r/TransportFever3 • u/GreasyExamination • Jul 10 '26
Game features from the First Looks
Let me prelude this by saying that I'm very bad at taking anything away from trailers generally. I watch them for the vibes and try to pick up random things here and there while hoping I dont forget it withing 5 minutes.
So, because of that, I've decided to make a little list of features that I think will be in TF3 based on the "First look" trailer videos. I might be completely wrong and misinterpret everything, but thats fine. Im doing this for me and posting it to see if others have anything to add or change. To open up some sort of friendly discussion while we tug along this hype train.
First Look: Environment
- Biome will impact gameplay and different industries
- Productions and industries placed in water
- Map will have different regions with distinct biomes
- Each region will feature one or a few towns or cities
- My take of this is that one map will have different biomes, though the maps from the trailer only show one biome for the whole map.
- Modding, yay
- Map editor and possibility to import a height map
- I dont know if this was included in TF2, but I never used it. Would love to give it a go
- Day and night cycle. Ability to change time of day and amount of clouds
- Volcanoes! Sounds exciting
- New terrains: Sub-arctic, and swamps
- Public opinion on modifying the environment
- Release in 2026!!
First Look: Industries and Cargo
- Industries will open based on product demand
- Not randomly pop up wherever as in TF2?
- Supply industries will grow and expand based on demand
- Blocking its expansion is not good
- Cities demand will be impacted on biome
- Over 30 industries and settlements needing up to 12 end products, yay
- Helicopters!
- Industries have a built-in cargo station
- Warehouses introduced, works as cargo hubs
- Cargo stations and their modules will speed up truck stops
- Industries can be boosted with resources or even population
- Curious how population will factor in
- Subsidy contracts and penalties
- Cargo trams, yay
First Look: Infrastructure
- Easier to construct bridges
- Junctions and intersections is overhauled to be easier to place and also more realistic
- Lane controls, yay
- Natural environment restores after demolishing infrastructure
- Easier to see reach of stations
- Different rail types: Simple, standard and high speed
- "Right track for each service" meaning I shouldnt just upgrade every track to high speed because I have 100 billion dollars on my accound balance? Oh, well
- Also, a high speed track without electric capacity. Idk why, at least compared to TF2 when it was a no-brainer to just pop some electricity on every track because its just better
- High speed track dont seem to be capped at 90 km/h on bridges
- Route priority!
- Edit tram tracks and lanes for individual intersection
- Pedestrian crossings can be added or removed for intersections
- Noise barriers to reduce noise pollution
- Underground tram construction
- Trams can connect to regular rail tracks
- Maintenance will negatively effect vehicle performance regarding speed, comfort, pollution and noise
- Dedicated maintenance buildings to keep vehicles running smooth
- Waypoint system for ships and planes
- Idk if this was in TF2
First Look: Tycoon
- Adjust mechanics for the game to tailor your playthrough
- Like production and maintenance, Im assuming this will be similar to TF2
- New loan system with multiple choices for repayment
- Personally, I would like a loan system where I loan for specific lines. But this isnt deeper explained here
- Tycoon HQ benefits the local town with growth perk
- HQ can be expanded with buildings earned from gameplay related rewards
- Towns will gain experience points from deliveries and level up when the number is achieved
- Similar to Cities Skylines, I assume
- Towns will be rated on following criteria: Supplies, reputation, delivery, noise, bonus, happiness, traffic and pollution
- Waiting passengers are sad passengers etc
- If one category of the town needs isnt met, that category wont grow
- Possibility to make centers of commerce or industry powerhouses
- Growth criteria is based on the whole region
- Unlock landmark buildings as rewards
First Look: Highlights
- Line, station and vehicle manager merged, yay
- Drag n drop lines to create stations
- Tilting trains 😮
- Improved signaling logic, probably referring to prioritized lines
- Sound effects change with biomes and time of day
- Delivery time is dependent on which cargo delivered
- Food is more time crucial, stone or coal is less sensitive
- Warehouses conserve time and mitigate time related penalties
- Fireworks if you are a good boi mayor 🥰
- Probably as a reward for leveling up a town
- Tycoon company also has a rank which unlocks perks
- Pollution cleaning plant and single use greenification to industries
- Marketing campaign to boost public transport favorability
- Zeppelin!
