We are very excited to announce a new major game update, scheduled for February 2023.
Motivated by the upcoming release of Transport Fever 2: Console Edition, which we announced today, the update will include the complete rework of most vehicles such as trains, buses, aircraft and ships. Furthermore the game engine has been optimized and brings many noticeable improvements in the areas of stability and performance. On top of that, this version will add controller support to the game.
Game update highlights:
Better graphics: Vehicles are modelled in even more detail and the rendering has been optimized.
Increased stability and performance: Many optimizations in the area of simulation performance, memory usage, loading times and more.
Controller support: Players have the possibility to switch between the classic user interface and a new interface which is optimized for controllers.
Many other small enhancements and bug fixes.
The update will be available as a test version a few weeks before the official release.
We thank you for the great interest in Transport Fever 2 and send the best regards from the entire Urban Games team!
The team is grateful for all the feedback and comments players shared in the past few weeks after the release of the “Spring Update”. We truly want to make the best out of the game and of course the Transport Fever 2 adventure keeps going on. We are very excited to share our next steps with you.
After the gameplay related “Spring Update”, in the following months our developers will focus on major optimizations for the whole game to get the best performance out of your computers. This covers various aspects ranging from shorter loading times for save games to a noticeable improved simulation performance. The memory usage will be more efficient as well, resulting in less used memory while running the game.
Our continuously growing team has a full agenda and we look forward to continuing the journey with you in a promising year for Transport Fever 2.
We are very excited to release a new major game update for Transport Fever 2 today.
The Spring Update extends the existing game and offers new features and options to customize the gameplay. We paid attention to the feedback of all tycoon enthusiasts and we prepared the best experience of its kind so far:
New challenges and game options
More control over road and ship lines
Better cargo and passenger management
More fun and options
Improved modding support
Many other improvements
The highlights of the update are summarized in the official release video.
We are happy to announce today the release date of the next major Transport Fever 2 game update. The Spring Update will be released on Tuesday, 10th of May 2022.
The game update brings new challenges and gameplay features, more control over road and ship lines, improved cargo and passenger management, along with several additional enhancements and bug fixes. We have been working on it for a long time and we are convinced you are going to like it.
The updates will be presented exclusively in two live streams:
We have some more good news: a beta test version of the update will be available on Steam and GOG starting with April the 5th. For detailed information on the beta testing, visit our Steam Group. You will find the instructions on how to activate the test version in our Wiki.
Thank you very much for your interest in Transport Fever 2 and see you soon!
Welcome back to the fifth and last game update preview post. Today, we talk about new features simplifying the usage and creation of mods. And on top of that, we invite you to two exciting events.
We start with a great new feature that allows you to easily reuse a specific selection of mods: mod presets. From now on you will be able to save and load a list of mods including their configuration. Moreover, the search for a missing manually installed mod will not be an issue anymore, as mods can now provide a direct link to their download location.
For the modding community, we've improved the model editor's usability and functionality, by implementing custom creation of different types of screenshots, selective saving options by resource types such as model, mesh, animation, or material files, and many small quality of life improvements.
If you are as excited about the upcoming game update as we are, then we have great news: before starting the public beta next week, we preview the new features in two livestreams: Livestream 1 will be run by Skye Storme on March 31st, 19:00 CEST, and livestream 2 will be run by Squirrel on April 3rd, 18:00 CEST.
In both streams one of our developers will be present and we look forward to answering your questions! We will share the links to the live stream on Steam before the events start.
Welcome back to the fourth preview of the next big game update. This week we're focusing on the advanced game settings, newly added fun features and various quality of life improvements.
We've added advanced settings to the menu for creating a new game. It will soon be possible to adjust financial and city growth factors individually. And for the overall difficulty, which determines the amount of income, we've added a "very hard" setting.
Your voice was heard: take place in the driver cab, enjoy the ride and use the horn to make everyone aware you are on the road. In addition to manually triggering the horn, whistle posts can be placed along the rails. This makes the game even more fun.
We gave the green light for the color palette too: from now on it will contain more default colors and, even better, you will be able to define custom colors too. Additional quality of life improvements are: new options to enable or disable bulldozer smoke effects and the persistent storage of the HUD icon filters.
There will be more information about the game update next week.
Welcome back to the third game update preview post. This week we cover alternative terminals for line stops, additional station capacities and higher loading times for trains exceeding their platform length.
The game update introduces alternative terminals for line stops to improve smooth cargo and passenger handling. In addition to the existing main terminal selection, further alternative terminals will be configurable. The vehicle will automatically be redirected to the next available terminal if the main terminal is already occupied. Station load balancing is now a matter of a few clicks.
Another important aspect of handling cargo and passengers is the capacity of a terminal. Currently, the storage capacity of terminals can be increased by extending the length of the platform. With the new game update, the modular station buildings will get capacities, too. These additional capacities will be shared across the station and can be used by all terminals.
At train stations, the length of the platform now also comes into play, because the loading and unloading times will increase, if the platform length is not sufficient for the train. This feature is optional and affects trains only, whereas alternative terminals and additional station capacities are available for all means of transport.
There will be more information about the game update next week.
Welcome back to the second game update preview post. This week, we’ll take a closer look at the new features that allow better control over ship and road lines.
In the current version of the game, the player can control the road and rail lines using waypoints. The game update extends this ability to ship lines as well. Buoys can now be added to ship lines to guide their vehicles through the waters according to your needs. Have it your way!
Waypoint handling for road lines has also received an enhanced feature. After the game update, you will be able to select your preferred lane per line to use as a waypoint. They are no longer bound to the outermost lane.
There will be more information about the game update next week.