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Train Fever

is a business simulation game by Urban Games, funded 20 March 2012 via the crowdfunding platform Gambitious. Train Fever was made available for pre-order on 22 July 2014... read more

Genres Simulation
Platforms MacPCLinux
Themes Management
Developers Urban Games...
Status: Released
Release: 05-Sep-2014


is a business simulation game by Urban Games, funded 20 March 2012 via the crowdfunding platform Gambitious. Train Fever was made available for pre-order on 22 July 2014 and will be released on 5 September.

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

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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. It was decided to use acrowd-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. 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. On 27 October, a new gameplay video was released and announced on both the Gambitious project page and the official website.

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. On 27 December 2012, Train Fever was accepted on Valve's Steam Greenlight, in the "Concept" section. 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.

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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. As a consequence, several decisions were made:

  • The target funding on Gambitious campaign was lowered from €300,000 to €250,000

  • The equity for private investors was lowered from 60% to 50%. However, the same ratio of "equity percentage / money invested" was kept (1% of equity for €5,000 invested).

  • The campaign deadline was moved to 31 March 2013, in order not to surprise investors with last-minute changes.

  • The start of the development was moved to May 2013, with a new expected release date in May 2014.

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. Finally, on 20 March 2013, the crowd-funding campaign reached its target of €250,000, with 651 investors.

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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 and pushed back to Q3 2014 end of February 2014.

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

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

  • At the beginning, Train Fever was focusing on people transport only, but due to many requests by the community, the game was changed to allow to transport several additional goods (coal, iron ore, steel, wood, stock, grain, oil and goods freight).

  • The size of the playable map has been pushed to 256 square kilometer.

  • The number of vehicles for the release has been set to 30 trains, and more than 30 buses, trucks and streetcars.

Since November 2013, several more updates has presented the terrain procedurally generated, and how the rails and road system is functionning.

On 22 January 2014, another update explained more precisely how the freight simulation is working in Train Fever. 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.

The beta test was announced 30 June 2014, and planned between July 14 and July 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.


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

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. He needs to develop his transport company, eventually becoming a transport empire.

The game contains RPG elements, skills that have to be trained; they influence the player on parameters like purchase prices.

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The in-game soundtracks, totally over 70 minutes, are all from Admiral James T., a Swiss solo musician from Winterthur.

This article uses material from the Wikipedia article Train Fever, which isreleased under the Creative Commons Attribution-Share-Alike License 3.0.



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