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Sweet Transit News

Sweet Transit | Hotfix 17

Calling all passengers!

We've listened to your feedback from Update 3 and are pleased to deliver another Hotfix to help improve the Sweet Transit experience!

Here's what's included in this patch:

[h2]Bugfixes[/h2]
  • Fixed colour wheel not closing when pressing on the colour button
  • Fixed passenger condition not loading enough people
  • Fixed a crash when using shortcuts that trigger build mode from search bars
  • Fixed quick selection keys being triggered when using them in a text box
  • Fixed certain decorations not working with quick selection

[h2]Additions[/h2]
  • Added clear option for wagon passengers
  • Added station people in range to the workers tool tip
  • Added error message when train sampling is not valid
  • Added ability to assign items to quick build selection when hovering over them and pressing the assign hotkey
  • Added ability to clear quick selection by right clicking on it

[h2]Changes[/h2]
  • Made load action force load passenger wagons fully unless route filters do not allow it
  • Made rename button larger for the right context panel
  • Made trains UI show when they are going to the depot
  • Made build tool tip timer expansion reset when camera is being moved
  • Made distribution centre build distance linked to warehouse build distance
  • Improved font readability with UI zoom below 1
  • Disabled services missing debuff when settlement is not within the required inhabitants threshold


[h3]Enjoying Sweet Transit? Leave us a review![/h3]

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

Sweet Transit | Hotfix 16

Attention passengers!

Fresh off the heels of our third update, we have another hotfix arriving at the station!

Here are the details of this small patch:

[h2]Changes[/h2]
  • Decreased minimal allowed zoom level to 0.9
  • Made train depot add button allow player to quit add mode instead of being disabled


We are also aware of a potential crash that can happen after building rails, all type of signals, a Small Station and it's expansions, with no train connected to them, and then leaving the game to idle for around 10 minutes. This is an extremely rare crash, but we will fix it in a future hotfix.

[h3]Enjoying Sweet Transit? Leave us a review![/h3]

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

Update Three | Swift Expedition is here!

[h3]Sweet Transit Update Three Patch Notes [/h3]

Hi everyone, Ernestas here again! 👋

Welcome to the patch notes for Sweet Transit Update 3: Swift Expedition, which is available now!

It took a lot of time and effort to get this update ready, but it's finally here! Talks and initial work around UI changes started more than half a year ago. It was quite time consuming getting to where we are now with the UI, and there is still much work to do in that area, but we're in a much better place than before. Increased contrast, placement and a coherent style should help make it easier to read for those with colour blindness and generally make the UI easier to navigate. The new design uses less screen space which helps with smaller screens too. Hopefully, the user interface is now going in the right direction regarding usability and accessibility!

There are many more additions in this update apart from UI though! Here are a few features to note:
  • Increased locomotives count from 5 to 11
  • The decoration system is reworked to be more natural in how it works
  • Residences will gradually increase their upkeep and goods need based on inhabitants
  • Trains will load only the needed amount of people in settlements
  • Map generation is improved to remove small "ponds", islands and holes in mountains to make expansion more pleasant
  • Requirement signals visual update with additional chain requirement signal
  • Automatic route naming with an option to randomise settlement names
  • Infinite end goal generation for people who enjoy going past 100 train colonies

Unfortunately, the tutorial overhaul did not come with this update as planned, but pop-up windows should be less intrusive with less space used now. We do not want to provide a rushed solution to tutorials, but you can expect it with a future update as there are many improvements planned before Sweet Transit leaves Early Access.

I hope you enjoy the new additions and I look forward to hearing all of your feedback!

