Today's Deal: Save 70% on Transport Fever and 85% on Train Fever!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Friday at 10AM Pacific Time
Hey there again you lovely people!
The next few days are going to be really special for us, as weve teamed-up with the amazing folks from One Gamer Fund and have put our entire library of Good Shepherd Entertainment published titles on sale for the lowest prices each respective title has ever been available for here on Steam to benefit the One Gamer Fund during its inaugural charity weekend.
The One Gamer Fund is a new philanthropic initiative comprised of seven gaming nonprofits: AbleGamers, Childs Play, Games for Change, Global Game Jam, the IGDA Foundation, Stack-Up and Take This. Between 10 a.m. PT on Sept. 21 to 10 a.m. PT on Sept. 25, half of all proceeds generated by purchases of Good Shepherd games after Steams share of revenue is factored will be donated directly to the IGDA Foundation on behalf of the One Gamer Fund and subsequently dispersed among all partnering nonprofits.
This is not all though! Weve also just launched a special new Good Shepherd Entertainment Bundle to coincide with this sale. This bundle will allow those whom already own some of our games to easily complete their set at a special additional 25% discount! This means that you can add even more gaming goodness to life whilst helping these seven amazing charities and causes.
A number of Twitch personalities will also be hosting special streams to aid the One Gamer Fund throughout the weekend. Individuals can learn more about ways to participate by visiting www.OneGamerFund.org and following @OneGamerFund on Twitter.
We cant tell you guys how much this sales means to us and how proud we are to be a small part of helping these amazing causes. None of this would be possible without all of your help though, so on behalf of everyone involved in this benefit sale, we just wanted to say thank you very much for your continued support!
Heres to the power of gaming!
Greetings,
The Good Shepherd Team
Hey there again you lovely people!
The next few days are going to be really special for us, as we’ve teamed-up with the amazing folks from One Gamer Fund and have put our entire library of Good Shepherd Entertainment published titles on sale for the lowest prices each respective title has ever been available for here on Steam to benefit the One Gamer Fund during its inaugural charity weekend.
The One Gamer Fund is a new philanthropic initiative comprised of seven gaming nonprofits: AbleGamers, Child’s Play, Games for Change, Global Game Jam, the IGDA Foundation, Stack-Up and Take This. Between 10 a.m. PT on Sept. 21 to 10 a.m. PT on Sept. 25, half of all proceeds generated by purchases of Good Shepherd games after Steam’s share of revenue is factored will be donated directly to the IGDA Foundation on behalf of the One Gamer Fund and subsequently dispersed among all partnering nonprofits.
This is not all though! We’ve also just launched a special new Good Shepherd Entertainment Bundle to coincide with this sale. This bundle will allow those whom already own some of our games to easily complete their set at a special additional 25% discount! This means that you can add even more gaming goodness to life whilst helping these seven amazing charities and causes.
A number of Twitch personalities will also be hosting special streams to aid the One Gamer Fund throughout the weekend. Individuals can learn more about ways to participate by visiting www.OneGamerFund.org and following @OneGamerFund on Twitter.
We can’t tell you guys how much this sales means to us and how proud we are to be a small part of helping these amazing causes. None of this would be possible without all of your help though, so on behalf of everyone involved in this benefit sale, we just wanted to say thank you very much for your continued support!
Here’s to the power of gaming!
Greetings,
The Good Shepherd Team
Today's Deal: Save 85% on Train Fever!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Thursday at 10AM Pacific Time
We are very happy to officially announce the release date of the Train Fever successor: Transport Fever will be available worldwide for Windows, Mac and Linux, on November 8.
Please find the gameplay preview video here:
[url=http://www.transportfever.com/gameplay-preview-and-official-release-date/]
The 15-minute gameplay preview shows typical scenes from the endless game of the current beta version.
We wanted to express our gratitude to all players of the former game Train Fever by offering a 15% loyalty discount. In addition, there is a 10% pre-order discount, and both discounts can be combined: so everyone who owns Train Fever on Steam will be able to purchase Transport Fever at 25% off up until the games release. Pre-order is possible here.
We hope that you like our newest development and say thanks for your interest!
