Transport Fever 3 Preview – Getting the goods from Mardi Gras to Woodstock

Transport Fever 3 Preview – Getting the goods from Mardi Gras to Woodstock

Coming up on a decade since the debut of Transport Fever, Urban Games have figured a few things out about their transport simulation series. Years of post-launch support, added features and working with their community is leading to their most ambitious game yet, when Transport Fever 3 launches this year.

Sticking with their in-house game engine, they’re able to roll a bunch of features and ideals from where Transport Fever 2 has ended up into Transport Fever 3 on day one. That means that this will be a fully synchronous release across PC, PS5 and Xbox Series X|S, when TF2 rolled into the console station a few years after PC, and it also means that cross-platform modding, which was only added to TF2 in 2024, will also be there on day one.

If you’re in it for the economic simulation, then Transport Fever 3 promises even greater depths than before. There’s over a century of transportation history here, starting in 1900 with the city, buildings and cars you see all changing and evolving as you carry on through to 2030. That means there’s over 290 vehicles, ranging from buses and trucks, through ships, planes, trains and even new cargo trams and helicopters. Cargo trams are a particularly interesting one, having been used in Eastern Europe to bring cargo into city centres instead of noisy, smelly trucks – something you’ll need to keep tabs on now, as every citizen in the map is fully simulated with places to work, shop and live, and their happiness will depend on pollution, noise levels and traffic jams.

And you’ll have a fresh appreciation for cargo in this game, as there are now 35 cargo types and it is now no longer handled automatically. If TF2 was all about money, then in TF3 it’s just one of many things to manage.

Transport Fever 3 New Orleans

All of this will add new depths to the transport simulation sandbox, but TF3 will lean further into the tycoon gameplay and story objectives to overcome through a campaign of eight maps. Each one picks a particular period in history and takes inspiration from real events, using these missions as a way to introduce new concepts and keep things varied – there could be competition against an AI, a countdown mission with a timer, and more.

We sampled two of the levels, first heading to Mardi Gras in 1906, but finding that the city has been partially flooded and ruined by a storm. This is purely a narrative conceit here – while this game now has a day/night cycle and weather effects, they are purely cosmetic so as not to add crazy variables to the simulation – but it means that Mayor LaFontaine, the helpful Andrew and Miss Baker are banding together to rescue this year’s festival. LaFontaine wants a new hotel, while Miss Baker pushes him and you to help represent the black community and less wealthy, and Andrew’s just happy to be helpful.

Transport Fever 3 Mardi Gras

Setting up transport routes, repairing roads and bridges and shuffling the good around that each objective needs gradually gets you used to the user interface, though it’s initially a little unclear how to go about certain tasks. I accidentally clicked through and sold off a couple horse and carts when cancelling an unneeded line, instead of having them sent back to the depot, and when I wanted a ship to go between collecting fish and shrimp, returning to dock between each, it took me a moment to realise I couldn’t drag the stops into a different order and had to set things up a different way.

But with Mardi Gras rescued, I could turn my attention to another festival in need, some sixty years later, with a somewhat legally distinct rendition of Woodstock. Now it’s a local sheriff and an enthusiastic rock organiser who will have to put aside any of the very surface level differences to make this a success, oh and Andrew’s still there to help out, though he’s now a bit of an old-timer.

Transport Fever 3 Festival camper

The objectives have grown in scale by this point, so you need a bunch more wood to construct the stage, and the growing encampment needs plenty of food (and veggie food too, please) which is over on the other end of the map. Do you just get a truck to drive it across, or use the port nearby to ship it to the nearest town for trucks to pick up? It all builds up to a festival that’s as successful as you can make it accommodate people.

I feel that these narrative missions and tycoon gameplay will really help make Transport Fever 3 more accessible. I often find myself at a bit of a loose end when simply presented with a sandbox, so while that absolutely remains, having both a way to ease players into the simulation, and to give objectives in an intelligent way that keeps you more engaged will be great.

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