built in guides it took a bit to get started. No actual tutorial 6/10

Overall Opinion

Train Fever is a great spiritual successor to transport tycoon and other railroad sims of
this type, But it just doesnt hit the mark completley. If you are a strong fan of this
gametype go ahead and pick up a copy its well worth it. If you are loooking for something more casual then look elsewhere. Train Fever has a lot to it. 7/10
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21 of 24 people (88%) found this review helpful
1 person found this review funny
179.1 hrs on record
Posted: December 21, 2014
TrainFever is a great strategy game which allows a dynamic range of ‘transport tycoon’ style options to the player, it can slightly compared to Railroad Tycoon 3 but it is completely different game in contrast.

Unfortunately it does have some performance issues and annoying limitations which affect the fun of gameplay; the worst of these is the poor compression of the files which cause the game to become extremely laggy with more and more vehicles, stops and buildings on the map as time goes on. Turning down the settings does nothing to counteract this issue.

The second is the building of roads over railways, which is impossible for some stupid reason - you must build the road before the track. Even doing so doesn't guarantee that the game will actually allow you to place the track afterwards. The same goes for building bridges across railway lines and vice versa. It becomes complete headache whenever you need to modify track routes that have roads crossing them.

Another issue is freight and how industries that start with 0-2 production never seem to increase production. They continue to switch between using your line and not using it, making it impossible to profit from the lines you create. On the other hand, industries producing (usually) 10 items seem to work correctly, increasing based on consumer demand.

There’s a few other minor limitations which I really hope they patch in the future, such as vehicle listings, track layouts and city growth which are hard to explain but make the game difficult to play.
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22 of 26 people (85%) found this review helpful
1 person found this review funny
89.4 hrs on record
Posted: December 19, 2014
This game is, in its present state, still a little bit rough around the edges. Some mechanics (such as the freight side of things) is seriously lacking in refinement, and the control of different rail lines when it comes to trains changing lines is not explained, and is thus a matter of much trial and error before you figure it out.
If you are looking for a casual game, and are not into micromanagement or economic sims, I would advise you steer clear and find something a little lighter.
Tha said, if you love your micromanagement, and are looking for something new to sink your teeth into, and are willing to look past a few little foibles, I strongly recommend this game!
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25 of 32 people (78%) found this review helpful
1 person found this review funny
127.2 hrs on record
Posted: December 19, 2014
This game has bugs, lacks a proper tutorial (available online), at the beginning you are completely lost. However it grows on you. It's by far the best transportation manager you can play on the modern PC 9/10
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20 of 24 people (83%) found this review helpful
1 person found this review funny
109.8 hrs on record
Posted: December 24, 2014
When Train Fever was first released, I didn't think I'd be able to recommend it; it was laggy and buggy with some "essential" features missing. Most people felt the same, and downrated it.
Don't let that infamous "mixed reviews" deter you, however, as recent updates have brought Train Fever up to the initial expactations we all had for it; it now has some of the most requested features like automatic vehicle replacement and track upgrades and it runs vastly smoother than it once did. The negative reviews the people claimed they "would change if it got better" are now just a reminder of the harsh release Train Fever faced (or a deterrant to buy the game toward uninformed people).
Now Train Fever is a must-have extension to the tycoon genre that is just as enjoyable as any other Transport Tycoon. (Though the game's simulation is very different than Transport Tycoon-there is a learning curve to beware of.) It was just released a bit too early.

(Also, there is a FREE USA Addon coming early next year!)
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14 of 15 people (93%) found this review helpful
1 person found this review funny
38.9 hrs on record
Posted: December 25, 2014
Pros: Trains! Rewarding and addicting gameplay, beautiful visuals, lots of world options. Can build while paused. Post-release updates.

Cons: The vehicle choices are very front-loaded, by the year 2000 there's only a few train engines and railcars that are at all useful and only one road vehicle each for passenger and cargo. I expect this to improve with mods or DLCs but I don't see Steam Workshop support coming soon so modding will still require some technical knowledge and tinkering in the game files for the foreseeable future.

While the graphics are great, I get better performance in much more detailed games, which leads me to believe that there's still plenty of optimization to be done. I've been playing it mainly on Linux but I remember it suffering unnecessarily on Windows as well. It also stutters occasionally on Linux.

The interface is clunky, sometimes buggy, and lacks inspiration, though some recent updates have improved the first two complaints somewhat. However, I expect to see GUI improvement mods become very popular.

There's not much variance in the geography, it's basically a green grass field deformed by a randomized heightmap. I'd like to see more variance in biomes and maybe seasons if possible. I expect this to appear in mods or DLCs, though I'd prefer to have seen it in the base game or at least a free update.