We are very happy to officially announce the release date of the Train Fever successor: Transport Fever will be available worldwide for Windows, Mac and Linux, on November 8.
Please find the gameplay preview video here:
[url=http://www.transportfever.com/gameplay-preview-and-official-release-date/]
The 15-minute gameplay preview shows typical scenes from the endless game of the current beta version.
We wanted to express our gratitude to all players of the former game Train Fever by offering a 15% loyalty discount. In addition, there is a 10% pre-order discount, and both discounts can be combined: so everyone who owns Train Fever on Steam will be able to purchase Transport Fever at 25% off up until the game’s release. Pre-order is possible here.
We hope that you like our newest development and say thanks for your interest!
We are incredibly happy to finally announce our newest development: Transport Fever is a next generation transport simulation game coming to PC this fall.
Transport Fever is a successor to Train Fever and brings many new features, including aircrafts, ships, two historical campaigns, heavily improved construction tools and much more.
Please find the complete announcement and the official trailer at the new website:
http://www.transportfever.com
We hope that you like our newest development and look forward to your feedback.
We are incredibly happy to finally announce our newest development: Transport Fever is a next generation transport simulation game coming to PC this fall.
Transport Fever is a successor to Train Fever and brings many new features, including aircrafts, ships, two historical campaigns, heavily improved construction tools and much more.
Please find the complete announcement and the official trailer at the new website:
http://www.transportfever.com
We hope that you like our newest development and look forward to your feedback.
Urban Games and Gambitious Digital Entertainment are ready for takeoff and extremely happy to officially announce a next generation transport simulation game on Monday, April 11, 2016.
Details about the new game will be uncovered on April 11 accompanied with a trailer and a new website. While the game will be packed with new features, trains again play the central role.
Once announced, the community is invited to give feedback and discuss the development on the website, forums and social media channels. Release is scheduled for later this year.
A lot of work has been put into the development of the new title and both the Urban Games and Gambitious Digital Entertainment teams can’t wait to finally show their latest project to the public.
Urban Games and Gambitious Digital Entertainment are ready for takeoff and extremely happy to officially announce a next generation transport simulation game on Monday, April 11, 2016.
Details about the new game will be uncovered on April 11 accompanied with a trailer and a new website. While the game will be packed with new features, trains again play the central role.
Once announced, the community is invited to give feedback and discuss the development on the website, forums and social media channels. Release is scheduled for later this year.
A lot of work has been put into the development of the new title and both the Urban Games and Gambitious Digital Entertainment teams cant wait to finally show their latest project to the public.
[quote]
Update February 25, 2016: Today we released the build 7753 which improves on the previous build 7554 by adding an option allowing to adjust the growth behavior of towns. Also the compatibility with integrated Intel GPUs was highly improved. Please find the complete release notes here and the release hints here
[/quote]
We are very happy that today the newest build 7554 was released.
This update introduces three widely requested features and also aims to further enhance the gameplay, usability, as well as performance.
Trams finally get their long awaited catenaries. Players can now upgrade streets with electric tram tracks. Next to presenting a visual eye catcher, catenaries are also an optional new gameplay element.
A very flexible and highly modable asset placement tool opens a wide range of new possibilities to polish and decorate maps with any objects. Because we have observed that the modding community wants to snap assets to tracks, we have also implemented track-aligned assets.
With the new option to use height maps for generating landscapes, player are now able to create truly realistic and beautiful sceneries. In combination with the possibility to include predefined seeds, this allows for creating various challenging and diverse scenarios.
In addition to these new features, based on the feedback of players many improvements have been made:
Trains behave more predictable when changes are made to the track and stations. Industries grow twice as fast than before and decline much slower, making them less sensitive to fluctuations in the transport network. We also optimized city development resulting in an increased performance and reduced lags at the end of months.
The modding possibilities have been significantly widened, giving content creators more control over how the game behaves and looks.
Our volunteers from the community put much effort into improving the translations and Swedish was added as a completely new language.
There is also a long list of various small improvements and bug fixes. Please find the complete list in the release notes
More information on how to use height maps and an example map can be found in the release hints.
We put as much effort as possible into this build and we did our best to consider as many wishes and suggestions as possible.
