Transport heat 3 A great opportunity for developer city games. Building a loyal follow-up with the Logistics-Driven Infrastructure Management Sims brand, the next article could prove a breakout that pushes the city’s attention level to Skylines 2 or Manor Lords. At Gamescom, we sat down with studio community manager Sam Bennett to talk about the welcoming City Builder’s welcome to new players and how it will span the boundaries that cater to long-standing series veterans.
It has been nine years since the first heat of transport and six years since TF2. Meanwhile, Urban Games has gained a reputation for creating some of the best city builders on PC, especially for those looking for an infrastructure-driven experience back to classic 90s PC games such as Transport Tycoon. Although it has yet to reach the widespread viewer achieved by the city’s skyline, Transport Fever 3 could be perfectly positioned to be the largest of the city as CS2 is still in the process of finding a foothold. But how do you appeal to more players without alienating existing fans?
Bennett splits the game’s viewer into three parts. “On one side of things we have the Hardcore Optima and Min Maxar, and we want to get the ultimate efficiency of the far end of the spectrum than everything else. On the other side we have beautiful city builders who want to spend a few hours and hours recreate our favorite stations in the world.
“And in the middle, you have a bunch of happy go-lucky who don’t bother too much whether it’s making a huge amount of profit, as long as they’re having a huge success. But at the same time, they can make people who just want to build it and who want to make it easier.
“We created it to promote those who want active Tycoon games. Transport Fever 3 is leaning more towards this than ever before. “Now, it’s not just printing A Goes go and and Money forever. Now, ‘A can go to B, but you’re really plaguing two cities in the process.” And if you want to grow into them, you need to start thinking about making them the right delivery and making them happy in the way you run. ”
It’s sorted to please hardcore big fans and aesthetic-driven builders, but what about the intermediary group? “We have gamers who are not the hardest train fans. They’re not the hardest train fans, but they’re not the hardest core big fans, but “I really like trains, I think they’re fine. Ah, I like ships, I like ships.
“Maybe their vehicles don’t need maintenance or they never need some of the side-effect jobs you get into through subsidies. Maybe they’ll provide you with that injection so you can experiment without fear of becoming a bust. We’ll soften people.” Bennett says, “The more difficult thing for new players is to teach them mechanics and all the different features, but the big one is that we’re not going to tell you what to do.”
Transport Fever 3 hopes to set its own goals and objectives, he explains. “What do you want to achieve?” The team “encourage new players’ imaginations, chase their noses, and try to see where they take them on their transport adventures.” However, all these changes to accommodate a fresh audience have important caveats.
“What you don’t want is for people who love the game to appear in new things and go “Well, they ruined it,”” Bennett emphasizes. “You’ll either people really enjoy it or you’ll say, ‘We don’t like the way everyone used this particular feature, so we’re going to throw it away and do it in a different way instead.” “You’ve changed, you ruined it, that’s awful.”
“We’re always trying to think of ‘I’ll add, but don’t take it,’ so we’re familiar with those who played it before,” Bennett continues. “They’ll think,” I see the graphics are better, I see the UI is different, but the game still feels the same. “But then, after they play for an hour, they will realize that “you have to think about this game very differently than the way I thought about the previous game.”
“There’s no more fires and forgotten root buildings. There’s a building once and print money until the end of time. “You have to consider carefully what you want to do, Bennett feels like the right answer, but they all feel like the wrong answers.”
Urban games are keen to avoid potentially half-baked features, but you can quickly look at how the tool will actually be used. Bennett suggests that the day/night cycle is interesting, but since you can’t work at night, the builder just turns it off. Instead, there are only sliders that you can use. “It’s totally cosmetics. The players wanted it, we added it, it’s just as easy as that.
“To alleviate new people into the game, you make them easier,” he concludes. “And the trick isn’t a mechanism. “What do you want? What do you want to create? This is your world – how do you shape it?”
Transport heat is scheduled to be released in 2026. You can use WishList on Steam now.
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Additional reports by Lauren Bergin from Gamescom.