Transport Fever 3
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| Transport Fever 3 | |
|---|---|
| Developer | Urban Games |
| Publisher | Urban Games |
| Series | Transport Fever |
| Platforms | |
| Release | 2026 |
| Genre | Business simulation |
| Mode | Single-player |
Transport Fever 3 is an upcoming business simulation game developed and published by Urban Games. It is the fourth installment of the Transport Fever series, and is a sequel to Transport Fever 2. The game is set for a 2026 release on PlayStation 5, Xbox Series X/S, Windows, Mac, and Linux.
World and environment
Like its predecessors, Transport Fever 3 is a transport simulation game where players construct and manage transport networks to facilitate the movement of passengers and cargo. The game introduces several new systems regarding map generation, infrastructure management, and economic simulation.
The game features a completely overhauled map generation system utilizing node-based technology. This allows for seamless transitions between different biomes within a single map, such as swamps flowing into coastlines or deserts transitioning into canyons.[1] Environments include tropical shores, sub-arctic tundras, deserts, and jungles. For the first time in the series, a fully featured day-night cycle is included, featuring dynamic lighting and physical skies.[2]
Terrain interaction has been deepened; players must choose between adapting routes to the landscape or terraforming. Significant modification of the landscape, such as bulldozing through terrain, now negatively impacts the satisfaction of the local population, introducing a trade-off between construction costs, speed, and public approval.[1] An improved in-game map editor allows players to import heightmaps or sculpt landscapes from scratch.
Infrastructure and vehicles
Infrastructure tools have been rebuilt to offer greater control. Road construction allows for free-form shaping, custom intersection designs, and lane-specific traffic flow management.[3] Rail networks have been expanded to include line-specific train priorities and distinct track types that impact gameplay. Tram networks can now utilize dedicated tracks and operate underground.[3]
The simulation of city growth is influenced by negative externalities; growing cities generate traffic, noise, and pollution. Additionally, vehicle maintenance is now a dynamic mechanic where vehicles wear down over time, with neglect leading to tangible consequences. Passenger satisfaction and city growth are directly tied to travel time and comfort.[3]
Economy
The cargo system has been redesigned to give players full control over the delivery chain. To maximize efficiency, players can utilize new facilities such as warehouses, industry boosters, and specialized loading stations.[4] The economic model requires players to manage supply chains ranging from feeding small settlements to supplying high-demand capital cities.