Sweet Transit cover
Sweet Transit screenshot
Genre: Simulator, Strategy, Indie

Sweet Transit

Hotfix 2 has arrived! Patch notes & Info

Hello all,

Please see the latest changes and additions in Hotfix 2, now waiting for you on our live platform!

Hotfix 2 | Patch Notes



Bug fixes


  • Fixed type keys being repeated when mouse is out of window
  • Fixed a crash when assigning a structure to a special key, destroying it and trying to save
  • Fixed inhabitants recalculation from old corrupted save files
  • Fixed a crash when going into the build mode with a station bridge selected
  • Fixed station context "Connected to" text being oversized
  • Fixed sending train to the depot not keeping goods and people lock
  • Fixed goods missing problem not disappearing after a structure is deleted
  • Fixed replacing requirement signal with a normal signal not removing requirement
  • Fixed not being to load goods from distribution center directly
  • Fixed not being able to drag and place signals around bridge
  • Fixed being able to destroy a village in the basics tutorial
  • Fixed being able to complete expansion tutorial without building a second train
  • Fixed city upgrade tooltip showing negative happiness with 0 inhabitants


Changes:


  • Made village Station UI always show workers if there is capacity for them
  • Made text box double click select a word instead of the whole box
  • Made text box select the whole text on first click
  • Flipped Train Depot default build direction
  • Increased ST30 ramp speed from 20 to 35
  • Increased DT10 ramp speed from 30 to 50
  • Increased DT10 power from 1250 to 1800
  • Increased DT10 braking power from 650 to 1200
  • Made Routes UI resize vertically clamp at 90% of screen height
  • Made trains remove cost the same as build cost to make upgrades more sensical
  • Made distribution centers auto connect all stations that are in range
  • Made signal drag populate possible starting from the existing one
  • Increased signal build capture rail radius


Additions:
Added remove route button in the Train Presets UI

Graphics:
Added DT20 locomotive graphics

Thank you for your continued feedback and support.

Hotfix 1 has arrived! Please board the latest version of Sweet Transit

Passengers, we hope you're enjoying your Sweet Transit journey so far! Thank you, as always, for your support and assistance in helping us make this adventure on rails a better experience.

The latest hotfix has arrived, comprising an abundance of bug fixes, tweaks - and some additions, too!

Hotfix 1 - Patch Notes



Bugfixes:


  • Fixed a crash when selecting a wrong train in the basics tutorial
  • Fixed a crash when going to the next tutorial with residential selected
  • Fixed a crash when locking goods with some goods already present
  • Fixed not being able to drag a destination in Routes UI if a mouse is over the station name
  • Fixed Steamworks modded graphics not being loaded
  • Fixed trains stop reserving their path after recalculating it on the requirement signal
  • Fixed freezes when removing rails in large networks
  • Fixed a crash when removing rails after train crashing
  • Fixed brickworks not producing with only one drying yard attached
  • Fixed changing action, filters or upon destination removal does not update the amount of needed workers in a village station
  • Fixed incorrect City UI rest/resting/work balance calculations
  • Fixed visitors being left in a station when deleting all traveler trains
  • Fixed train not compatible error with train that are meant to unload coal to the station itself
  • Fixed station context window not fitting long connected to names
  • Fixed duplicating and renaming train preset links them back together
  • Fixed being able to build coal mine near a village
  • Fixed being able to drag and place signals on a wooden rail bridge
  • Fixed requirement signals tooltip not being centered
  • Fixed train not keeping their names after sending to the train depot
  • Fixed blueprint not placing signals on a bridge
  • Fixed blueprint with station bridges not being displayed correctly
  • Fixed blueprint signals showing valid in some variations while they should not be
  • Fixed residences showing no work problem when the village capacity is reached (edited)


Changes:


  • Updated credits
  • Changed train selection from single wagon to all by default
  • Made Build UI reopen selection section after selecting an item from the same structure group
  • Made City UI attractiveness opacity animation once it is negative
  • Increased minimum time between horns from 5 to 15 seconds
  • Decreased negative happiness from no travel from 50% to 10%
  • Decreased unhappy people rest debuff
  • Removed modding threshold order
  • Reduced second time village unlocks
  • Increased second tier wagons mass
  • Made production calculation in factors which fixes the problem of too little buildings to produce
  • Made same name stations calculate needed workers based on the combined trains




Additions:


  • Added locked item tooltip to show that the condition bellow is for unlocking
  • Added option to create Mod preview, by adding "preview.jpg" or "preview.png" or "preview.gif" image in the mod folder
  • Added roads to the warehouse


Hotfix 1 is now live on the default branch. Users testing on the Experimental Branch can expect a new build to arrive shorty. Thank you, and enjoy your journey with us!

