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Worldwide Rush | Blogpost 1

Hi everyone!

We played some OpenTTD multiplayer last weekend. It was like a nice start for the week after filling a small map. Playing other similar games, even those you already played for countless hours, is always a good inspiration. It is much easier to find problems with something that others have made. There is probably a scientific reason why it is difficult to evaluate your own work with the same scrutiny. I always start to think in ways how you would improve certain mechanics, and that leads to a week starting full of motivation. And yes, multiplayer is fun.

Now let's talk about what we added.

Note, that this is not yet in the demo build.

[h2]Route Management[/h2]

The most requested feature is done. The game will automatically create or assign vehicles to a route, which then you will be able to rename and adjust. Vehicle will be assigned to the same route with either Atlanta > Tampa or Tampa > Atlanta instructions. As long as it is the same route with just a different start position.

Buying a new vehicle, duplicating, selling existing ones or changing the whole route will be just a click away. Still need to add equal spacing, which turns out is not as straightforward with different vehicle speeds.

[h2]Renaming[/h2]

Together with Routes management, we added renaming for vehicles. It also has a bonus of allowing to add some decorations due to how text works in the game.

[h2]Removing Roads and Rails[/h2]

Next addition from feedback is road and rail removal. As long as you own the road, you will be able to remove it. For now, it is for free as the standard definition of how it should vary. Some games add a price tag for removal, some refund you. It did not make much sense to go in either of these directions, and we left it in the middle.

[h2]Vehicles[/h2]

One small, but fun change from feedback is making vehicles drive on the correct side of the road. Adding different road graphics based on country requirements would be cool as well, but there would need to happen some more significant changes to not increase draw calls.

Talking about vehicles, they now show the whole route they are using instead of the current stretch. Next, if you buyout the whole month's inventory of a vehicle, then the first vehicle you have done that to will increase its inventory by 1. Supply and demand, I guess.

[h2]City Names[/h2]

There were many smaller changes as well. For example, some city names were overlapping. In UK that is not a big problem, but where city density increases it becomes quite hard to understand where is what. For that, we manually adjusted names placement like in the picture above.

[h2]Trust System[/h2]

The new Trust system is the main way to play against competition. Trust basically means how much passengers trust your company. You mainly earn trust by transporting local travelers to their desired destinations. Infrastructure and marketing can influence how much trust is earned.

In this system, each city calculates trust individually and marks the most trusted company. If you do not have the majority of trust, then you will not be able to buy a hub there. However, if you have at least 75% of trust, then you can forcefully buy competitor's hub with local government help.

Finally, if you own the most trust in a country, then you will be chosen as the most trustworthy company for a month. The screenshot above shows how you can see that in the game. This will result in natural marketing and faster trust accumulation. With this system, you can take over the competition bit by bit. Still, there is much work and testing left.

[h2]Destinations[/h2]
We experimented with destinations a bit, but had to revert changes. Sometimes ideas that sound good on paper are not so good in practice. I wanted city destinations to not only grow, but shrink as well. So I separated destinations level growth from city growth, leaving city level as a destination level cap. This means you can level up specific destinations and leave others alone. In case fulfillment is bellow 20% for two months in a row, then destination level would shrink. The city itself would grow on general passengers transfer instead of all destinations' fulfillment.

At least for me, it sounded good on paper. This would add some dynamic challenge, with indirect traffic ruining your plans if you expand too fast. Allowing leveling up cities in more ways. But once we started testing, it felt "murky". It was much easier to fulfil city demand, and it felt pointless with much more added logic and tooltips. On the other hand, the current solution is clean and simple with enough challenge to make it fun. So that was a wasted time. But it is better to step back and accept losses instead of forcing something just because you spent time on it.


Until the next Friday, where we will talk about AI.

First Week of the Demo

Hi everyone!

We are overjoyed to see how many players enjoyed Worldwide Rush. It is fair to say that the demo is a big success. At least for us. Our goal was to start gathering feedback to improve what we have. We definitely got that. Allow me to share. I added some random game plane renders to keep the text less dry.

[h2]Feedback[/h2]


We got so much feedback that the past week was mostly about drawing new plans and evaluating what everyone is saying through Discord, Reddit, YouTube, in game feedback and here on Steam. It is overwhelming and at the same time very exciting. Some of the feedback is about adding higher priority in our to-do list, but some are entirely new ideas that we either did not think about or just did not think it would fit and left it for maybe.

The top 10 of the most requested features in order:
  1. Line management. Makes sense and expected. Will add this with the next big update.
  2. Removing roads/rails. This was also a no-brainer. We wanted to add this with the AI update because removing roads that can be shared might be problematic.
  3. Easier view of full vehicle routes in more locations. Usually, the problem is UI and where to fit this route. But we will solve and add this.
  4. The game is too easy. Now this might be tricky, how hard do we push. Demo results proved that this is not a big issue, but an issue nonetheless. Especially for longer sessions. So the solution will probably be in more options when starting a new game to spice things up.
  5. Same route destination multiple times. Most of the issues were relating to routes that want to go back and forth. I am not sure if this is needed, but if we still keep getting this request, then of course we will add it.
  6. More tutorials, like tips and tricks about UI. For example, you can hold shift to avoid closing opened floating panels that are not pinned.
  7. Vehicles keep the same distance. This will come with line management.
  8. Upgrade all vehicles on the same route at once. This will come with line management as well.
  9. More zoom in. If we do that now, then it will be just blurry. It is something that we would like to do as well. We got all the data, all vehicle models and textures are already shipped with the game. If we convert our current 16 textures of 16x16k resolution to mesh vertices data then we could zoom in so much more. I fantasize about it, but it would not add much to the gameplay and is not that easy to do. Maybe.
  10. And like with every game - Multiplayer. After 1.0. The game is ready for it, but I am not ready with dealing out of sync bugs, which are known to be one of the hardest bugs to fix.


