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OpenTTD 1.2

Free Set up and manage bus and train routes in a transport simulation game
4.7 
Latest version:
13.1 See all
Developer:

Transport Tycoon Deluxe was a famous business simulation game in the 1990s, as it offered a lot of unique features for that time and a really immersive gameplay experience despite its 2D isometric visuals that would be deemed way too simplistic by today's standards. As a result, even today after so many years, there are still many fans of this game actively playing its community-made open source version called OpenTTD. The players' objective in this game is to build transport routes of various types (roads, railroads, naval and aeronautic ones) and develop a powerful transport empire.

Anyway, OpenTTD doesn't only remake the old Transport Tycoon Deluxe and makes it playable on the modern computer of nowadays, but it also adds a series of cool improvements and new features. The most important of these is, in my opinion, the addition of the online multiplayer mode. Up to 255 players can connect to the same map simultaneously, which brings the old Transport Tycoon Deluxe experience to truly new heights, especially since the antique AI was never too bright or challenging.

OpenTTD also supports a lot bigger maps, and community-made scenarios and heightmaps can be easily downloaded right from the game's window. Other remarkable novelties are map elements like canals, shiplifts, aqueducts and the ability to join stations together, a thing which was badly needed in the old TTD.

As for downsides, there aren't important ones. I'm a big fan of this game but I'm also an avid game collector on Steam, so Steam integration, with achievements, automated updates, and all the other Steam benefits, would've made OpenTTD even more enjoyable for me. Another small flaw is that navigating your computer from the game's menu, when looking for save files or for downloaded content (scenarios, etc.), is rather difficult and counter-intuitive. A simple "Back" button would've been so handy.

In conclusion, OpenTTD is a great game that can be enjoyed by both fans of the old Transport Tycoon Deluxe and by new players interested in a neat business simulation game, alike.


v1.2 [Jan 27, 2012]
-Feature: [NewGRF] Allow read-only display of NewGRF parameters, if GRF list may not be edited (r23760)
-Feature: [NewGRF] Alternate rail type label list (r23758)
-Feature: Make the default secondary sort method for the server list the number of clients instead of the name (r23710)
-Feature: Try harder to sort text instead of fancy characters in the server names (r23709)
-Feature: Make a distinction between fully zoomed in and default zoomed in screenshots [FS#4916] (r23695)
-Feature: Add ability to adjust brightness of colour after remapping for 32bpp sprites (r23670)
-Feature: [GS] GSGoal::Question(), to ask a question to a(ll) company(ies). It can contain random text, and at most 3 buttons from a collection of 17 (r23731)
-Feature: Australian translation (r23730)
-Fix: Make default timeouts for certain network states lower and configurable [FS#4955] (r23764)
-Fix: Check whether a water tile is really empty when overbuilding it with an object [FS#4956] (r23763)
-Fix: The check for duplicate town names was not really working [FS#4951] (r23759)
-Fix: Missing locking causing crash is extreme case when being in the MP lobby [FS#4938] (r23752)
-Fix: [Win32] Work around a possible deadlock when initialising threaded drawing (r23749)
-Fix: Make vehicle variables A8 and A9 always return 0. Returning cur_image is a potential desyncer due to Action1 in static NewGRFs (r23748)
-Fix: Also set 'info' to NULL if 'instance' dies (for both AI and GS); avoids invalid memory reads (r23746)
-Fix: If autorefit fails, count the vehicle capacity nevertheless, if it is already carrying the right thing (r23745)
-Fix: [NewGRF] Check the version of the right GRF [FS#4923] (r23744)
-Fix: [NewGRF] Call CB 15E for all vehicles before actually executing any refit [FS#4906] (r23743)
-Fix: Cheating to different climates messes things even more up than changing NewGRFs in-game so it was removed [FS#4939] (r23733)
-Fix: When cheating into another company, the SignList was not updated [FS#4942] (r23728)
-Fix: Reading memory of a temporary (already deconstructed) object is invalid (r23721)
-Fix: [Script] Show the script debug window also when the game script crashes [FS#4935] (r23720)
-Fix: Extraction of music packs failed [FS#4930] (r23719)
-Fix: [AI] Rescanai caused crash when the AI settings of an AI was opened [FS#4936] (r23718)
-Fix: Ships going to wrong dock location when moving the dock while the game is paused [FS#4927] (r23717)
-Fix: The amount of goals was too low [FS#4928] (r23699)
-Fix: Hardcode the original defaults for loading old savegames if they could totally mess with the game's behaviour [FS#4859] (r23693)
-Fix: Infrastructure count of canals/locks/ship depots was not updated properly when a company went into bankruptcy or was taken over [FS#4921] (r23686)
-Fix: When fitting another engine the cargo capacity of wagons could become lower, causing them to contain more than they should. This caused the cargo transfer from the replaced parts to put even more stuff in the already full wagon. Prevent this from happening by reducing the amount of cargo in the vehicle to the capacity when moving vehicles/wagons around, or when autoreplacing [FS#4912] (r23683)
-Fix: Vehicle numbers got misaccounted when autoreplacing failed due to length checks [FS#4914] (r23681)
-Fix: [AI] Prevent removal of the (AI) company the local player is in [FS#4915] (r23680)
-Fix: [Script] Close the editbox of settings when changing an AI, to avoid invalid memory read/write (r23678)
-Fix: [Script] Invalidate AI Parameters window when changing AI [FS#4909] (r23677)
-Fix: When removing road stops the wrong tile was checked for updating the infrastructure cache [FS#4913] (r23676)
-Fix: [Script] The 'Configure' button in the 'AI / Game Configuration' window did not get enabled when activating a GameScript (r23668)

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