Please head to https://www.sweettransitgame.com/ for guides and more info!

The Sweet Transit Early Access Railmap! (Roadmap)

The first Roadmap - Plan your journey with us

Check out the Roadmap, charting the additions and changes you can expect from the game’s early access debut until full launch! This is just a snippet of what's to come! We'll continue to show more of what's ahead with each update.

Sweet Transit will remain firmly within its own creative vision whilst taking feedback and improvements from the community - this means that as we move forward with the game we will always be open to changing our priorities. :)



To keep up to date, follow us on Twitter, and join the community on Discord. 

Sweet Transit is now available in Early Access!



https://store.steampowered.com/app/1612770/Sweet_Transit/

Sweet Transit - Back On Track Tutorial Series!

We've put together a number of tutorial videos to help you out with a wide range of facets in Sweet Transit that you may encounter during your time playing!

General Beginner Tips!




Building Your First Village!




Creating Your First Train!




Constructing Your First Rail Network and Route!




Assemble Your First Coal Mine!




What are Train Signals?




What are Chain Signals?


Sweet Transit Arrives To-The-Minute into Early Access!

Train pals, you can now build an intricate rail network from the comfort of your PC!



Sweet Transit, the systems-led, train-powered city builder by the ex-Factorio 3D artist and developer, is now available to purchase in Early Access!



Home to a world where the railway is king and trains are the sole means of transportation and expansion, Sweet Transit sees players use these mighty iron horses to build new settlements, create intricate production lines, and grow humble villages into thriving metropolises while moving through distinct eras such as the introduction of steam power and the invention of the combustion engine.  
 

Your villagers are key to sustained growth

Players can pick up the base game for £17.49/€21.99/$21.99 or grab the Supporter’s Pack for £21.98/€26.98/$26.98, the latter of which includes the game and a digital version of its jaunty original soundtrack. All purchases during early access launch week will receive 10% off, with an additional 10% discount for all those picking up the Supporter’s Pack!


Sweet Transit features a Day/Night cycle

The first Roadmap - Plan your journey with us



Check out the Roadmap, charting the additions and changes you can expect from the game’s early access debut until full launch! This is just a snippet of what's to come! We'll continue to show more of what's ahead with each update.

Sweet Transit will remain firmly within its own creative vision whilst taking feedback and improvements from the community - this means that as we move forward with the game we will always be open to changing our priorities. :)



Sweet Transit Key Features 




  • Systems-led city builder: Starting with a single warehouse, build a thriving interconnected world of villages and cities as you expand your rail network and evolve your society 
  • Customisable rail network: Construct platforms and stations linked by intricate railway routes to help connect settlements and ensure a painless transit for both workers and civilians 
  • Evolve your industry: From steam to diesel, play through distinct eras of the railway and plan the most economical expansions using the technology at your disposal 
  • Be a person of the people: Keep a close eye on your citizens and ensure their needs are met as you expand your routes and scale up your settlements 
  • Full modding support: Create custom content via Steam Workshop, including structures, locomotives, in-game rules, progression markers, and graphics 

 






To keep up to date, follow us on Twitter, and join the community on Discord. 

Sweet Transit is now available in Early Access!


https://store.steampowered.com/app/1612770/Sweet_Transit/

Sweet Transit x CORSAIR iCUE Support - OUT NOW!

Hello everyone!

Launch is just an hour away, and we are happy to announce that we’ve partnered with CORSAIR to provide iCUE lighting integration from launch!