Let us express a big thank you to all players, modders, testers and fans. Without all the suggestions and testing effort contributed by the community, Train Fever would not be where it is today. We hope you enjoy this final update and we very much look forward to see even more great contributions from the modding scene.
At the moment we are working very hard here at Urban Games and we look forward to soon share some very exciting news with you.
[quote]
Update February 25, 2016: Today we released the build 7753 which improves on the previous build 7554 by adding an option allowing to adjust the growth behavior of towns. Also the compatibility with integrated Intel GPUs was highly improved. Please find the complete release notes here and the release hints here
[/quote]
We are very happy that today the newest build 7554 was released.
This update introduces three widely requested features and also aims to further enhance the gameplay, usability, as well as performance.
Trams finally get their long awaited catenaries. Players can now upgrade streets with electric tram tracks. Next to presenting a visual eye catcher, catenaries are also an optional new gameplay element.
A very flexible and highly modable asset placement tool opens a wide range of new possibilities to polish and decorate maps with any objects. Because we have observed that the modding community wants to snap assets to tracks, we have also implemented track-aligned assets.
With the new option to use height maps for generating landscapes, player are now able to create truly realistic and beautiful sceneries. In combination with the possibility to include predefined seeds, this allows for creating various challenging and diverse scenarios.
In addition to these new features, based on the feedback of players many improvements have been made:
Trains behave more predictable when changes are made to the track and stations. Industries grow twice as fast than before and decline much slower, making them less sensitive to fluctuations in the transport network. We also optimized city development resulting in an increased performance and reduced lags at the end of months.
The modding possibilities have been significantly widened, giving content creators more control over how the game behaves and looks.
Our volunteers from the community put much effort into improving the translations and Swedish was added as a completely new language.
There is also a long list of various small improvements and bug fixes. Please find the complete list in the release notes
More information on how to use height maps and an example map can be found in the release hints.
We put as much effort as possible into this build and we did our best to consider as many wishes and suggestions as possible.
Let us express a big thank you to all players, modders, testers and fans. Without all the suggestions and testing effort contributed by the community, Train Fever would not be where it is today. We hope you enjoy this final update and we very much look forward to see even more great contributions from the modding scene.
At the moment we are working very hard here at Urban Games and we look forward to soon share some very exciting news with you.
During the last couple of weeks, in our blog series “Behind the scenes”, we gave you insight into various topics developers usually don’t talk about. In return we received a lot of positive, interesting and valuable feedback! It’s time to conclude the series and start looking forward again.
Let us say a big “Thank you!” for a great 2015! We would like to bring the holiday spirit to Train Fever and present you with a little gift in the form of two announcements about our current and our next game.
There is a long list of features which could further enrich Train Fever. With so many people still playing, the list grows constantly and a game like Train Fever will never be truly complete.
No matter what we would like to do, we have to consider the financial aspect of the development. Finding a good balance between investing time (and therefore money) and maintaining a healthy business is challenging. As a consequence, more than a year after the release, we have to concentrate our efforts on our next game.
Nevertheless we feel the necessity to show our appreciation to our loyal players. Thus we decided to work on a final update for Train Fever!
We are excited what players and modders can achieve with the Train Fever engine. To further support this, we will introduce a tool enabling the free placement of trees and various other assets in the game world.
On top of that we would like to open more possibilities for generating maps. We are working on a way to allow utilizing external sources like height maps. If successful, we are confident that modders can then create their own landscape scenarios and thus enable completely new challenges.
We will also treat you with a widely requested improvement initially developed for our next game: Tram tracks can finally be electrified and therefore get the long awaited catenary.
To support our ever growing modding scene, we will also extend some shading modding possibilities. The first project benefiting from the changes will be the “Nordic DLC”, an extensive total conversion, created by our community over at train-fever.net .
In addition, the upcoming patch also features a list of various improvements and bug fixes. We will give our best to make the gameplay more fluent and less daunting.
The patch is scheduled for release in early 2016.
And to finally answer the most frequent question: We are very happy to disclose that we will officially announce our next game in the first quarter of 2016!