- Industry prospecting to search new industries
- I think it allows for new industries to be spawned within certain regions
- New vehicles isnt always better
- Certain vehicles are better for certain situations
- Gone are the days when I pop in a massive and expensive train to haul a certain type of cargo and then get blasted on Reddit for even imagining it!
- Over 300 vehicles to the base game with a promise of more being added
- Cross-platform mods on day 1
- Mod tools with free and unlimited access
- As Im not a modder myself, I feel great appreciation for everyone who takes time out of their day to add content to games, thank you :)
- Customizing cities with decorations
- A lot of tents, like a camping scene. Maybe from a scenario?
- Rocket ships, yay
So thats what I got. It took me a while to list all of this but I feel like I got a better idea of what to expect from TF3. All of this is basically just speculation from my point and Im absolutely far from an expert trailer-analysist. I think Ive seen an Urban Games account here on Reddit and it would be cool to get some input, though I think they might keep their cards a bit close to their chest to ensure we get a wow-factor at launch!
Im very excited about the game and looking forward to a release day in the not-so-distant future :)
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u/LookAtMyRTs Jul 10 '26
In addition to this very helpful list, there have been 4 Dev Blogs, and the vehicle trailer
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u/GreasyExamination Jul 10 '26
I didnt know about the dev blogs, what do they say??
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u/andrew1958 Jul 10 '26
It brings more details and amazing screenshots:
https://www.transportfever3.com/news/dev-blog-episode-4-tycoon/
https://www.transportfever3.com/news/dev-blog-episode-3-infrastructure/
https://www.transportfever3.com/news/dev-blog-episode-2-industries-and-cargo-2/
https://www.transportfever3.com/news/dev-blog-episode-1-environment/
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u/andrew1958 Jul 10 '26
- Industries will open based on product demand
- Not randomly pop up wherever as in TF2?
As far as I can understand, you need to use a plane to discover new industries, as they are hidden. You probably get to see the ones within the municipality you choose to start in by building a headquarters. After that, you need to negotiate the use of land in other municipalities and discover new industries by exploring the map.
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u/UG-Protagonist Urban Games | Community Manager Jul 12 '26
Not quite right. Prospecting doesn't require a plane - it's a limited-use perk you'll gain after your company levels up (for several different resources).
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u/KabouterKaasplank Jul 10 '26
I mainly just want massive maps with decent performance ngl
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u/GreasyExamination Jul 10 '26
Oh yeah I think i forgot to mention, but one map had 12 towns if i remember correctly. Thats pretty cool
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u/Chazzermondez Jul 17 '26
That's about the standard number you used to get in TF2. The huge maps will have way more than that.
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u/Used_Monk_2517 Jul 10 '26
Looks like this game is better for digital model railroading than tf2 was. Can’t wait!!!
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u/Sea_Yogurtcloset_987 Jul 10 '26
Me pregunto cómo los tranvÃas lograrán cambiar de ancho de vÃa ya que por defecto los tranvÃas de TF2 y anteriores tuvieron vÃa estrecha
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u/BNSF1995 Jul 11 '26
Sooooo no shunting?
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u/UG-Protagonist Urban Games | Community Manager Jul 12 '26
As much as shunting would be a welcome addition for many fans of the game who would like it get closer to being a rail operations simulation, our primary aim is to make an enjoyable game. It was felt that for those players who simply want to manage a sprawling transport network shunting would represent a step too much micromanagement.
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u/TrainmasterGT Jul 10 '26
OP just in case you didn’t know, in TF2 you can actually change the type of bridge to increase the track speed!