CORSAIR iCUE will provide a range of lighting solutions to SWEET TRANSIT. Being present in biomes, being in villages or towns, having many trains on-screen at once, main menu and achievement toasts will all provide a range of lighting colouration alternatives as you play.

Check out the fantastic video below, showcasing the lighting in action.

Early Access Pricing

Conductors,



Sweet Transit's launch is upon us! In just a few days - on Thursday, July 28th - we'll be releasing into Early Access.

Thank you for your help throughout our journey so far. We stopped at some cool stations along the way, your feedback and invaluable contributions have helped Sweet Transit become even better!

Without further a-do, let's look at Early Access Ticket prices for Sweet Transit...

Pricing

*Note - Launch & Bundle discounts stack.

Sweet Transit (Early Access Launch)


  • $21.99/€21.99/£17.49 - Base Price

Sweet Transit Soundtrack

  • $4.99/€4.99/£4.49 Base Price

Composed by Ely Robins, Sweet Transit's Official Soundtrack brings the unique train-city builder to life; evoking an era of pioneers, exploration and coal-based locomotion with old time jazz, rock and roll and Harlem parlor blues.

Sweet Transit Supporter's Pack (Game + Soundtrack)


  • $26.98/€26.98/£21.98 Base Price
  • $24.28/€24.28/£19.78 -10% Bundle Discount


-10% Launch Discount (July 28th - August 4th) (This is estimated based on the base price, actual exact price may vary)


  • Game: $19.79/€19.79/£15.75
  • Soundtrack: $4.49/€4.49/£4.04
  • Bundle: $21.58/€21.58/£17.5


Sweet Transit will be pushed live into Early Access on the Steam Store Page at 6pm BST on Thursday, July 28th. (10am PT | 1pm EDT | CEST 7pm)

Any questions? Please leave them below, a member of the team will endeavour to head your carriage.

We hope you have a wonderful journey with us!

Sweet Transit launches into Early Access July 28th



https://store.steampowered.com/app/1612770/Sweet_Transit/

Community Report: Even More Launch Features!

Hello! With launch just over three weeks away on July 28th, I've been working hard on addressing further feedback in the recent days and adding even more features into the game in order to make the launch the best it can possibly be. It is time for one more week worth of changes. This week was more focused on smaller features and tweaks except for one big addition which took the biggest chunk of time. We can start with that!

Blueprints


This was on the to-do list, but later down the line. Now you will be able to copy existing rails, rail signals, rail bridges and stations. This allows you to solve logistic problems once and re-use your solutions in multiple locations.


For now, blueprint sharing is only done in two ways. The first way is just to copy paste it using Ctrl + C and Ctrl + V as you would with text. You will get a Base64 string once you copy which is easy to share. The next option is through modding by adding custom blueprints in the logistics build tab which then can be shared through Steam Workshop.

This feature will be worked on more in the future once there is more time to do so.

Save UI


Before, saves were sorted based on their names. Now they can be sorted by data too, which will be the new default. Save UI can see folders in the save directory which is quite useful for grouping files together. Someday it will be possible to create and edit folders in the game, but for now you can only do that through windows.


Navigation


I have added two new ways that you can navigate using your mouse. Using Shift + Left Mouse Button and the Right Mouse Button.

Straight Rails


Building long stretches of straight rails was harder and more cumbersome than it should have been. Now, it is barely an inconvenience, just hold Alt and rails will attempt to be built in a straight line.


Selection Keys


Most of you did not know, but you can bind keys 0-9 to specific structures, trains and more importantly, to build items. I always bind 1 to rails, 2 to rail signals and 3 to rail chain signals which streamlines rail building. Having key X as the delete mode toggle means that I do not need to lose my focus when solving logistic problems. Now these keys are bound like that by default. Later down the line I am thinking about a radial menu to compliment this system.

Upgrades UI


Upgrading trains was not possible during Beta. I quickly added it due to the feedback and this resulted in a less than ideal UI design. For now, I tried to only improve readability with some help from Izuna Neko in the Discord community.


Same Name Stations


Same name stations worked by allowing a train to use any station that has the same name as the destination station. However, a train would always look for a path in the direction of its specific station. This meant that other stations were simply optional if the train could not get where it wanted. Now, all same name stations will be treated equally allowing for better distribution of trains.

