
Transport Fever is a railroad-focused tycoon game. Players start in 1850 and build up a thriving transport company. As an emerging transport tycoon, the player constructs stations, airports, harbors and makes money by connecting areas requiring transport services. Build up your own Empire!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 10.8Kreviews | 83% | — | $10.9M |
| $4.49−85% | 127ratings | 74% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 816 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Still fun in 2026 if you wanna play transport fever but your laptop is trash ran smooth
I expected a Transport Tycoon on steroids, but the only thing I got was disappointment. Seems like the devs spent too much time and resources on the video mode and npc citizens than on actual gameplay. + cities and vehicles look great + goofy TT music and vibe + lines manager + the campaigns are good - maps are too small, even the large ones - outside the cities and factories is just bare emptiness - no AI competion in free mode - road vehicles CANNOT OVERTAKE! that's crazy – you can upgrade a lorry but it will travel slowly behind your other older trucks and carriages costing the higher running costs - vehicle stats don't make sense – by looking at the purchase and running costs vs. capacity and speed increase etc. you'd never upgrade, though you do make a bigger profit by upgrading - hard mode is impossible to make money in 19th century, almost no profit margin with horse wagons even if you utilize your freight cars both ways – if you manage to somehow squeeze a tiny profit, it'll be just so so to replace the old wagon for a new one in 15 years. No sense to start in 1850 on hard.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German*, Spanish - Spain, Russian, Czech, Polish, Simplified Chinese, Traditional Chinese, Italian, Portuguese - Portugal, Ukrainian +1 more
Hours played at review time, across 822 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Transport Fever 2 is better in every way. But I can't give this game a thumbs-down. Choo Choo
Transport Fever is like if OpenTTD was 3D and otherwise worse in every way. The game is slow, signals are functionally inadequate, elevation and curvature makes everything difficult with train tracks, supply lines are inconsistent, cargo management is a pain, and overall this game just makes me wish I was playing OpenTTD instead. Don't get it.
when it loads it closes
Very good game, but cannot be played on newer amd cards anymore.
Hard to say that I don't recommend this one, but I've never seen a transport tycoon-like with such a hostile industry chain and pax network building. (Or at least, based on the early campaign missions) Goods get produced by industries, and then stockpiled to wait for something to come pick them up. Pick up goods from producer, take them to a consumer, get paid. All good so far, try to increase your throughput to make more money, yeah? But for some godforsaken reason, the industries in Transport Fever can choose to keep their goods stockpiled and refuse to load them onto your trains, so your trains will just sit there for 3 minutes until they time out and leave empty or half-handed. These half-empty trips can be the breaking point where running costs exceed incomes for a line, easily leading to a death spiral. You can & should try to send goods downstream to the subsequent consumers in the chain, but it's nailbitingly close each time to try to accrue enough capital to get a new locomotive on the line. It's honest-to-god a better strategy to just use one locomotive to start with, and then truck/wagon the first downstream away, because trying to get a second or third train is going to ruin your bank balance. And even if you DO have the downstreams perfectly set up with a full end-to-end throughput match, goods can still remain in the stockpiles while your wagons sit there begging to be loaded! It's also a huge pain to bootstrap passenger lines. If you put down a couple bus stations and a cheap bus to try to get a little easy income, you're going to have a bad time. You might get only 1 passenger a year if you try to do the minimum, and it'll maybe go up to 10 a year after like 8 years. Okay, so fair enough? So the solution there must be to go whole hog and come out of the gate with a high frequency line? Well, no. You're still going to have lose money hand over fist running empty lines for at least a year from what I've seen. From what I've seen, running costs get way easier as the game goes on in years, but I don't care. I just don't want to deal with the headache of managing these fickle industries and passengers as is, let alone whatever further wrinkles lay ahead. Anyway, if you want a tip, something I've noticed is that you get paid way more if you put the pickup/dropoff hubs as far away from the industry as possible while still being a bright shade of grey. (Yes, the game makes differentiating between subtle shades of grey important, I'm sorry old people)
15 лет подряд без выходных гонять конную повозку ради того, чтобы выплатить кредит
