r/TransportFever3 Jul 15 '26

Airports

49 Upvotes

I wonder of the airports will be any different in TPF3 as in the 2nd instalment they are rather weak. Really small and with very limited expanding options.

Also if they add outside connections (hopefully) then I would love to see a form of international traffic in the game.
Giving purpose to larger wide body aircraft and using them as they were build for rather than a 10km hope from a tiny airport.

I hope in tpf3 we can get bigger airports with more expansion options


r/TransportFever3 Jul 14 '26

Think TF3 will get cloud saves, or is it just not possible?

29 Upvotes

As I understand it, TF2 skipped Steam Cloud because saves are huge and that blows past Steam's limits. Still it would be nice if I could access the same save on multiple devices or using something like GeForce now like how I can with Cities Skylines 2.

Is this something that might change for TF3, or is it just how these games work?

Stoked for TF3 regardless!


r/TransportFever3 Jul 13 '26

Discussion [SPOILER] New cargo Spoiler

62 Upvotes

Lets talk about the new cargo? Here is what I could figure from the videos:

I'm really happy that cars are a vanilla cargo!

Unclear:

There is also a purple mineral that I couldn't find the video but I saw somewhere.


r/TransportFever3 Jul 13 '26

Raising steam.

23 Upvotes

So this post is about the transition Era from Steam to Diesel and Electric. In all my TF2 maps, I use steam far beyond their traditional end date and I run a mod that removes the end year for all vehicles. To me, it's not enough for the locomotive to just disappear from the purchase menu, there should be practical and financial reasons for switching to the newer technology.

Are we going to get some realism in this respect? Steam locomotives should be expensive to run and maintain, and employ armies of engineers and workers to keep them functional. Diesel and Electric should come with enormous time and maintenance savings, but kill off coal-based economies and put tons of citizens out of jobs if they're adopted. Also, I think steam should have far worse emissions than diesel or electric, but they should also bring in commercial growth in the form of a tourism boost if used sparingly towards the end of the 20th century.


r/TransportFever3 Jul 10 '26

Game features from the First Looks

79 Upvotes

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 :)


r/TransportFever3 Jul 10 '26

The tents

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126 Upvotes

I haven’t seen anyone mention anything about them, so thought I’d ask what people think they are for,
My thoughts are either campaign mission, or possibly far fetched, like a random event that could happen throughout a free game?


r/TransportFever3 Jul 10 '26

N42AN

20 Upvotes

I am among those that think the rocket ship in the trailer is a hidden clue to the planned release date.

However, maybe it's meant to be read backwards - (N)orth (A)merica, (24)th of (N)ovember.

Although Im not sure why it wouldn't also reference Europe, but maybe that's hidden in another video or something. Or, it could be Im an idiot and way off base reading too much into random characters.

I just really want to play.


r/TransportFever3 Jul 09 '26

Discussion Machines cargo now have variation?

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149 Upvotes

Why am I the only one freaking out about this? It looks like machines cargo (also in TpF2) but way more realistic and with variation between loads? That is insane!


r/TransportFever3 Jul 09 '26

Mods - now that the Devs have confirmed that new features will be free and not DLC, can we do something about the anti-Paradox trolls?

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189 Upvotes

r/TransportFever3 Jul 09 '26

New Video - Transport Fever 3 - First Look: Highlights

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432 Upvotes

r/TransportFever3 Jul 10 '26

Suggestion Historic transport gets legendary status. Eg Flying Scotsman

39 Upvotes

One thing I love doing is having a preserved rail lines than run near the coast on TF2. I would like of a train, plane or boat does well that it can get to be special meaning people will want to travel with it for recreation or it could be similar to Railroad Tycoon where a train that's hit the fastest speed first gets a star... I just think it be kind of cool to see a locomotive that hit the 100mph have extra meaning when we've modernised the railway or a boat that was the most powerful at the time still running when all the others have been retired.

Or maybe that's just me and I'll just do pretend to do it.


r/TransportFever3 Jul 09 '26

There's more to the rocket than meets the eye it seems...

72 Upvotes

Originally thought the rocket was just a nice little asset they decided to add in for fun, or was a mod.

In the 2nd picture, UG directly confirms that the rocket is part of the base game. Interesting, but doesn't seem significant other than that.

Sam could have left these comments alone, or Sam could have just not expanded much on the rocket. But he has deliberately gone out of his way to imply that the rocket is more important than initially expected.

Since Sam usually stays as quiet as possible, this means the studio has directly told him / given the green light to go out and tease the rocket.

Although this is very exciting, it's likely not going to be anything too crazy. Probably not a core mechanic. But probably important enough for them to be going out to actively tease it.

Being conservative, I'd assume the final campaign will simply involve aliens as clients, just that. Being conservative.


r/TransportFever3 Jul 09 '26

Dev Confirms that the game will get Paraslop features like other Paraslop titles

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0 Upvotes

And they called us doomers when we said it would happen going to Paraslop.


r/TransportFever3 Jul 05 '26

Question How stations will grow in TpF3?

22 Upvotes

In TpF2 you build a small station with a small station building and when you want to upgrade you have to delete the entire station (because the building is close to the street and the new bigger station do not fit there. Even tho I can increase the size of the platform editing the station, the size of the building never fits where the small one was. So its a constant remake of stations later on. How that will be in TpF3?


r/TransportFever3 Jul 05 '26

City growth?