Build List Tooltips


Just wanted to add here that tooltips will be less annoying whilst selecting what you want to build.


Goods Locking


You could lock specific people to specific wagons during the Beta. It is very useful when you want only craftsmen to board the first wagon and laborers in the second for example. Now you will be able to lock wagon goods, allowing trains with the same wagons to transfer multiple cargo.

Signal Blocks


Lastly, I wanted to clarify how the new signal segment features work. In general it will work the same as before, having a single block between signals. All rail networks created in the past will provide the same results. The difference now is that a signal block can be divided into smaller pieces if conditions match. The goal of this feature was to address the lacking parts (compact rail systems) without changing anything else.

After some Beta analysis and prototyping I came to a conclusion that the solution is to split signal blocks between two rail pieces that cannot have any signals. A rail cannot have signals if there are multiple rail pieces in a single tile. This covers all of the situations where you would want to place signals.



Originally I thought of making a new kind of signal that can be placed in such places, but this creates problems. The biggest one is that players will have an even harder time learning the game. Then there is the problem of having to make signal placement manual in places where you always want to have one. Splitting signal blocks solves all of these. Newer players do not need to know about this feature, but more advanced players can optimize their intersections with more tools under their belt.

Now for the limitations. Trains will respect signal block rules, which means that a train will never stop in the middle of a signal block unless it is at its destination. Under the hood, it works similarly to how chain signals work. The train will reserve all parts until the next signal no matter how far away it is. It is very efficient in small places, not so much in larger ones. These blocks are limited in the size to 64 rail connections (~32 rail pieces) and up to 6 sections. Like everything else, this is open for modding.

After several weeks of playing I am more sure that this was the correct choice. It adds another level of depth that is fun to solve and optimize. It is like a fresh coat of paint after so much playtesting.

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

And this is it for now, all of these features need to be properly tested and translated in time for the Early Access launch. You will be able to view the full changelog during this time period in the game covering ~80+ changes. There are many features I still want to add, but for now my focus will be mostly on bug fixing and balancing making to ensure that you get a quality product!

As always, please join us on Discord and I hope you're looking forward to July 28th!

Community Report: Steam Next Fest Feedback and Planned Changes

Now that the demo is over, we’re extremely keen to keep players and our community in the loop on how the game is being improved upon. Ernestas, solo developer of Sweet Transit’s focus is finishing content graphics and balancing the Early Access end game. However, due to the amount of feedback, he will focus much more on features as well.

Keep in mind that the Early Access release will only have around 50%~ of the total content that is planned for the 1.0 release, with many systems still in development and some far from finished. Examples such as there being no trading, proper warehouse management, story, or events currently. These elements cannot be added unless the base game is working fully as intended. Our goal is to have a good foundation and build upon it over time. Improvements and balancing will come out together with new content until the final vision is realised.

With all that being said, please see some specific notes and feedback below from Ernestas himself:
“Hello everyone. Thank you for checking out the demo in the Steam Next Festival. The feedback and discussions both on Steam and Discord were fantastic, and gave plenty of food for thought. On-going feedback is always welcome as long as it is constructive. Most of the issues/features that were raised will be addressed in the Early Access release. I will share the more interesting parts instead of just dumping the changelog below.

Approachability/Onboarding/Tutorialisation


There were many players having problems starting the game. Sweet Transit is not an easy game even for more experienced players as it encourages different kinds of problem solving. But there is still an issue that the game is not clear enough in some cases on how to solve these problems. It certainly does not help when people tend to skip the tutorial.
There are many changes being made already, here are few:

  • Automatic route wait conditions.
  • New situational advices such as introducing distribution centre or explaining why your current train will not load coal without gondola wagon.
  • Ability to see which train is blocking the path.
  • Increased small station road range.
  • Removed train depot build time and now you can store trains there

Rail System


The demo and the latest build had different signal block systems which caused obvious errors with me juggling between the two versions. During Beta people expressed that they wanted to have more compact rail systems. One option was to create path signals instead of block ones. But that would only trivialize logistics leaving only the city building as the sole challenge.
I decided to split signal blocks in places where no signal can be placed. This allows multiple trains to use the same block and opens up a layer of depth for optimization. The split happens between two rail blocks that cannot have any signals.



