Transport Fever cover
Transport Fever screenshot
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Genre: Point-and-click, Real Time Strategy (RTS), Simulator, Tactical

Transport Fever

Developer blog #4: Tracks and streets

The fourth developer video blog is all about railroad track and street construction.

Trains and street vehicles are essential to create a successful transportation network. Therefore, a lot of resources were put into developing simple yet powerful tools to build tracks and streets.




Today's video demonstrates the scope of these tools. Numerous examples show the different ways tracks and streets can be built, upgraded and combined.

Please find the corresponding video on our website:

http://www.transportfever.com/developer-blog-4-tracks-and-streets/

These tools and especially the corresponding user interface are still under development, and we will give our best to still include wishes from the community.

As always, thanks for your great interest. We are looking forward to your feedback!

Vehicle page update #3

Today's update of the vehicle page introduces a first cargo ship in Transport Fever. The Zoroaster is considered to be the first successful oil tanker and sailed the Baltic Sea and the Volga in the late 19th century.




Another highlight is the Sixwheeler invented by Matthias W. Baldwin. An innovative design with flexible coupled axis improved the locomotive's traction while at the same time allowing it to drive around tight curves.

Next to other vehicles a new plane - the Boeing 757-200 - was added to the list. This twinjet is capable of taking off from short runways thanks to its powerful engines.

Please visit the vehicle page to find all ten additions:

http://www.transportfever.com/game-info/vehicles/

Developer blog #3: Mod support

The third developer video blog focuses entirely on modding possibilities. Modding allows players to modify the game and also to add their own content with simple means.

The possibilities in Transport Fever are comprehensive: Existing vehicles can be modified and new ones added to the game. New missions and buildings can be created and so-called script mods influence the game’s behavior in many ways.




The example in today’s video demonstrates how building can be easily extended with various functions and properties.

Please find the corresponding video on our website:

http://www.transportfever.com/developer-blog-3-mod-support/

A lot of effort was put into the development of modding interfaces to make sure modding is extensive and flexible, but also accessible. Thanks to Steam Workshop support, installing and sharing mods is a matter of a few simple mouse clicks.

Thank you for your great interest! As always we are looking forward to your feedback!

Vehicle page update #2

Today we have added another ten vehicles to the vehicle page. With this update we have uncovered about 50 of the 120 total vehicles so far.



Highlights include a German flagship locomotive, the Class 103. It was a very powerful locomotive reaching a top speed of 200 km/h, mainly but not exclusively used on fast passenger lines.

Also, we uncover a popular modern-day tram, the Be 5/6 “Cobra”. It is in service in many cities today, including Zurich. Being one of the first low floor trams ever built, the “Cobra” received its name because it runs through cities like a snake.

Please visit the vehicle page to find all ten additions:
http://www.transportfever.com/game-info/vehicles/

Developer blog #2: Constructions

In the second developer blog we discuss our approach to constructions like e.g. train stations or airports. We invested quite some development time to finally offer a smart user interface to build and modify any kind of constructions.



Please find the corresponding video on our website:

http://www.transportfever.com/developer-blog-2-constructions/

In addition to train stations, construction examples include bus, tram and truck stations, airports, harbors and industries. The latter are modified by the game itself, i.e. industries can upgrade and downgrade dependent on the player’s performance.

One of the main development goals was to make the construction format as generic as possible in order to allow modders to create any kind of constructions. In a next developer blog we will discuss this topic in more detail.

Thanks for your interest in Transport Fever. As always, we look forward to receiving your feedback!