Let us emphasize, that all your feedback – no matter if yet realized or not - anyway fell on good soil. Our next game will highly benefit from everything you told us and what we have learned.
We wish you and your loved ones pleasant holidays and a happy new year!
During the last couple of weeks, in our blog series Behind the scenes, we gave you insight into various topics developers usually dont talk about. In return we received a lot of positive, interesting and valuable feedback! Its time to conclude the series and start looking forward again.
Let us say a big Thank you! for a great 2015! We would like to bring the holiday spirit to Train Fever and present you with a little gift in the form of two announcements about our current and our next game.
There is a long list of features which could further enrich Train Fever. With so many people still playing, the list grows constantly and a game like Train Fever will never be truly complete.
No matter what we would like to do, we have to consider the financial aspect of the development. Finding a good balance between investing time (and therefore money) and maintaining a healthy business is challenging. As a consequence, more than a year after the release, we have to concentrate our efforts on our next game.
Nevertheless we feel the necessity to show our appreciation to our loyal players. Thus we decided to work on a final update for Train Fever!
We are excited what players and modders can achieve with the Train Fever engine. To further support this, we will introduce a tool enabling the free placement of trees and various other assets in the game world.
On top of that we would like to open more possibilities for generating maps. We are working on a way to allow utilizing external sources like height maps. If successful, we are confident that modders can then create their own landscape scenarios and thus enable completely new challenges.
We will also treat you with a widely requested improvement initially developed for our next game: Tram tracks can finally be electrified and therefore get the long awaited catenary.
To support our ever growing modding scene, we will also extend some shading modding possibilities. The first project benefiting from the changes will be the Nordic DLC, an extensive total conversion, created by our community over at train-fever.net .
In addition, the upcoming patch also features a list of various improvements and bug fixes. We will give our best to make the gameplay more fluent and less daunting.
The patch is scheduled for release in early 2016.
And to finally answer the most frequent question: We are very happy to disclose that we will officially announce our next game in the first quarter of 2016!
Let us emphasize, that all your feedback no matter if yet realized or not - anyway fell on good soil. Our next game will highly benefit from everything you told us and what we have learned.
We wish you and your loved ones pleasant holidays and a happy new year!
Today's Deal: Save 75% on Train Fever!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Wednesday at 10AM Pacific Time
While there is a lot going on at Urban Games, development of Train Fever is continuing. As we have noticed, there is quite a lot of interest and need in behind the scenes information about the game. Therefore, we today start with a series of blog posts where we will write about various topics ranging from what makes developing a game challenging to how we handle feedback and suggestions. The blog will be updated every two weeks and the first post focuses on modding and user created content. If you are interested in hearing and discussing about topics developers usually don’t talk about, please find the blog on our official website.
While there is a lot going on at Urban Games, development of Train Fever is continuing. As we have noticed, there is quite a lot of interest and need in behind the scenes information about the game. Therefore, we today start with a series of blog posts where we will write about various topics ranging from what makes developing a game challenging to how we handle feedback and suggestions. The blog will be updated every two weeks and the first post focuses on modding and user created content. If you are interested in hearing and discussing about topics developers usually dont talk about, please find the blog on our official website.
[quote]
Update September 15, 2015: Today we released a new build 6219 which improves on the previous build 6181 by fixing a couple of bugs and adding a new way for modders to change the vehicle load configurations. Please find the complete release notes here.
[/quote]
Right before the 1st birthday of Train Fever, we are happy to announce the release of the newest build 6181.
With this game update we fulfill some of the most common wishes by introducing a new rail switch type, improving the usability and the user interface, as well as adding new ways to modify and customize the game.
Parallel Track building and upgrading is much easier and forgiving. Not only can you upgrade crossovers to diamond crossovers, it is now possible to upgrade tracks at any time regardless of whether the track is used by a train or not. The length limit for multitrack tunnels is gone.
Another big enhancement is how the different cargo types are handled by vehicles. To achieve a more realistic simulation, a truck or wagon is now fitted on purchase to haul one specific cargo type.
A significant effort was also put into improving the user interface. Windows are now arranged and aligned in a more intelligent way. Better window layouts and new buttons, overlays and filters make Train Fever more accessible and easier to use. There is more direct control over vehicles by allowing the player to reverse trains at any time and send it to a depot effortlessly.