Wait Conditions


During the demo, people expressed that there was no reason to have no wait conditions. And it is true. From now on all new destinations will have a new condition attached to them automatically. I call this condition "Until done" as the train will wait only until it has something to do at that station. There is new "Until full of fuel" condition as well.
Conditions "Until full" or "Until empty" will now take the goods or people filter into consideration.
I plan to try to tackle multi-action destinations. So that you could load/unload/swap workers at the same time. Further to this wait conditions will most likely be minimized by default to improve readability.

Village Stations


In the Demo, village stations could share workers as they were only referencing residentials when counting the available people. Watching the demo I noticed that people expected that workers will pick one of the stations. I redesigned village station logic to allow this. Now people physically move to stations and wait there. By default they will choose a station with smallest number of workers in it. The biggest improvement that comes from this is the ability to imitate "tram" system by transferring workers from one village station to another.

Station Naming


Stations will automatically name themselves based on who they are connected to. If that is a distribution centre with Sawmills, then it will be "Sawmill 1". If it is a village named "York" with 2 stations already connected, then it will be named "York 3" and so on.

Station Removal


It was a hassle to manage routes after removing and redesigning your stations. Now routes will automatically find a new station if the old one is removed. A new station will be selected either if it has the same name or a new station is built in the same location.

Train Path


Some people expressed that the train pathfinding had problems. This can be true as the train only recalculates paths when starting a journey, on a blocked chain signal or when some rails in the path are destroyed. Now path recalculation happens midway as well if the destination is reserved by another train.



Signals Dragging


I have added a space counter for signal dragging to make the perfectionists life easier.
Requirement Signals
Requirement signals have few additions as well:
- Recalculate - A train will recalculate its path when passing this signal.
- Influence - To positively or negatively influence train path calculation.
- Travelers - Limits further path to trains with travellers.

Build Distance


Build distances are changed from circles to squares. This should help to pack and plan everything more efficiently.



Error Messages


The game seems to not tell why you cannot build in certain areas. To make those errors clearer now they will float away grabbing your attention. Going forward more will be added.

Residences


It was hard to specialize villages when you need production structures to store fish, clothes and so on. Now residences will store goods that they need. Having a village that does not produce anything, just imports will be possible.

Decorations


Village decorations no longer require the need for a road or any other connection. The decoration system is one with the least development time associated right now. Later down the line it will be more "tactical" in how you want to use it instead of randomly placing it everywhere.



Production Facilities


I have added ability to disable production facilities. This will allow to plan bigger farms and factories without worrying that workers will occupy them or upkeep brings you down.
Coal Mine and Sawmill are now always visible in the production tab with tooltip on how to unlock them. This should help new players in figuring out what they need to do.

UI


Most of the UI needs some work and it will come in time. Features are regularly being added leaving UI outdated and unintuitive. While I try to keep it up to date, there is only so much I can do alone with my limited skills and time. If anyone has some ideas on how it could be done better feel free to discuss it with me in Discord. This way, those changes will come sooner as it will save me time in design.
Graphs, unlock tree and other statistics windows are planned with the first Early Access update. A full list of what to expect will come later.



Thank you for reading and for all of your help in trying to help to improve the game. Sweet Transit journey is just getting started. Personally, I am quite excited to see what this game becomes with so many good ideas all around.”

Play the Sweet Transit Demo in June!

Hello Sweet Transit Fans!



We’re excited to now share with you the next steps for Sweet Transit! Before we get into when everyone can next play Sweet Transit, I’m sure you’ll want to know what we learned during the Beta, and what the biggest takeaway were.

A note from developer, Ernestas Norvaišas:

Hello,

Firstly, I would like to say thanks to everyone who took part in the Beta for Sweet Transit. The Beta was quite the success in my eyes. For me personally the biggest point of interest was seeing how you all enjoyed the game. I was very happy to see so many different playstyles and approaches to problem solving.

