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 (1,531 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 (21)

July 10

One hundred thousand thanks

Since its release in September last year, Train Fever has been sold more than 100.000 times. We are incredibly happy that our debut title was received so well and we would like to take the opportunity to express our thankfulness to everyone who contributed to this success story.

In particular we wanted to express a big thank you to the modding community (most important: More than 1.000 mods have been developed and make the game varied and long-living. It’s exciting to have such an active and motivated modding community and we are heavily impressed by all the creative creations.

Similar respect and thankfulness is addressed to all YouTube authors. An uncountable amount of YouTube Let’s Play’s demonstrates game-play and have inspired many followers. These contributions had a very positive effect on sales and they also helped us to get a good understanding of how people actually play the game.

This said, we wanted to let you know that we are still improving Train Fever and for sure there will be additional game updates. However, because we also started working on our next game title, Train Fever updates will be less frequent in future. Therefore, we kindly ask you for a bit of patience in this regard.

Today we can tell you that our next game title will be a transport simulation game again. Development has already started and we are currently finalizing the budget and game design. We are very confident that you like our plans ;) and we would love to share the exact plan with you. However, because the plan is not 100% final yet we will announce details at a later point in time.

Thanks to our successful debut title our company is expanding. In future, seven people will work at Urban Games. One particular highlight is that one of our employees will work as a community manager. As a consequence, you can expect that our communication and community support will be much better in future.

Finally, let us mention that currently there are two open positions. Urban Games is looking for a full-time software engineer as well as a 2D / 3D artist intern. If you are interested in one of these positions, please find the job descriptions here.

The whole Urban Games team say thanks again for your interest and contribution!

PS: The same update including an image can be found here.

18 comments Read more

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!

40 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.


  • 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

Mac OS X
SteamOS + Linux
    • 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
    • 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
    • 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
99 of 105 people (94%) found this review helpful
1 person found this review funny
119.5 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.


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

- 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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71 of 97 people (73%) 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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24 of 28 people (86%) 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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32 of 44 people (73%) 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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11 of 13 people (85%) found this review helpful
382.1 hrs on record
Posted: February 27
Simply the best Transport game available today.

I have played pretty much all other games of this genre and while the classics were awesome I find the dated visuals and UIs not holding up to modern (and my) expectations any longer. This game rectifies that, and although it could do with more management, the "model railway" aspect is good for many hours (300+ in my case and rising).

Although the release was a little rough around the edges, most of that has been rectified and the game engine is now solid. The team are adding new features monthly and even a free DLC pack, and I would imagine they have a few more additions planned.

Oh, and don't forget the huge modding community which allows you to add to and bend the game to your personal preference.

I paid pre-release price for this at $30 and I've played (as of writing) 336 hours. So, at 9 cents per hour of entertainment and dropping, I'd say it has huge re-playability and excellent entertainment value.
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