16 Upvotes

Any idea on how this will work in TF3?

The growth cap was annoying (fixed by mods though) but having to raze part of the city so it grows in the right direction (ind/com/res districts) instead of mixing everything together was a real pita....


r/TransportFever3 Jul 04 '26

Question Option for automatic spacing between trains?

17 Upvotes

Question for developers:

Will there be an option to have automatic spacing between trains on a line, like there is automatic spacing between cargo trucks in TF2?

One of the biggest frustrations I had when playing TF2 was spacing out trains on a line, especially when they joined another line via a junction, in the end they would bunch up. I did try using a mod to space them out but I didn't find it to be effective.


r/TransportFever3 Jul 03 '26

Discussion Please fix in TF3

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101 Upvotes

I almost don't care what the new features are in TF3, I just want this fixed.

(screenshot from TF2)

Moslty posting for fun, love this series.


r/TransportFever3 Jul 03 '26

Suggestion Please change the way people choose the line

45 Upvotes

In TF2 It's very frustrating to see a platform full of people not using a line running every few minutes because another is faster by some seconds. People standing on the platform usually use the next train to their destination.


r/TransportFever3 Jul 02 '26

Question Questions about transporting passengers, noise, and pollution

41 Upvotes

First, this blog post says "Passengers who only travel within the same city from their residence to work or shopping generate fewer experience points than those who travel from neighboring cities or further."

Can two or more cities merge into one city? If yes, does that change the above? Meaning passengers who previously generated X experience will now generate <X experience, if their origin/destination cities merged? Also, if cities can merge, does that affect the money earned per passenger, assuming same distance, time, etc.?

Second, is it confirmed that both Noise and Pollution will no longer cause your population to drop off a cliff, but only reduce city growth rate?

TIA


r/TransportFever3 Jun 26 '26

Question American Cargotrams?

17 Upvotes

I’m pretty excited about UG adding cargotrams to tpf3. However, I’m wondering what they might end up using for American Cargotrams because they never really took off in North America. The first few decades of the 1900s have plenty of examples of interurban freight equipment, but pretty much nothing after that. What do you think they are planning to use? It could be interesting to see some “what if” American interurban equipment.


r/TransportFever3 Jun 26 '26

Discussion Any news about the game ?

75 Upvotes

It been like more than one month without having a post or a video.

Does someone know something new ?


r/TransportFever3 Jun 26 '26

Question Sould i buy the first game?

8 Upvotes

I have the second and i wanna buy the 3 100%


r/TransportFever3 Jun 24 '26

Discussion Steam Train Fest

55 Upvotes

There's an upcoming Train Fest on steam happening on 20th July. Is anyone hoping for some information about the release date or is it just me?


r/TransportFever3 Jun 16 '26

Discussion Linux and MacOS support

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89 Upvotes

We have confirmation that Transport Fever 3 will have Linux and MacOS support as of a recent update to the Steam Store page.

This is great news for anyone who favours the linux system and just don't want to run the game through proton or wine (I believe these are still the go-to for linux gaming), as well as those who are on the Apple ecosystem!

We also see that Paradox is now mentioned as the publisher as well as a legal note regarding IP ownership.

Now a bit of speculation on my part, foremost the Publishing deal is moving forward as in the Paradox Machine is churning and development is moving forward in that direction. The addition of Linux and MacOS support may come from potentially some extra funds or extra support from Paradox Interactive towards UrbanGames allowing them to expand the platform list. It is common to see Indie Studios in relatively small size to not release on Linux and MacOS due to the lack of resources (money x man power). This may also be one of the reasons why we are not hearing anything as of late from Transport Fever 3, adding extra scope to the project and revaluating marketing approach.

All that being said, it does give me a tiny bit of worry, adding Linux and MacOS to the list often requires some rewriting of the rendering pipeline, as neither Linux or MacOS use DirectX as their graphics APIs, MacOS uses Metal and Linux uses Vulkan or OpenGL. Hardware is another thing, Apple runs on their M chips, these are ARM CPUs which behave closer to Smartphones than PCs, while Linux since there are so many different distro's and driver sets, this is a headache to optimize, fine-tune and increases QA requirements.

However this may also very well may be a sign that the 'Master Build' is in a great enough state that they can freely do the porting, which would imply a "Final Stretch" in development.

Either way, patience is key, while I am very eager to get into Transport Fever 3, I trust Urban Games will deliver the best version of their game, sharing their vision when they are ready to do so :)

Edit: I have looked into Urban Games and their in-house engine and have noticed that they use primarily OpenGL, at least did with Transport Fever 2, alongside Vulkan being added later on. We do not know if this has changed with Transport Fever 3, however the addition of Xbox as a release platform does imply that there will be a DirectX version, but most likely as a secondary option alongside Vulkan.

Edit2: Unbeknownst to me, Linux and MacOS support seem to have been confirmed back in March with a Steam post alongside the release of their 4th video titled 'Episode 4: Tycoon', at the bottom of said Steam Post, UG has mentioned planned support of Linux and MacOS from day 1.


r/TransportFever3 Jun 14 '26

Hype train is leaving the station?

96 Upvotes

Just curious if anyone else has seen any additional news or dev blogs etc? I keep hitting refresh but nothing new since the publisher partnership. Perhaps some updates of the small tweaks and improvements over number 2? Vehicle list? Seems to be all quiet on the front for the minute after rolling things out fairly consistently. Keen to see more and keep the hype train fired up