To provide more influence over how industries and cities behave, more parameters are now exposed to modding, allowing for a way to affect how a map develops by customizing the maximum size of industries or the grow rate and starting size of cities.
To bring more life into the simulation, a new animation type was added giving any object in the world the ability to play animations in a continuous loop. This opens a lot of new possibilities to modding.
Last but not least thanks to the everlasting support of our community we were able to eliminate yet another couple of reported bugs including disappearing vehicles and issues with track building.
Please find the complete release notes here.
Thank you for your continuing interest in Train Fever! We hope you enjoy the newest improvements and additions.
[quote]
Update September 15, 2015: Today we released a new build 6219 which improves on the previous build 6181 by fixing a couple of bugs and adding a new way for modders to change the vehicle load configurations. Please find the complete release notes here.
[/quote]
Right before the 1st birthday of Train Fever, we are happy to announce the release of the newest build 6181.
With this game update we fulfill some of the most common wishes by introducing a new rail switch type, improving the usability and the user interface, as well as adding new ways to modify and customize the game.
Parallel Track building and upgrading is much easier and forgiving. Not only can you upgrade crossovers to diamond crossovers, it is now possible to upgrade tracks at any time regardless of whether the track is used by a train or not. The length limit for multitrack tunnels is gone.
Another big enhancement is how the different cargo types are handled by vehicles. To achieve a more realistic simulation, a truck or wagon is now fitted on purchase to haul one specific cargo type.
A significant effort was also put into improving the user interface. Windows are now arranged and aligned in a more intelligent way. Better window layouts and new buttons, overlays and filters make Train Fever more accessible and easier to use. There is more direct control over vehicles by allowing the player to reverse trains at any time and send it to a depot effortlessly.
To provide more influence over how industries and cities behave, more parameters are now exposed to modding, allowing for a way to affect how a map develops by customizing the maximum size of industries or the grow rate and starting size of cities.
To bring more life into the simulation, a new animation type was added giving any object in the world the ability to play animations in a continuous loop. This opens a lot of new possibilities to modding.
Last but not least thanks to the everlasting support of our community we were able to eliminate yet another couple of reported bugs including disappearing vehicles and issues with track building.
Please find the complete release notes here.
Thank you for your continuing interest in Train Fever! We hope you enjoy the newest improvements and additions.
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: www.train-fever.net). 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.
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!
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.
Today we have released a patch which fixes issues of the recently published USA DLC as well as issues of the new mod system. Most important, when running the USA DLC game mode, there was a bug which caused towns not to be completely American but mixed (all buildings, European and American, were enabled as a consequence of the bug). Furthermore, we have fixed a problem with the 2-8-2 Mikado Steam locomotive which caused the locomotive not to be available for purchase (as intended after 1898). Because many players have requested that speed should also be displayable in “mph” instead of “km/h” we have added this feature (along with configurable units for power, weight and force). In regard to the new mod system, we have fixed a number of issues as well. One issue was that the main menu mod list was not scrollable, which caused problems for players who wanted to activate a large number of mods. Another problem was that the displayed “active mod list” in the load game dialog was not correct (however note that the behavior was correct). Finally, and probably most important to mention, deprecated mods are now directly recognized in Train Fever. Originally we planned that players use the available mod managers (TFGM and TFMM) to install / convert deprecated mods. However the plan failed because (a) some players install the mods manually and (b) in contrast to our plans one of the two available mod managers (TFMM) was unfortunately not updated yet, but was finally updated today. Please find the release notes of the latest game update here. To improve understanding of the new mod system we have set up a page which answers all frequently asked questions about mods. Please find the release notes of the latest game update here. The page explains how to use mods. At a later point in time we will also publish more information on how to create mods (specification of the new modding system). Of course, we will update the game (and the USA DLC) also in future. Thanks for your continuing interest in Train Fever and best wishes!