The biggest take away would be how different the difficulty level was in my eyes compared with those of new players. As an experienced self-proclaimed best Sweet Transit player, I’m always looking at ways to add this little bit of extra spice to make the game more interesting. This is not a bad idea, but for new people one other extra thing to balance is not an easy task when introducing this genre. This reinforces the perspective for the future that listening to only experienced genre-fans might not be the best thing when regarding the accessibility of new players.

Map generation is another topic that I found interesting. People enjoyed playing mostly on flatlands, removing the difficulty provided by the terrain. The world is designed to be uncomfortable, not having the perfect place for expansion. I personally do not enjoy the map being just a visual thing that does not contribute to gameplay, but because of the feedback, the majority of the new map generation presets will be much more casual. Hopefully later, once players get more hours under their belt will find enjoyment in challenging themselves with difficult terrains as I do.

I am very excited to see how the game evolves and becomes better. Multiple new ideas and possibilities are already in the list thanks to you all. There are no precise plans on how version 1.0 will look, just broad strokes at this time. This approach will allow me to listen to feedback and mould the game based on what people enjoy, rather than what sounds good on paper.

Below are a list of specific changes for those interested...


Main Changes:




  • Distribution Centre: Making ways to connect multiple production facilities was previously planned, people in the past expressed that it would be nice to have such a facility. Seeing people playing the beta with their own unique styles proved that this structure should come sooner rather than later.

  • Train Upgrading: Finally, there is an easier way to upgrade trains. Now you can upgrade specific trains, route trains or all trains that match specific wagon/locomotive setups.

  • Balancing: This is usually a very delicate and never-ending issue in games. I have addressed the so called "Death Spiral", making sure that there is mostly always a way to bounce back. All "Death Spiral" saves that were provided to me were personally beaten and resolved. On top of that people debuffs are now a little bit more lenient, allowing for more mistakes. Inhabitants leave your villages much slower as well, to provide you a chance to react to the mess you may have made. But as before bad planning is still the enemy of all.

  • Map Generation: Map generation controls have been updated to be more predictable. The current fragmented map generator preset will be left for more experienced players and by default an easier one will take its place. Finally, you can now copy the whole map string containing its settings and share it with others should you wish.

  • Signalling: This was the most talked about subject, as expected. I will not add path-based signals, that will divide community by adding easier, but less interesting ways to play. Solving problems with block signals allows for much more control with a bigger sense of accomplishment. However, I will address the issues of not being able to build compact rail networks in time.

  • Accessibility: While this is always evolving, people expressed multiple issues relating to accessibility. Now ranges are on by default, tutorial tips provide more information, more navigation options are added and much more smaller tweaks have been added throughout the game.

  • Pathing: Now you will be able to debug why the train cannot find its path. This should help all players to find those pesky wrong direction looking signals. It will work by visualizing the pathfinding, this way you will be able to see how the train is planning to make its way to the destination.


Sweet Transit Playable Demo


We’re happy to say that on June 9th at around 6pm BST, we will be launching the brand-new demo for Sweet Transit. To download this demo just head over to the Sweet Transit Steam Store page and you can download it there. This will be available for everyone to play!

This demo features a host of improvements over the Closed Beta, but we would like to state that due to on-going development work on the later parts of Sweet Transit, alongside the public availability of this demo, that the breadth of content available will be a smaller than that in the Closed Beta and all the changes listed above may not be implemented in time. The demo content showcase will also allow us to obtain more focused feedback session on the tutorial, and introduction to Sweet Transit, whilst also introducing people to what Sweet Transit has to offer. Please note that we will be opening our Discord Channels and Forms once more and encourage feedback about the new changes.

Steam Next Festival


The demo will also be heading into the Steam Next Festival on June 13th through to June 20th, this will allow even more people to find out about Sweet Transit and allow us some unique featuring on Steam. Let your friends know and encourage them to download, and wishlist, it’s a great help to us.

With the demo launching, as well as the Steam Next Festival inclusion, you might be asking, when is Sweet Transit coming out?! Well, all things come in good time! A little patience will be rewarded.

Wishlist Sweet Transit


https://store.steampowered.com/app/1612770/Sweet_Transit/