[h2]Stats[/h2]


We got almost 9,000 demo players in a week, with a median play time of 45 minutes. At least 42% played for more than one hour and 24% played for at least 2 hours. Not to mention all of those who played for more than 20 hours. Difficulty is requested by many, but this relaxing experience is not so bad for others.

In this week, we got 10,812 wishlists. As expected for this genre, most of them came from Germany 17.7%, second place was much less expected - Japan with 14.1%. This just proves how important it is to localize. It is really a strange feeling creating a game with the whole world and people from the all around the world playing it.

[h2]Going Forward[/h2]


The next step is to prepare for the Steam Next Fest with an updated Demo. AI and current feedback is the main focus for what to add. Next week I will start sharing our weekly progress. We want to deliver, especially with so many added expectations and honest interests in what this game can be. For that reason, we cannot promise a certain release date yet, but we will keep updating this demo and improving it as needed.

Worldwide Rush Demo | v.0.1.34 Changelog

Hey everyone!

New update is live.

[h3]Bugfixes:[/h3]
- Fixed a rare crash with certain route setup
- Fixed cents still being displayed in some places
- Fixed new route total distance lagging behind the selection

[h3]Changes:[/h3]
- Made the game retranslate country and city names if an older save is loaded
- Made routes forward and back default
- Updated some translations, mostly Japanese

Keep the feedback coming!

Worldwide Rush Demo | v.0.1.33 Changelog

Hey everyone!

New update is live. More players lead to more interesting issues. Let's look at some of them.


A player reported that all of his vehicles disappeared. He provided a save file and it truly had no vehicles. Even resetting the filter does nothing. If there would not be a save file, I would not believe that this can happen. After some minutes of debugging, it turned out that there were spaces in the search bar and no vehicle had so mane spaces in their search specifications. So for this, I had to make a clear filters button to also clear the search bar and trim strings front and ends before filtering results.


Then there were several reports of vehicles inventory going negative. This resulted in the game allowing to buy even more vehicles because I only checked if inventory was 0, not less and 0.


This is not a bug, but an expected issue/feature. If passengers are not boarding, but vehicles are always full, then you need to look deeper why destinations are not fulfilled. Vehicles first board passengers who are using this city as an indirect stop, then board those who are going home, and only then board passengers that originate from the city itself. It is made so that because otherwise indirect passengers would just pile up. If a city has a huge amount of indirect passengers already, then vehicles will not deliver further passengers there as well. Passengers will choose another route with other cities in between.

Finally, some were reporting that passengers were not boarding vehicles even with direct paths. After further inspection, it was an integer overflow bug. When a vehicle tries to pick up passengers, it registers its route distance. If this distance is too long, then passengers will not board. It can be too long in general, or just the best route available is just so much shorter. But to keep things dynamic, after the best route vehicle leaves its last registered best path keeps increasing, allowing others to pick up its passengers if it takes too long to come back. It appears that there was a chance for this value to increase indefinitely and at some point overflow to a negative one. That resulted in making the best vehicle only one who can transfer passengers, even if later you build a shorter path vehicle. Simple checks fixed it. The lesson here is that redundant checks are better, but my brain is always screaming PERFORMANCE! And I avoid redundant checks because it is my code and I remember what to avoid. But I was proved wrong. So more checks from now on.


[h3]Bugfixes:[/h3]
- Fixed vehicles not boarding in certain cases
- Fixed being able to have a negative vehicles inventory
- Fixed all transport vehicles being hidden after adding spaces in the search bar
- Fixed passengers boarding when a route is non-cyclic and vehicle needs to come back before their destination
- Fixed Steam Deck UI scroll also zooms in/out
- Fixed being able to upgrade vehicles that are out of stock

[h3]Changes:[/h3]
- Made explorer filters reset button to also reset the search bar
- Made 0 inventory label to show in red
- Removed cents display
- Updated Hull translation from 船体 to ハル

[h3]Additions:[/h3]
- Added vehicle route cities to vehicle search instructions

Keep the feedback coming!

Worldwide Rush Demo | v.0.1.32 Changelog

Hey everyone!

Firstly, thank you all for the support, valuable feedback and bug reports. Out of all +400 players who tried the demo until now, 3 experienced crashes that were captured by the server. Can't have a perfect launch, but I am glad that people are happy and enjoying what the game has to offer.

Keep the feedback coming!

[h3]Bugfixes:[/h3]
- Fixed a crash when pressing enter on empty new road build
- Fixed imperial system showing km/h
- Fixed destinations last month fulfillment not showing 100% after a level up
- Fixed when starting with a high loan, being able to take negative loan
- Fixed Brighton and Carlisle being on water

[h3]Changes:[/h3]
- Made company bank balance show in red when negative
- Made destinations of last month's fulfillment more visible in the City UI
- Made vehicles in the upgrade task clickable
- Improved select a vehicle button visibility
- Removed cents in money values above 10k

Fun fact - Hover over a city with your cursor and press Alt+1 to spawn AI. The current live demo does not allow interacting with AI companies, but you can share passengers, I guess.