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Sweet Transit is Transport Tycoon meets Factorio, and it's out this year

The PC has a wide range of fantastic games, but something it always needs more of are fun, relaxing titles to enjoy but not get too stressed over - or an update of '90s classic Transport Tycoon mixed with a little bit of Factorio, which is what new title Sweet Transit is all about.


Transport Tycoon released in 1994, the same year that the XCOM series began - but unlike that classic strategy series, Transport Tycoon never got a revival despite original creator Chris Sawyer's attempt at a sequel with Locomotion and the original being well-remembered even today as a more chill alternative to SimCity.


Now ex-Factorio developer and 3D artist Ernestas Norvaišas has teamed up with publisher Team 17 to create Sweet Transit, which seems to be a spiritual successor to Transport Tycoon. The game's described as a "cosy train-driven city builder" - not enough games are called "cosy" these days - "where the railway is king and trains are the sole means of transportation and expansion".


Read the rest of the story...

Sweet Transit - Aufbau-Strategiespiel stellt die Eisenbahn in den Mittelpunkt



Team 17 und der Spieleentwickler Ernestas Norvaišas haben mit Sweet Transit einen neuen City-Builder vorgestellt, bei dem die Eisenbahn als Kernelement im [...]

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Sweet Transit Publisher Announcement

Full steam ahead! It’s time for an announcement…

[h3]Developer Ernestas Norvaišas has partnered with Team17 to bring cosy new train-driven city builder Sweet Transit to Steam Early Access in 2022![/h3]

[previewyoutube][/previewyoutube]

Sweet Transit is home to a world where the railway is king, and trains are the sole means of transportation and expansion. As you use these mighty iron horses to build new settlements, you’ll work to create intricate production lines to grow humble villages into thriving metropolises while moving through distinct eras such as the introduction of steam power and the invention of the combustion engine.





Key Features:

Expansive train-led city builder: Starting with a single warehouse, build a thriving interconnected world of villages and cities as you expand your rail network and evolve your society

Customisable rail network: Construct platforms and stations linked by intricate railway routes to help connect settlements and ensure a painless transit for both workers and civilians

Evolve your industry: From steam to diesel, play through distinct eras of the railway and plan the most economical expansions using the technology at your disposal

Be a person of the people: Keep a close eye on your citizens and ensure their needs are met as you expand your routes and scale up your settlements

Full modding support: Create custom content via Steam Workshop, including structures, locomotives, in-game rules, progression markers, and graphics



Sweet Transit will be heading into Steam Early Access in 2022. Stay up to date with news by following the game’s official Twitter or Facebook, joining the official Discord and adding it to your Steam Wishlist!

https://store.steampowered.com/app/1612770/Sweet_Transit/

About Sweet Transit #14

Stations

Finally, I want to talk about stations. They are one of the key components in connecting everything together.



Every station starts with the main building which connects to a single target. You cannot have several cities using the same station. However, a city can have as many stations connected to it as you need.



The station is extended using platforms and bridges. This is the most basic station design. A loading or unloading process can begin as long as there is a part of the station parallel to the wagon.



Space plays a big factor in Sweet Transit. You can build platforms from both sides of the rails. It will double your loading and unloading speed. The catch is that everything has a limited build range. Stations, cities and factories cannot extend indefinitely.



In some cases, one-way stations will be the best choice. It is very useful when you want to expand your village as much as possible. As you can see the layout is based on priorities at that time.



Not every application is useful, but there are many options to choose from. Lastly, if you name several stations the same name, they will be the same station in terms of train destinations.


For now, this will be the end of the blog posts. It is time to focus on my deadlines and deliver you something fun. Thank you for reading and wait for some news in the near future!

About Sweet Transit #13

Signals

This time I will share how Sweet Transit trains avoid going into one another. Rails are tricky and dangerous for locomotive drivers. It is scary having all of these intersections and not knowing if a train is around the corner. For this purpose there are signals. Signals control when trains can move and in which direction. Your rail system would be in chaos without them. Currently there are 3 types of signals.



Simple rail signals will be used the most. In some maps I find myself with thousands of these populated everywhere. They work by simply looking ahead and tell if the section until the next signal is free of trains. A train can pass this signal only if the section is free of other trains. They are the core component in having a rail system with multiple trains that do not collide.



You cannot have a working signaling system without chain signals. Chain signals look at the next signal to see if a path is available. A train will be forced to stop by the chain signal if all signals in front are blocked. This is very useful for intersections and stations.



Sometimes more control will be needed to sustain your massive amounts of trains. It is hard to have an efficient system with locomotives that vary in speed and length. For that you can use requirement signals. They allow a train through only if they pass the requirement. That can be speed, length or destination. For example, with this your long trains will not go to the tracks that are designed for the shorter ones.



Here is one of the newer additions. It is always fun and strange to make renders like this with models that are not designed for it. But it still kind of works if you do not look long enough.


By now, the early game should be quite clear. I will write only one last post to avoid spoiling the content and mechanics of the mid-game. Have a great day and thank you for reading thus far!