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Worldwide Rush News

V.1.0.23 is live!

Bugfixes:
- Fixed a rare crash when AI or a manager upgrades vehicles
- Fixed Steam preventing the game from launching
- Fixed AI not taking loans to avoid bankruptcy
- Fixed AI paying loans back once they have enough capital
- Fixed vehicle upgrade UI plane range does not change
- Fixed vehicle upgrade UI train capacity does not change
- Fixed Chinese showing ? when letters fail to load

Changes:
- Increased Discover mode timers to make it easier
- Reduced the minimum cities discovery mode can start with to 3 cities

Worldwide Rush is out now!

Worldwide Rush is out now!
[p][/p][p]Thank you all for the feedback and communication. It was a tough but wonderful journey to the launch day. The idea started small, but you all pushed us to do a proper passenger transportation tycoon. I don't know how the game would have looked without having the demo for everyone. Now even we can't get enough of the game.[/p][p]
[/p][p]Do not forget to vote for the next feature once you have the Worldwide Rush. We would love to expand on the idea and provide you with more value for free. I will talk more about that in this week's blog post. We hope you love the game and have tons of fun![/p][p][/p][p]Get it here with a 15% launch discount: [dynamiclink][/dynamiclink]Best, [/p][p]Ernestas and Karolis, both excited, stressed and are from Memel Games[/p]

Worldwide Rush | Blogpost 12

[p]Hi everyone![/p][p][/p][p]Last blog post before the release, and not much to show this week. Most work goes into fixes, balancing, and just adding something small extra here and there, as our to-do list is basically over for the release. The game seems stable with no new crashes. But this is always tricky, because once more people start playing, more side cases become visible, proving that nothing is ever stable. But that is just a software thing, I guess. The release feels very exciting and scary at the same time, but I can't wait to open the floodgates![/p][p][/p][h2]Route Naming[/h2][p][/p][p]One of the more useful small additions is route auto-naming changes. We will have first and final destinations in the name instead of pointless number order. It should be much easier to find routes that you are looking for.[/p][p][/p][h2]Road and Rail[/h2][p][/p][p]Another change is making roads and rails less visible when building the other. The game gets huge, and there is a lot happening on screen, so it makes sense to reduce clutter even more when focusing on specific tasks.[/p][p][/p][h2]Demo Overview[/h2][p][/p][p]I thought about the demo and its impact on development. There is some extra work to prepare and maintain it, not as much as expected. Mainly the biggest bottleneck is having two separate versions before the full game release. However, having a demo changes the roadmap with feedback you get, and you get a lot. The good thing is that we prepared for bug fixing with additional runway. This allowed us to address all the reported bugs and issues until now and implement a big portion of the feedback. [/p][p][/p][p]I think that the best and most addictive parts in the game that exist are due to having the demo live. Without it being in a closed developer bubble, the game would not be as good as it is now. I have a list of features we added only due to the feedback. Some are ideas purely from others, some ideas are merged with ours, but they all happened because players talked. Here is the list:[/p]
  • [p]Tasks - At this point tasks define the game and allow new players to understand it. This was added before the demo, but from feedback nevertheless[/p]
  • [p]More cities and destination logic[/p]
  • [p]Vehicle spacing system[/p]
  • [p]Route management[/p]
  • [p]Demand price[/p]
  • [p]Hub managers[/p]
[p][/p][p]There are also many balance changes and optimizations. The whole list would be huge, but at this point it will be impossible to make.[/p][p][/p][p]In conclusion, the demo these days is a must. How else do you make sure that the game you are making for others to enjoy is enjoyable for them?[/p][p]
See you all on Wednesday![/p]

