Train Fever is a railroad-focused business simulation game with role-playing elements. In other words, it's a modern-day Transport Tycoon with procedural content and a sophisticated city simulation.
[i]"It’s the year 1850, and there are great times ahead! Establish a transport company and be its manager. Build infrastructure such as railways and stations, purchase transportation vehicles and manage lines. Fulfill the people’s needs and watch cities evolve dynamically.[/i]
Classical role-playing elements let you identify with your game character. Earn achievements and collect experience points, then use them to train your skills. Four basic skills directly affect game-deciding parameters such as access to infrastructure and vehicle market, maintenance rates, access to statistics and intelligent organization, and much more. Devise your own strategy!”
Train Fever runs on an engine specifically developed for this game. The engine has a great innovative scope and is specialized in procedural content and urban simulation. A key point is the fact that there is no grid that game objects have to be aligned to, allowing for a great degree of freedom.
Randomly generated, modifiable terrain with realistic dimensions
Advanced passenger simulation
Dynamically simulated urban development
Procedurally generated buildings
No grid – that is, the game world is not limited to 90 (or 45) degree angles
Vehicles from more than 150 years of transportation history
Four distinct characters
Comprehensive skill system
Detailed 3D graphics
Freely adjustable zoom factor
Instead of achievements, experience and other crap they could've considered adding a stock market and fiscal simulation like in Railroad Tycoon. That really added another layer to those games. I miss it so much from OpenTTD.
Instead of achievements, experience and other crap they could've considered adding a stock market and fiscal simulation like in Railroad Tycoon. That really added another layer to those games. I miss it so much from OpenTTD.
This.
Ah well, glad to see the possibility of funding, wouldn't be bad to see more simulators
aerius didn't read properly, thats all. You get cash on a quarterly (4 times a year) basis, based on how much you invested. The 5 years refers to, when this (royalities) will stop being versed.
Of course with a 40€ investment, we're talking cents here, single cents
Of course with a 40€ investment, we're talking cents here, single cents
they're claiming a conservative ROI of 165%, that's not cents.
This is IF they achieve the goal of 30 000 units sold.
Break even (the point you will not loose money) is 20 000 units.
Kinda like how pCARS is working. (with greater numbers)
But it is really doable.
Seiing Simcity claimed as UBER GAME FAIL of the year and selling 1.1 Millions units
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Of course with a 40€ investment, we're talking cents here, single cents
they're claiming a conservative ROI of 165%, that's not cents.
This is IF they achieve the goal of 30 000 units sold.
Break even (the point you will not loose money) is 20 000 units.
Kinda like how pCARS is working. (with greater numbers)
But it is really doable.
Seiing Simcity claimed as UBER GAME FAIL of the year and selling 1.1 Millions units
But SimCity has a shitload of marketing, this game will probably have zilch. That said, 30k isn't that high and should be possible.
Dear investors, Good news: Urban Games GmbH, the legal entity for our developer studio, has officially been founded.
This is a Swiss company with limited liability. Urban and I are already working full-time for the final development of Train Fever. Soon, 2d/3d-artist Manu Oehler will join us. Regarding our company and the development of Train Fever, everything is going according to schedule so far.
Our development plan is tailored to minimize the risk of running out of time. For this goal, we first improve the major engine features and run tests to verify that everything works also in the large scale.
Soon, we will then switch to working on game-play. A detailed development plan will be shared with the inner circle at a later point in time.
One particular engine feature is the terrain.
Due to many requests for huge dimensions, we are currently finalizing the implementation of a 256 square kilometer terrain with a one meter resolution. This is way larger than what other simulation games (e.g. SimCity, Cities in Motion 2) can offer.
We believe that such dimensions are important to make constructing railway lines fun and realistic. Also, it’s a feature which we can greatly use for marketing the game.
In a next step, the investor cooperative and the legal entity for the project will be founded.
As the Gambitious Team has already explained in the last update, this is very time consuming because - in order to setting up the optimal legal structures - we have to take into consideration international tax and accounting regulations.
Fortunately, the Gambitious Team is doing a great job here so that we can concentrate on development. Also note that we have decided to continue updating our website www.train-fever.com.
One month ago, we added a forum and a newsletter service. You can register for the newsletter, but do not necessarily have to, because we will share all important information with our investors first or at the same time at least.
Besides that, publisher negotiations enter the home stretch. We are currently resolving the last low-level issues. We look forward to sharing the results with the inner circle soon. Thanks again for making Train Fever a reality!
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