Based on recent communications, the devs seem to be relying on the modding community to do a lot of their work for them. I hope they keep in mind that a modding community isn't going to flourish without a great game to build on. This has all the makings of a great game, but it's still got some things to iron out. I hope they keep their priorities in line.

TL;DR: It's fun now, but a cautious buyer might want to hold off and see how the game develops, because it still needs quite a bit of work.
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14 of 15 people (93%) found this review helpful
99.5 hrs on record
Posted: February 27
Performance has increased massively, more features being added even still, free DLC, and most of the annoyances I had at first are gone. (Lack of vehicles, fixed by mods and DLC, and construction in general got a bit of an overhaul.)

Only problem is the mains connection thing, which I believe is being fixed as I write.

Can certainly recommend it for the price. Definitely worth it if it goes on sale.
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17 of 21 people (81%) found this review helpful
1 person found this review funny
55.6 hrs on record
Posted: December 21, 2014
First of all, I'm not really an expert on the game yet. I loved Railroad Tycoon so I was really exicted when I saw this in the Steam-Lottery and even won the game. In short: I can't say I wasted my money (partly due to me not spending any money).

The game is easy to get into, given you know how these kinds of games play out. If you ever played Railroad Tycoon or Sid Meier's: Railroads you'll know what to do from the start. All the others currently have to rely on Steam guides or trial-and-error to get the basics down. Given the lack of interesting industries (without mods) it's not a difficult game, though I don't think it is supposed to be since most of the fun comes from watching your little trains make their rounds and queue up at busy stations. It's a great game for everyone who ever wanted some miniature model trains but either doesn't have the space, the money, or loving parents who'd buy it for them during their childhood.

During my playtime I didn't encounter a single bug.

As it is right now, the game's performance isn't all that great. I often get lags and freezes at the end of an ingame month and a general decrease in FPS as the game progresses, it always stays at a playable rate (lowest I got was 26 FPS). I think that might be fixed in the future though! There also seem to be a lot of updates, so I'd bet my money on that.

The game also offers a modding community, which sadly isn't that big. This can and, hopefully, will change as well in the future though.

Overall I see a lot of potential in this game, but I wouldn't spend the full price buying it.

Pro:
Nice if you like watching trains do their rounds
Decent graphics
Mod support
Active devs

Con:
Performance
Long-term motivation (lack of industries)
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14 of 17 people (82%) found this review helpful
2 people found this review funny
932.5 hrs on record
Posted: December 22, 2014
As a huge fan of TT, RT series, Simurtans and OpenTTD I was thrilled to see a new player in the genre built on a 3D engine.
It doesn't have planes and boats and the whole simulation is quite different from the earlier mentioned games, it is by far more realistic.
You have buses, trucks trams and trains and start in 1850 with a loan and along the time axis, new vehicles will be available. Go from Steam trains to TGV (named FGV due to license rights).
It's a great challenge to plan the infra structure to transport passengers and goods. You can't build 90 degree curves or 45 degree slopes, just as in reality. You need to be a bit patient in the beginning before you have learned to rethink all you know about these kind of games. When you have mastered it, there are a ton of mods to download, everything from UI & Hud skinning, vehicles and new factory chains.
If you like Sandbox games, this can be turn into sandbox mode by downloading two mods; Cost mod and Timeless mod.
The game development is mainly community driven with a very dedicated team of developers at Urban Games. Updates and new features are released quite often.
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14 of 17 people (82%) found this review helpful
1 person found this review funny
13.9 hrs on record
Posted: December 17, 2014
If you ever played Transport Tycoon, you will like this; It is effectually the spiritual successor. There are a few things that still need to be sorted out. Like more railway junction types (X, parallel). The Trains also seem hell belt on going to a specific platform even if there are others free. SO while still in the development stage its all very playable and regularly updated.
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26 of 39 people (67%) found this review helpful
1 person found this review funny
8.4 hrs on record
Posted: February 28
I was excited for Train Fever and when I got to play it, I came to understand that I just don't like it. I want to like it, it's not a /bad/ game, it's just severely lacking in... everything.

