

Transport Fever 2
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.


01About Transport Fever 2
Transport Fever 2 is a transport simulation about planning routes and building a network across rail, road, water and air. Move passengers and goods, supply cities and expand infrastructure from 1850 through the present day. The Steam PC edition supports single-player and full controller support. Steam player reviews: 89% positive from 27,243 reviews. The interface supports English.
Credits
Lowest recorded in 36 months
$3.992025-09-29 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | Yes |
Show 10 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| German | Yes | Yes | Yes |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Dutch | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Italian | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Play options
The Steam PC version includes single-player and full controller support.
Language
The interface supports English; English audio is supported as well.
03Frequently asked questions
Can I play solo?
Yes. The Steam PC version lists single-player.
Does it support controllers?
Yes, full controller support is listed.
What do you do in the game?
You build transport routes across land, water and air, carrying people and goods.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
It took me until around 20 hours in, but I've come to the conclusion that it's a big step forward. I have zero interest in playing the old game now. Here's my list of what's improved, IMHO obviously: - Freight. The new system is so much better. Easy to get started, really challenging to do well. - Time scaling. Great tool. Allows you to play as and when you want. - Editor. Superb. No more bland random gen maps. Custom maps entirely internal now. - Sandbox mode. Add more cities/industries to a save game... while playing? Wow. Inbuilt pork barrels is another great feature. - Terrain tools. Improved significantly. - Terrain painting. Excellent. - Modular stations. A little finicky right now, but still a big improvement. - Shipping via ships. Works so much better now. - Improved road tools. - Aircraft. They work now. - Maintenance costs. I like it. Adds more challenge. - Vehicle camera options. Expanded and improved. - New biomes. Tropical is very attractive. Desert is spectacular. - City growth. Very challenging, but doable if you play it right. - Interface. Replace all vehicles option is really helpful. - Tracklaying. Minor improvement, but far fewer lumpy crossings. - AI traffic. Significantly increased presenting a much more interesting challenge. - Headquarters. Nice touch, not a gamechanger. - Graphics. Really nice upgrade. - New vehicles. Much more variety. Areas I'm not so sure about. - New UI. It's just not as intuitive. I'm struggling to get to grips with interacting with routes from 2 different menus. The same goes for buying vehicles. I'm forever buying before I've finished putting the consist together. Feels like a muscle memory thing. - New "convenience". Vehicles disappear when you delete them, rather than returning to the depot. I don't like it. Feels a bit cheaty. - Emissions. Needs a means of countering. Right now, having any traffic in town will cost you growth which seems unreasonable. Needs tweaking. What's missing? The game doesn't have a big, splashy new headline feature. What it does have is improvements to gameplay that have clearly come from studying how people actually played the old game. There are a lot of small-midsize improvements that in isolation don't feel like much, but when taken all together represent a big step forward.Show moreShow less
As a player of Transport Fever 1 and a general fan of Transport Tycoon style games, I have to say I'm disappointed in this sequel. The improvements offered are mainly presentational in nature, like graphics, maps or campaign. Things I do not much care for. While none of the core gameplay improvements I hoped for materialised. Edit: Updating my review to include some info shared by IraRock. Apparently factories no longer consider supply and demand when accepting raw materials. Allowing the player to transport raw materials to a factory that never exports anything for a profit in perpetuity. This is extremely broken and not how it worked in Transport Fever 1. In TF1 you had to manage the whole supply chain and you could only transport raw materials based on how many finished products were being sold. I personally didn't mind the other changes to industry that much, but this is wildly off mark and broken. Trains were the main focus in Transport Fever 1 and continue to be the main focus in Transport Fever 2. This is not a bad thing necessarily, but other forms of transportation feel even more neglected in this sequel. I focused on shipping on my first game and found that the game mechanics don't really favor ships. Passenger ships generally don't work at all or are condemned to run at an heavy loss. Cargo ships work better, but are highly conditional as there is no garantee there is a viable route accessable by water and it seems like for the same volume they cost significantly more than trucks or trains. I didn't try airplanes yet, but road vehicles work pretty much the same as before. Then I tried using trains and found that train track maintenance has been increased massively. The double track passenger line that I set up, like I usually do to start off, ended up running at a 100k monthly loss just because the tracks maintenance feels like it's several times what it used to be. Overall the tracklaying has not been improved. You still place down a blueprint when building tracks that you can then accept or reject, similar how it works in other games like