Check out the trailer:

[previewyoutube][/previewyoutube]
[h3]Additions: [/h3]
  • Added SDF10 locomotive
  • Added DMU10 locomotive
  • Added DT30 locomotive
  • Added DT30 passenger wagon
  • Added Jet10 locomotive
  • Added Jet10 passenger wagon
  • Added Jet20 locomotive
  • Added DTJet locomotive
  • Added requirement chain signal
  • Added zoom to cursor toggle option
  • Added edge scrolling toggle option
  • Added quick selection items
  • Added total upkeep tool tip for settlements and other selections
  • Added random name generation for settlements
  • Added option to disable bonus goods consumption from settlements
  • Added last and best saves for scenarios
  • Added deposits preview in new game map generation
  • Added Jet train achievement
  • Added town hedge decorations
  • Added palm decorations
  • Added town statue decorations
  • Added attractiveness bonus to residences near nature such as water, mountains, trees
  • Added Distillation column to produce Jet Fuel
  • Added Jet fuel storage structure
  • Added automatic park arrangement variations after a certain size
  • Added old saves attractiveness bonus to make them playable
  • Added auto route naming based on destinations
  • Added infinite goals after progression is finished
  • Added option to disable settlement commercial structures
  • Added guided lines in build mode
  • Added history in UI to remember scroll positions and opened tabs
  • Added multiple fuel locomotive requirement for DTJet
  • Added Craftsmen Water Tower

[h3]Changes: [/h3]
  • Complete UI overhaul
  • New requirement signals visuals
  • Made town hall buildable from the build list
  • Made residences upkeep and goods consumption based on inhabitants
  • Made build hotkey copy selected object together with variation and direction
  • Made trains stop one tile closer if station platforms end with a signal
  • Made trains stop at the end of the station platforms rail instead of the middle
  • Made trains load only the needed amount of workers in settlements
  • Made terrain generation fill "puddles" with land
  • Made terrain generation fill small patches of land with water;
  • Made wait for specific time condition trains leave only on required minute
  • Made toggle remove mode hotkey open remove mode if not in build mode
  • Made world names UI get transparent in build mode once the cursor is close
  • Made fonts dynamically adjust the resolution to avoid non-readable or blurry text
  • Increased destinations stamps generation based on global train utilisation
  • Increased max stamps cost limit from 100k to 1000k
  • Decreased tools and books consumption
  • Removed town hall upgrade requirements
  • Removed next song UI popup
  • Updated Paris preset
  • Updated progression requirements
  • Updated generation deposits placement
  • Updated world selection visualisation and colours

[h3]Plus many bug fixes![/h3]
[h3]Check out the game change-log for full details.[/h3]

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

Sweet Transit | Hotfix 15

Attention passengers!

We have another patch rolling into the station for Sweet Transit - Hotfix 15!

Here' are the details of this patch:

[h2]Bug Fixes[/h2]
  • Fixed a crash when deleting a production facility connected to a distribution center
  • Fixed a crash when building roads under a bridge on water
  • Fixed walkers spawning in and out bug
  • Fixed a crash when loading with requirement signal selected
  • Fixed a random crash with big settlements
  • Fixed a crash when loading a game with corrupted rails
  • Fixed a freeze with big settlements
  • Fixed signals blocks being left reserved

[h2]Changes[/h2]
  • Improved multithreading performance with 100+ trains
  • Decreased tools and books consumption
  • Improved how people are being calculated


[h3]Enjoying Sweet Transit? Leave us a review![/h3]

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

About Sweet Transit #22 | UI

[h2]UI[/h2]

Hello again, everyone! Time to talk about what's most likely the hottest topic Sweet Transit has - a UI rework! Quite a few of the community's in-game frustrations and problems have come around because the UI is not doing its job as well as it could.

We understood this early on and we decided to wait for further feedback to see how to better approach things. Some parts were fixed and some were tweaked to work better. But it was clear that pure iteration won't solve all the issues and that's why talks about a UI redesign started last year.

Working with a good publisher means that if there are problems, I'm not alone and can rely on them. Around October I told Rosie, my excellent producer, that the best way Team17 could help me is by redesigning the UI. And the people at Team17 delivered with help from Clockwork Monkey Studios! My only job then was to nod and occasionally complain more about what doesn't work, until the redesign for the main parts of the UI was finished!

[h3]Clockwork Monkey Studios[/h3]

Let's start by looking through Kevin from Clockwork Monkey Studios eyes at how this redesign was achieved.