- There's no artificial intelligence, so don't expect competition. You're on your own to play at your own pace; not a bad thing, but not very exciting either.
- The game is excruciatingly slow. Even on the x3 speed setting, you will mindlessly stare at your monitor, waiting for money to roll in, to continue your expansion. Even when it does roll in, there's not much to spend it on, because...
- There's no content. Train Fever presents you with new vehicles, rarely, and when they arrive, it will always better than the last one. You're never given multiple vehicles where "one might be better than the other depending on play style/situation." No, the latest vehicle is always the best, both in capacity and speed.
- There's a severe lack of content. Yeah I said it about the vehicles, now I'll say it about the industry. There's wood, iron, coal, oil... goods... uhm... people... oh that's it.
- Upgrading vehicles is a chore. The game, thankfully, gives you a replacement option when it reaches end-of-life to be replaced with the same or better vehicle. However, if you want to manually upgrade your vehicles to a new one, you have to send it to a depot, wait for it to arrive, sell it, buy a new one and add the new one to the line. Why can't we use the vehicle replacement option for "immediate" upgrades? (Yes, you can choose 25% life to replace, but then you run the risk of replacing new vehicles that don't need it - a waste of money)
- The game has severe balance issues, still, outside of early access. You can make more money from a bus or tram route in a city than a rail. The bus or tram route cost you ~$300-400k to start up or less. The train will run you millions on track alone, only to turn around and have citizens rarely use the trains. (Edit 03/03/2015: I later determined that rail, is in fact, a money maker - my apologies. One superb strategy is to set up your inner-city transportation network with a large stop near your rail depot; citizens will "transfer," effectively netting you income from them twice. So balance in this respect is no longer an issue.)
- Don't bother, ever, trying to put road over rail. Don't bother, ever, trying to put two rail near each other. The build tools are so ****ed up that no matter how many hours you waste, you can never get things to work out. Road too steep! Rail obstruction! Chaos! The build tools puts a MAJOR hamper on the ability to construct your routes efficiently; prepare for headaches.
- The game runs choppy as hell. Optimization this, improvement that, it's all for naught. I can't understand why a game with so little going on runs so poorly.

At the end of the day, I feel no sense of accomplishment and no motivation to keep playing. It's just not *fun*.

I would love to see new game mechanics to spice Train Fever up. More resources, more vehicles, competition...
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12 of 14 people (86%) found this review helpful
1 person found this review funny
5.8 hrs on record
Posted: May 25
Ever since Transport Tycoon Deluxe, which I played for hundreds and hundreds of hours back in the day, I've been looking for a worthy successor. After all, it's been 20 years since its release. So when I saw the pre-release screenshots of Train Fever, I was really excited. Unfortunately, this game comes nowhere near to filling Transport Tycoon's shoes.

If I've built a rail line and it starts to bring in the cash, I still don't feel that I've accomplished anything. When I've paid off my initial loan and have millions to spend, I just can't be bothered to spend it on anything. In Transtort Tycoon I could spend hours perfecting a train line, just to make better and more efficient. In Train Fever I just don't care. Why? For one because building rail or roads is just too tedious and clunky. Mainly however because the game just isn't very fun. Almost everything is clunky: the menus, the interface, building things.

One thing that I like though, the very thing that made me buy the game: the graphics. The vehicles in particular look amazing. The towns and landscapes look okay, but are lacking in variation.

I really wanted to like this game, and I've tried several times, but I just can't. If I knew then what I know now, I would never have bought this game.
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13 of 16 people (81%) found this review helpful
1 person found this review funny
46.7 hrs on record
Posted: December 21, 2014
A very credible game, takes the simulation genre to a different level than many of its counterparts and creates an entertaining game as a result. The development team clearly are taking feedback on board, patches are still being released regularly three months after release. There's a steep learning curve involved, however the game becomes very enjoyable once this is passed (a lot of guides are now around which help massively!).

Definitely recommended, you may just need to take a couple of hours to get used to it before you can really enjoy :)
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13 of 17 people (76%) found this review helpful
1 person found this review funny
6.0 hrs on record
Posted: December 21, 2014
I was hoping for a new Transport Tycoon, it is not quite as good, but still very nice.
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12 of 16 people (75%) found this review helpful
1 person found this review funny
8.0 hrs on record
Posted: December 21, 2014
A great replacement for Transport Tyccoon Deluxe that looks great.
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13 of 18 people (72%) found this review helpful
1 person found this review funny
2.2 hrs on record
Posted: December 21, 2014
Train Fever is getting better and better, and the developers are fixing bugs and adds new stuff the community wants.

Recommended if you want a new transport strategy game :)
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8 of 9 people (89%) found this review helpful
1 person found this review funny
162.2 hrs on record
Posted: December 12, 2014
This is a hard game to recomend but I am going to anyways. This game (at the time of my writing this) has many problems. But I think what the game does do well makes up for its problems. It might help if you go into the game with little to no expectations so that you are less dismayed by its faults. I will list some of the biggest problems I have with the game and then some of the main things I think make the game worth playing.