Today's Deal: Save 66% on Train Fever!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Sunday at 10AM Pacific Time
We are excited that today the Train Fever USA DLC was officially released! The DLC is available for free and features a complete American game mode. Equivalent to the original European game mode, the player starts in 1850 and experiences more than 150 years of railroad history. More than 50 realistic American vehicles including trains, buses, streetcars and trucks are included. To make the American experience complete, landscape and towns are modified as well. Wild West stylized American towns spread in a desert landscape and wait for a transport tycoon to be connected to the world. Also, environment elements like trees, streets and the sky have been adapted. All vehicles are realistic. Models and textures have been developed by using blueprints and photographs of the original vehicles. As a result, the USA DLC depicts quite a piece of American railroad and transportation history. The USA DLC has been developed in close collaboration with the modding community. We are excited that modders have contributed more than 15 vehicles. It’s great to see such an active modding community. To further support modding activities, together with the release of the USA DLC modding support was significantly extended. Most important, mods can now be enabled and disabled in-game. Also, there are more modding possibilities now. Because the modding system has been completely reworked, we highly recommend that all players who have installed mods should clean their game installation. To do so, please first delete the “C:Program Files (x86)SteamSteamAppscommonTrain Fever es” folder and second run the “Verify” option in the Steam client (Steam Client -> Train Fever -> Properties -> Local Files -> Verify Integrity of Game Cache”). Please find the announcement including a trailer and images here.
Today we officially announce that the Train Fever USA DLC will be released this Friday, February 27. The DLC will be available for free and features a complete American game mode. Equivalent to the original European game mode, the player starts in 1850 and experiences more than 150 years of railroad history. More than 50 realistic American vehicles including trains, buses, streetcars and trucks are included. To make the American experience complete, landscape and towns are modified as well. Wild West stylized American towns spread in a desert landscape and wait for a transport tycoon to be connected to the world. Also, environment elements like trees, streets and the sky have been adapted. All vehicles are realistic. Models and textures have been developed by using blueprints and photographs of the original vehicles. As a result, the USA DLC depicts quite a piece of American railroad and transportation history. The USA DLC has been developed in close collaboration with the modding community. We are excited that modders have contributed more than 15 vehicles. It’s great to see such an active modding community. To further support these activities, together with the release of the USA DLC modding support is significantly extended. Please find the announcement including images here.
Today we have released build 5112. The build fixes a number of serious issues which came up with the last updates (build 5068 / 5080). Most important, players reported freezes at the end of each game month. We have identified the problem and it is fixed now. Because since the last update, the game runs faster during the months, on certain systems (parallel) simulation calculations which need to be finished at the end of each month were still in progress and caused these freezes. In addition, several small fixes and improvements are included in this update. Please find the release notes here. Finally, let us mention that due to a lot of feedback and criticism related to the street main connection feature, we have decided that it will be possible to disable the feature in a future version. However, when doing so, the game will switch to “sandbox” mode (i.e. achievements cannot be earned in such games). Most likely this will be released together with the USA DLC. Also, we are thinking about other ways to "force" the player to maintain the main connections.
After a short break over the holiday season our team is back at work, and development runs at full steam! We are happy that today another game update has been released. The update brings a significant performance boost. Many CPU calculations have been optimized, and the most expensive CPU task (pathfinding for people and goods) has been moved to a separate thread. In other words, Train Fever now exploits today’s multi-core processors. As a result, the game runs more fluently and the number of frames per second is higher, especially when playing with 2x or 4x game speed. After the last update, many players complained about the newly introduced main connection street feature. The most important problem was that players were not able to remove or change streets even when a reasonable bypass was present. Unfortunately there was a major bug which we now have fixed. Let us apologize for this. In addition there are various improvements like e.g. correct vehicle door animations (now doors open at the platform side only). Another widely requested feature is the ability to reduce the auto save frequency. We have added that and it’s even possible to disable auto save at all. Also the game has been translated to Spanish and Korean. Please find the complete release notes here. Finally let us mention that the development of the USA DLC goes according to our plans. You can expect the DLC to be released in the second part of February. We are excited that many modders are contributing to the DLC, and if you still like to take part please check this page. Thanks for your continuing interest in Train Fever and best wishes!
