[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.
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 ]