Worldwide Rush | Blogpost 11

[p]Hi everyone![/p][p][/p][p]The past week was about graphics and some other additions. Internal playtesting intensifies, and the game feels more and more complete. Especially when adding languages. Just one more blog post before release![/p][p][/p][h2]Selling Hubs[/h2][p][/p][p]We have added the ability to downgrade and sell hubs for those who love to min-max your profit. And there is an additional chart to see how hub vehicles are performing.[/p][p][/p][h2]Sorting Destinations[/h2][p][/p][p]City destinations have a lot of information and take space. It is difficult to find bad-performing ones. Now you will be able to sort destinations by fulfillment. Furthermore, destination visualizations that are 100% fulfilled will be much less visible to help.[/p][p][/p][h2]Tasks Visibility[/h2][p][/p][p]With more task types comes a button to hide tasks and notifications. If you choose to ignore them, which is a valid choice, then you can.[/p][p][/p][h2]Vehicle Scale[/h2][p][/p][p]A simple slider to allow for smaller vehicles for those who think they are too big. They will finally fit in their road lane if you choose it.[/p][p][/p][h2]Statistics[/h2][p][/p][p]You will be able to see your overall and per-game statistics. Always wanted to add this, but never found the time to do it. The good thing is that many stats were tracked before, so you will see how much you did in the demo until now. In the same window you will be able to see achievements and your progress.[/p][p][/p][h2]Other Interesting Changes[/h2]
  • [p]Adding a bigger timer for city and vehicle UI sounds to reduce the chaos[/p]
  • [p]Made sold vehicles restock[/p]
  • [p]Added custom date formats for the MDY squad mainly[/p]
[p][/p]

Worldwide Rush | Blogpost 10

[p]Hi everyone![/p][p][/p][p]This week we finalized all content with words and finished Asia vehicles apart from other additions. We have also updated Steam screenshots to better match the game. They should work in all languages. Check them out![/p][p][/p][h2]Feedback[/h2][p][/p][p]Thank you all for the feedback. It is always interesting to hear new ideas and most importantly, what needs to be improved. Some of the feedback that was implemented:[/p]
  • [p]Ability to select multiple filter options in the same category.[/p]
  • [p]Improved hub managers, costs, and how they manage vehicles. No more selling the last vehicles in the route.[/p]
  • [p]Improved indirect passengers, making them choose any viable path much sooner if the best path is not doing its job.[/p]
  • [p]Fixed vehicle and route renaming having icons.[/p]
  • [p]Added charts to vehicle and route tooltips to quickly see how it is doing overall.[/p]
[p]There are always so many things to add. The to-do list increases faster than features are implemented.[/p][p][/p][h2]Headquarters[/h2][p][/p][p]We figured out headquarters. There can only be one headquarters structure. Once built all other companies will pay taxes from profits to you when they are leaving the city. Additional trust bonuses to the city and country also apply.[/p][p][/p][h2]Country Buffs[/h2][p][/p][p]The last bigger feature for now is country buffs. Playing in different places is already unique due to terrain constraints and vehicle differences. Country buffs will allow an entirely different strategy in specific countries, further improving in ways how one can play. We will not spoil everything here, but to understand what a country buff is, we will share one example. [/p][p]You probably have seen videos in India with trains having some people inside and outside dangling and hopefully enjoying the ride. In Worldwide Rush, trains in India will be allowed to board more passengers than the capacity allows, just like in real life. Actual values are not yet finalized.[/p][p][/p][h2]Tutorials[/h2][p][/p][p]We finally added more tutorials. Until now it was bare minimum, with tooltips and tasks doing the heavy lifting. Our goal with tutorials is to make them good enough to allow newcomers to play and know how to solve problems, but not deep enough to give all the answers. Being lightweight allows players to go faster straight into the game instead of being stuck reading. Simple animation nudges should help with the experience as well. Tutorials that we added:[/p]
  • [p]First hub tutorial[/p]
  • [p]First route tutorial[/p]
  • [p]Vehicles tutorial[/p]
  • [p]Time controls tutorial[/p]
  • [p]Indirect traffic tutorial[/p]
  • [p]Competing tutorial[/p]