What was your first impressions of Sweet Transit UI?

Kevin: "From our first play-through we could see that this was a very complex UI, supporting an incredibly deep range of options and controls. This is obviously exactly as it should be for a game like Sweet Transit! It was great to see how much players could customize and dig into every fine detail. At the same time this did feel somewhat overwhelming as new players, and so addressing this initial learning curve, without compromising the rich functionality, became one of our main focuses."

How did you approach fixing the already existing UI's?

"In many ways, re-working an existing UI is easier than starting from scratch! We have a working game to play, with fully functional features, so can make decisions based on how things actually feel in practice.

The existing UI style already did a great job of capturing the game's theme and tone, and so style-wise we only had to make minor changes, such as increasing contrast, refining the palette and removing unnecessary details. Our main focus was therefore on reworking the layout to better support the existing functionality.

After analyzing everything in detail, we reconfigured the content and placement of almost every UI panel, aiming to make the core functionality easier to engage with, without compromising things for experienced players."

Where and how would you recommend developers who are struggling with their UI invest their time?

"It's easy to underestimate how much work is required to make a good UI! It's good practice to spend as much time as possible wireframing high-level layout and flow (even just sketching things roughly on paper!) before jumping into the fine details and intricate design problems. This will ensure you focus on considering the most important information first, and get the fundamental questions answered before investing time in work you might end up throwing away.

In terms of UX, it's also a good idea to follow genre conventions as much as possible. Take inspiration from similar games that inspire you, try to find common functionality across multiple games, follow these trends where possible. You want players to intuitively know how to engage with your UI without a steep learning curve.

Finally, try to watch people actually using the UI, as often as possible - it's amazing how often the super-obvious button you designed seems invisible to everyone! Nothing beats a fresh user-test, even if it's just family and friends :)"




[h3]Context[/h3]

And with that being said, some of the improved UI is already in-game (in a WIP state). It takes a lot of time to rewrite how part of the UI works and looks. I didn't write any visual preview for my UI framework; everything is decided in code. This allows for much more dynamic elements with a very low-performance overhead. New context UI decides how it looks based on available space and what is selected. Here are some variations as an example.




[h3]Quality of Life[/h3]

With the new UI, I have an opportunity to implement long-awaited quality-of-life features. Some things like disabling settlement production facilities, automatic UI scaling based on screen size and content, name regeneration, custom alerts, in-game notepad, scroll bars remembering where they were last time and many other smaller features. All systems are being created to be more modular than before for easier and faster iteration in the future.




[h3]Build UI[/h3]

The biggest offender in gaming history (at least how it looks when reading some reviews and comments) is the Build UI. The first iteration wasn't as good as I would have liked, but now I know how to better approach UI problem-solving after seeing how Clockwork Monkey Studios approaches these problems. It is already much faster and easier to navigate through build options. In the future, I will add a grouping system that will improve build items navigation even more.




[h3]Build Tooltip[/h3]

Build tooltips are always right there in the player's face. Players have provided feeback about it obstructing their screen too much. And to add more salt to the wound, hotkeys are often overlooked and there is a hotkey to hide this UI. To fix this, the new design will always show just the most important information. If the cursor stays still for some time then the full tooltip pops up, pulling the player's gaze to the hotkeys. You can still hide this UI, but hopefully, it will not be in the way anymore.




[h3]Small Screens[/h3]

The old UI was not using the screen efficiently and it was very visible with 1080p or smaller displays. In the future, the minimal usable screen size will be 1280x800. This introduces a new set of problems for a UI heavy game as Sweet Transit. But with the new design and some automatic UI scaling/rearranging it seems like an achievable goal. Here is an early preview of what that looks like.




As you can see there is still a lot of work to be done, such as building icons, tooltips and other parts of the UI. However, now is the best time to leave us some feedback in Discord! You can join our Discord community here.

Just a note to say that all UI will not be reworked in one update. Even once the rework is finished, it will be continously worked on and improved until full release, as this is a very iterative process. Next time I will share more of the new UI and how tutorial rework is progressing. Until then!

- Ernestas