Good , i personally lost interest after like 20 hours because i'm a little retarded and i got ragebaited by my own mistakes ... was building this f"cking complex train system for like 3 hours but , i don't even remember what was wrong and it ruined it all , but that's irelevant . Game good , would buy again 👍
Transport Fever is a transport tycoon-style simulation game that offers a deep, engaging experience for fans of logistics, infrastructure, and the economic intricacies of moving people and goods. Developed by Urban Games, it serves as a spiritual successor to classic titles like Transport Tycoon and Railroad Tycoon, delivering a modern take on building and managing a transport empire. It spans over 150 years of transportation history—from the mid-19th century to the present day—and gives players the tools to develop complex, interconnected networks using a variety of vehicles, all while managing finances and responding to evolving demand. The core gameplay loop in Transport Fever revolves around the creation and optimization of transport routes. Players begin with limited resources, a handful of towns, and rudimentary technology, often starting with stagecoaches or steam-powered trains. As time progresses, new technologies become available—diesel engines, cargo ships, buses, trams, airplanes—expanding your options and increasing the complexity of logistics. Every vehicle type serves a purpose, and balancing the cost of operation with efficiency and demand is key to a profitable enterprise. Each city and industry has unique needs, and understanding how to fulfill them through well-planned routes is where the challenge lies. One of the most rewarding aspects of Transport Fever is the sense of progression. As new eras unfold, infrastructure and vehicles evolve dramatically. Horse-drawn carriages give way to electric trams; propeller planes are eventually replaced by jets. These changes not only enhance gameplay variety but also reflect real-world advancements in a way that feels organic. Urban areas respond to your transport efforts, growing and shifting based on the services provided. When a town flourishes because of your efficient commuter train or a bustling cargo port springs to life from your supply chain, the game delivers a genuine feeling of accomplishment. Visually, Transport Fever is impressive for a management sim. The game offers detailed models for vehicles, cities, and landscapes, and zooming in reveals intricate animations such as passengers boarding buses or cargo being loaded onto trains. Watching a smoothly functioning network in motion—complete with trains crossing bridges, trucks loading at warehouses, and planes taking off—is surprisingly satisfying. The user interface, while sometimes dense, is generally clear and functional, providing the tools needed to manage sprawling logistics systems without overwhelming the player once they've acclimated. The economic model and simulation depth are where Transport Fever truly shines. Each city has simulated populations and supply chains, with needs that evolve over time. A factory may require raw materials transported from multiple locations, and failing to meet those demands can stagnate city growth. Efficient planning and the ability to adapt are vital. While the game offers a sandbox-like experience, there are also campaign scenarios with specific objectives and historical context, providing a guided path for those who prefer structure or who want to learn the game’s systems in a more controlled setting. However, Transport Fever is not without its weaknesses. One notable challenge is its steep learning curve. While the game provides tutorials, mastering the logistics chains and understanding how different systems interact requires time and patience. Some players may find the early stages slow, especially before they fully grasp how to set up profitable routes or optimize vehicle usage. Additionally, while visually pleasing, performance can suffer in late-game scenarios when managing massive networks, especially on less powerful systems. AI pathfinding and town development can also occasionally lead to inefficiencies that feel outside of the player's control. Despite these issues, Transport Fever offers an engrossing experience for players who enjoy methodical planning and long-term strategy. It’s a game that rewards observation, experimentation, and incremental improvements. The satisfaction of transforming a small town into a regional hub through careful planning and strategic investment is immense. Whether you’re building a scenic mountain railway, optimizing cargo delivery across continents, or streamlining city transit, the game allows for creative freedom and logistical mastery. In conclusion, Transport Fever is a rich and rewarding transport simulation that successfully blends historical progression, economic strategy, and sandbox creativity. Its attention to detail, expansive systems, and deep mechanics make it a must-play for fans of the genre. While it demands time and thoughtful play, the payoff is a transport empire that feels uniquely your own—a living, breathing world in motion, shaped entirely by your vision and decisions. Rating: 8/10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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