Train Fever

Train Fever
"Train Fever game logo"
Train Fever logo
Developer(s) Urban Games
Platform(s) Linux
Microsoft Windows
OS X
Genre(s) Business simulation game
Mode(s) Single-player
Distribution Download/Boxed Retail

Train Fever is a business simulation game by Urban Games, funded 20 March 2012 via the crowdfunding platform Gambitious, for a total budget of €300,000.

Train Fever was made available for pre-order on 22 July 2014[1] and released on 4 September.[2]

The game is heavily inspired from other transport simulation games,[3] such as Transport Tycoon, Railroad Tycoon and OpenTTD; and, to a lesser extent, Cities in Motion.

Funding

On 22 June 2012, the Train Fever team announced that they would need to seek funding in order to be able to develop the final release of their game.[4] It was decided to use a crowd-funding platform, although no name was given at that time. The first activities on Train Fever's Gambitious page were observed on 26 August. The crowd-funding campaign started officially on 1 September 2012.[5] The original funding target was €300 000, split by €20 shares, with an initial equity of 60% for private investors. The deadline was fixed for 1 March 2013, for a total duration of six months.

On 14 October 2012, Train Fever lead developer announced that everyone investing €40 (2 shares) or more in the project will receive a copy of the final version of the game.[6] On 27 October, a new gameplay video was released and announced on both the Gambitious project page and the official website.[7]

Three months after the beginning of the campaign, on 12 December 2012, the campaign had reached 6.5% completion, with 70 investors and €20,000 invested.[8] On 27 December 2012, Train Fever was accepted on Valve's Steam Greenlight, in the "Concept" section.[9] Reception was very positive, allowing Train Fever to reach the first page of Steam Greenlight "Top Rated All Time" at beginning of February. At that time, the project was supported by 200 investors on Gambitious.[10]

On 18 February 2013, eleven days before the campaign deadline, the Train Fever team announced that an institutional investor backed the project for a total of €50,000.[11] As a consequence, several decisions were made:

On 25 February 2013, the Train Fever team announced that the game will be available at release on Windows, Mac OS X and Linux. On 2 March 2013, €155,000 was invested, with €95,000 remaining to find, and 29 days to the deadline.[12] Finally, on 20 March 2013, the crowd-funding campaign reached its target of €250,000, with 651 investors.[13]

Development

At the beginning of the crowdfunding campaign in September 2012, Train Fever was already in development at a prototype state. The initial release date was set to May 2014[14] and pushed back to Q3 2014 end of February 2014.[15]

Train Fever was originally developed by 2 person, Urban and Basil Weber,[16] but the team grew to 3 developers and 2 additional artists.[17]

On August 2013, a big update stated the major gaming design decisions taken by the team:[18]

Since November 2013, several more updates have added content such as procedurally generated terrain in addition to improved road and rail systems.[19][20][21]

On 22 January 2014, another developer update explained more precisely how the in-game freight simulation functions, welcoming feedback on the current implementation from the community.[22] This update listed only 6 transportable goods out of the 9 explained in the "major design decisions" update (stock, grain and steel are no more listed as goods). Developers stated that this number will likely be increased through DLC and community-developed modifications.[23]

The beta test was announced 30 June 2014, and planned between July 14 and July 24.[24] The number of beta testers will be limited, and the total number will be split equally between Gambitious supporters and newcomers. The test will be done on Windows only, and a NDA will have to be signed by testers.

Distribution

Train Fever is distributed by two means:[25]

Gameplay

The game is a single-player game designed for 20 hours of gameplay in which the story-time runs from 1850 until 2050.[26]

The game takes place in an environment comparable with Europe and the cities are procedurally generated and evolve accordingly. The player builds transport infrastructure like railroads and stations and has to maintain this infrastructure. The player also buys vehicles and creates routes. They need to develop their transport company, eventually becoming a transport empire.

Sound

The in-game soundtrack, totaling over 70 minutes, is entirely composed by Admiral James T.,[2] a Swiss solo musician from Winterthur.

References

External links