Problems:

1. Replacing older vehicles is a real chore. The need to keep up frequency on your lines really compounds this problem. Also there is no way to disable the annoying messages that fill the bottom of the screen notifying of a vehicle that has reached its life span.

2. I find the balancing of the stats on the vehicles along with when they come out and are made obsolete to be very poorly done. As one example the running costs of a locomotive is easily 10-20 times that of a road vehicle making the construction of train lines very risky if you don't know just the right circumstances to make a profitable line. And even if you can manage a profitable train line you are almost guarenteed to be able to make a much more profitable bus/tram or truck line in place of the train.

3. Collision issues while doing road and rail construction is very inflexible. It seems the majority of construction atempts are going to give you a collision message meaning it won't allow it. Often times you either have to make significant compromises to your plans, forget your plans altogether, or invest a lot of money and work into making it work. Such as spending millions of dollars bulldozing buildings along a road just so you can upgrade the road or connect another road to the road, even if there was a large open spot where no buildings were in the way.

Good things:

1. The sounds and visuals of the game are very appealing in my opinion. I spend much of my time just following vehicles around or watching people go whereever they are going. I think the next closest game of this type would be Cities in Motion but sunnier.

2. The randomly generated maps and cities are very impressive. Granted there isn't a lot of variety in the generation catogories for the maps, but even so, the type of landscape it does generate is very well done. As far as I know there is no other game of this type that has comparable map and city generation. Also the way the cities gradually develope is well done and satisfying. The speed at which they grow is largely based on how well connected the town is with itself and with other towns as well as how fully it is being supplied with goods.

3. The realistic supply and demand of the passengers in the game is really nice and gives a lot of incentive to connect to every town you can. Every person has 4 locations they are assigned. A home, a place of work, a place to shop and a place for leisure. They will often re-assign locations based on what new options are available. They have a 20 minute deadline on any travel plans they make. So the faster your transportation becomes the further they can travel within the time limit and so the more opertunities exist for you to make money in transporting them.

These are just some of the more prominant issues, both good and bad, that exist in the game. But it hopefully gives a sense of whether you might enjoy the game or not. The balancing problem I mention can relatively easily be dealt with through mods. Finding the right one for your tastes and installing them is a bit of a hassle though when ideally the game could have just been better balanced by the developers themselves.

I personnally think it is a great game and have had a lot of enjoyment with it. But the lost potential of what this game could be is admittedly frustrating and I can certainly understand why some people might be too put off to continue playing it.
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8 of 9 people (89%) found this review helpful
1 person found this review funny
137.3 hrs on record
Posted: December 6, 2014
I play this game since Beta and it is getting better and better. The developers listen to the community and already implemented a lot of wishes. If you played OTTD you should know, that this game is different in some aspects:

- The industry chains are smaller but production does not increase/decrease at random and it matters where you deliver the goods because cities will only accept a certain amount.
- The scale of the game is different, you won't have a station with 10 tracks in each town in this game unless you are crazy. It is not like OTTD where you build 20 trains for one line, it focusses more on longer lines between cities. That said, you will most likely have less networks and less complex setups for station entrances and rail crossings because it is not so easy to build such things.
- The terrain in this game really matters. In OTTD you can just terraform everything at some point and tracks can just go up the hill anywhere. Here it matters where you lay your tracks and you have to plan according to the contour lines.

If you can live with that, you get a really good game with:

- Great graphics
- Already great mods (see trainfever.net)
- Simulated people and goods
- Simulated town growth
- Great maps

So what issues do I have with the game:
- If you build a lot of stuff, it takes time to autosave and sometimes the simulation slows down
- Balancing of some trains and cars needs some work, TFV for example won't reach 300 km/h on most tracks because of weak acceleration (they changed the TFV but I couldn't test it since the changes)
- Trains sometimes drive one after another because of long boarding times. This affects profit and line frequency (this has now been fixed)

-------------------------

Addition now that the US DLC is out:

Some of my concerns have been adressed:
- Performance of the game is better, still a slight slowdown when autosave (but you can now choose how often the autosave is done)
- Balancing is still not perfect but TFV is fixed
- Boarding times are less of an issue


The US DLC works fine, I didn't see all the models yet. But there even seem to be options to enable all vehicles (Europe and US) and just play on a Europe or US map, which is great. I don't know if the balancing of the US vehicles is good because I am still in 1870.
There are still some old bugs in the game but nothing game-breaking, mostly visual little annoying things like missing tunnel portals.

I tested some mods and there are awesome vehicles available. Unfortunately the old mods are broken but there is already a solution out (the community has a mod manager which will do all the work for you). If you do some research it is easy to find new vehicles or balance mods and add them to the game. With the new ingame tools you should then be able to really customize your experience, which is great!
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