Today we officially announce a first Train Fever DLC. The DLC will be available for free in February 2015 and will include more than 50 typical American locomotives, train cars, buses, streetcars and trucks. But it’s not only vehicles: When starting a new game, players can choose whether to play in a European or American environment then. Terrain, vegetation and towns will look different dependent on the player’s choice as well. At the same time, modding capabilities will be extended. We will not only reduce the number of currently hard-coded implementation parts, but also improve the handling of mods in general: Mods can then be activated or deactivated in-game and save games will remember which mods are active. We have observed the modding scene (especially on http://www.train-fever.net/) during the last months and we are absolutely excited by the huge amount of great content created there. Because we are not able to model all vehicle by ourselves and because many modders like to contribute, we have decided to involve the modding scene in the development of the USA DLC. Therefore we officially invite all modders to take part here. This said, we would like to wish you a Merry Christmas and a Happy New Year. 2014 was an amazing year for us and you can be sure that we won’t stop listening to the community, developing new features and improving the game also in 2015. PS: You can find the official teaser image for the USA DLC on our website.
We are very happy that today another major game update has been released. Traffic simulation has been heavily improved with the newest version. Most important, cars now take into account the current traffic speed (and traffic jams) in advance. Therefore, people can now drive around traffic jams (if possible) or may decide to use player-created lines instead. In addition, towns no longer allow that players bulldoze their main connection streets (works for new games). These changes lead to a more realistic passenger simulation and to a more interesting game experience. As always, we have been listening to the community and with this update we present two of the top requested features: Automatic vehicle replacement and realistic vehicle loading speed. Players can now define a vehicle (per line) which is used to replace existing vehicles when they reach their life spans. Therefore, large amounts of vehicles can now be managed more easily. Vehicle loading speed is now dependent on the number of vehicle doors. This way, especially modern commuter trains load and unload significantly faster. Usability in general has been significantly improved. Track and street builder tools are now more easy to use. We have not only fixed a number of small bugs, but we have also improved the user interface of these essential tools. For instance, obstacles which collide with your constructions plans are now highlighted in red color, and better error messages are displayed if a problem occurs. Also, we have added links to the player-created Steam guides in the main menu and welcome window. The learning curve for beginners is now more flat and more advanced players can easily find walkthroughs or background information. Many more small improvements (e.g. animated depot doors) have been realized. Overall, we believe that the current update is a major step forward and Train Fever is significantly better now. Please find the complete release notes here. You can be sure that more updates and improvements will be released in future. Thanks for your continuing interest in the game and best wishes!
Today, another game update has been released. The update brings new features, improvements and bug fixes. The update adds realistic and animated railroad crossings. Cars and people now stop and wait at railroad crossings if trains are approaching. Beside a simple warning sign there is also an animated half barrier crossing available after 1925. Note that the style of a crossing can be changed also after construction (click on the crossing). Modders are invited to create more crossing styles. Also, three new stake train cars have been added. Wood now must be transported in these wagons and can no longer be transported in the closed goods wagons (except the wagons in existing save games). At the same time we have implemented a discrete train car load visualization system, which again offers new possibilities for modders. There is also good news for everyone running Train Fever on an Intel HD 4200 / 4400 / 4600 graphics card. A problem in the current drivers of these cards caused the game to freeze and the graphics driver to restart. We have implemented a workaround for this problem and we are very confident that this problem is history now. In addition to the Polish and Czech translation, the update brings many more small fixes and improvements. Please find the complete release notes here. Development is currently running at full steam and you can expect more updates and improvements in the next weeks. Thanks again for your interest in Train Fever and best wishes!
Train Fever
Urban Games
Gambitious Digital Entertainment
2014-09-04
Indie Simulation Singleplayer
Game News Posts 31
🎹🖱️Keyboard + Mouse
Mixed
(2734 reviews)
http://www.train-fever.com/
https://store.steampowered.com/app/304730 
The Game includes VR Support
Train Fever Linux [102.43 M]
"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
- OS: Ubuntu 12.10 or higher (64-bit)
- Processor: Intel Core 2 DuoMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Nvidia GeForce 8800 512 MB. ATI Radeon HD 3850 512 MBAdditional Notes: Proprietary graphics driver needed
[ 5951 ]
[ 3198 ]