





OpenTTD is a business simulation game in which players earn money by transporting passengers and cargo via road, rail, water, and air. It is an open-source remake and expansion of the 1995 Chris Sawyer video game Transport Tycoon Deluxe.
Build
Connect industries and cities on procedurally-generated maps of up to 4096 x 4096 tiles by building a network of roads, railways, docks, and airports. Navigate dense city streets, cross oceans and rivers, and conquer high mountains in one of four climates.Transport
Work alone or with friends to complete production chains and transport finished goods to towns. Assemble a fleet of hundreds of vehicles, transferring cargo as needed in an interconnected, multimodal network with optional cargo destinations.Upgrade
Keep up with technological improvements through the years as towns grow; new modes of transport are invented; and industries appear, change production, or fail. Expand stations and build network capacity to keep up with demand and avoid delays.Extend
Customize your OpenTTD experience via community-made mods downloaded through an in-game content service, including real-world vehicles, new industry sets, custom scenarios, and more.Free and open-source
OpenTTD is free and open-source software, licensed under the GNU General Public License version 2.0. OpenTTD is under ongoing development. OpenTTD is not an abbreviation of anything.
OpenTTD 15.0-beta2 released
(As always, see the changelog for further details).
What are badges, you ask? Badges are something add-on (NewGRF) authors can put on their content to help you find e.g. the vehicle or station you want to use.
For example, various vehicle add-ons use a mix of different icons, overlay images or texts to indicate the power source or the suggested usage of a vehicle. With badges, this information can be represented in a clear way including built-in filtering, that is cohesive between different add-ons.
As this beta is the first release featuring badge support, there aren't many updated add-ons yet, but we're excited to see what authors do with the new feature.
Finally, the usual titlegame competition has been announced on the forums .
You can find this beta under the "testing" beta in Steam.
* Changelog * Bug tracker * Questions and player support (Discord )
April 1st has come and gone, but have no fear, for beta2 is here.
We've fixed a bunch more since beta1, and need more testing. Also, we added some new features! Highlights include:
- Snow-covered rocks are now visible
- Steep hills from map generation or heightmap import now get extra rocks
- Houses can be individually placed by players in the scenario editor and (if enabled) in-game, and can be protected from replacement during town growth
- Touchpad two-finger map scrolling for Windows
- NewGRF Badges
- A variety of bugfixes
(As always, see the changelog for further details).
What are badges, you ask? Badges are something add-on (NewGRF) authors can put on their content to help you find e.g. the vehicle or station you want to use.
For example, various vehicle add-ons use a mix of different icons, overlay images or texts to indicate the power source or the suggested usage of a vehicle. With badges, this information can be represented in a clear way including built-in filtering, that is cohesive between different add-ons.
As this beta is the first release featuring badge support, there aren't many updated add-ons yet, but we're excited to see what authors do with the new feature.
Finally, the usual titlegame competition has been announced on the forums .
You can find this beta under the "testing" beta in Steam.
* Changelog * Bug tracker * Questions and player support (Discord )
[ 2025-04-13 16:34:56 CET ] [Original Post]
Minimum Setup
- OS: Linux
- Processor: YesMemory: 256 MB RAM
- Memory: 256 MB RAM
Recommended Setup
- OS: Linux
- Processor: 2+ GHzMemory: 512 MB RAM
- Memory: 512 MB RAM
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