Railroad Empire. However unlike Railroad Empire, in Transport Fever you can only lay down a blueprint for a single segment and you can't use waypoints and can only modify the beginning and the end point and the elevation at the endpoint. This is the same for TF1 and TF2. Using this system building long and complex tracks is very tedious and requires constant saving and loading unless you want to lose large amounts of money deleting and rebuilding tracks. This becomes even more tedious when bridges, tunnels or intersections are involved as the tracklaying becomes even more fiddly and costly. This is one of the issues I was hoping would be improved on the most, but from gameplay videos I was already suspecting it wouldn't be. In addition it seems like lines can still only use a single terminal/station line, even Railroad Empire has managed to implement something as basic as vehicles choosing to use an empty terminal instead of insisting on using a specific terminal. The map size feels a little better and doesn't feel quite as cramped as TF1 was, but building train junctions is still problematic. Road building doesn't seem to be greatly improved, it's still very basic. I'm not a big fan of the new UI. There's more clicking and more menus or tabs to go through. Line management and info is now divided into three menus. It's generally harder to find information. And the general design is even more boring, imitating the all too common boring minimalist flat design used everywhere nowadays. Overall I'd say that if you have Transport Fever 1 then you're not going to lose much by giving this one a miss. If you're new to Transport Fever or transport management games it comes down to what you're looking for. TF does offer some complexity other might not have, even if it might not do it very well, and good graphics, but there are transport management games that are more accessible and that are more specialised.Show moreShow less
This is one of those cases where the game isn't bad, I just expected something different and can't really understand some of the design choices, or not-choices. The most important info I would like to share is that this is not really a management-industry-tycoon-etc-game; rather it's a beautiful and detailed sandbox where you can watch your trucks, trains, ships and planes move around and make some cash. That being said, there aren't really any goals or challenges or objectives, nothing to stand in your way. All you can do is move people and goods from A to B and maybe C via D to make money. Once you pay off your initial loan you pretty much "won". There is nothing else to do but make money. It doesn't matter whether you transport grain, oil, passengers or iron ore. It doesn't matter which vehicle types you use. Just make money. Now, this is all beautiful to watch and fun to set up. It's intrinsically satisfying to watch it all come together, to watch your transport routes grow larger and more profitable, to upgrade your vehicles as the eras go by, transition from steam power to electricity, send your first aeroplanes into the sky, send huge oil tankers into the sea. HOWEVER. Why not have a tech tree, use the different goods to unlock new technologies and upgrades, add meaningful differences to oil or machinery, so that you have to use different goods to accomplish different things. When cities grow, why don't their demands change? Why not have day/night cycles and different weather that affect your transport routes and vehicles? Some depth and more engaging mechanics would do wonders for this game. All optional of course, you could turn them on/off before launching a new map.Show moreShow less
This game is really enjoyable, and really pretty to look at. It is sure to be an instant hit with anyone who is a fan of the transport tycoon genre. However, as an owner of both Train Fever and the original Transport fever this really feels like a let down. It comes across as a 'tiny' incremental update to the original transport fever game, and even feels less polished in some places. I have over 400 hours in Train Fever, 740+ in Transport fever 1 but have barely managed a grudging 100 hours in this game since release. Between the first two games we got the introduction of Ships, Planes, Larger Maps, More Complex Industries and more options for modders to further improve the game but this latest iteration brings none of this. Just traffic lights. None of the proposals I had hoped to see implemented after the first game were included, no timetabling, no line/train priorities, no programmable wait times at junctions or stations, no real day/night cycle, no international connections at the edge of the map. In summary if you already own Transport Fever, this is not worth your money. If you don't, due to this being the more expensive game, I would so recommend you buy the cheaper first game because this one brings nothing substantially new to the table.Show moreShow less
GREAT REMINDS ME OF MY DAYS BUILDING MODEL TRAIN LAYOUTS YEARS AGO BEFORE INTERNETShow moreShow less
My first foray into business simulation games started with Transport Tycoon. I fell in love with it as a child, and I've been addicted to this genre of games ever since. I occasionally play the rewritten implementation of it - OpenTTD - to this day. When I saw there was finally a game studio that wanted to take on the challenge of making a transport focused business simulation game I was very excited. I couldn't wait for it to be released. I felt the same about this game when it was announced. I pre-ordered it thinking there would be no way I wouldn't like it. And technically, I do like it. I could forgive the shortcomings the original Transport Fever had, given that it was the studio's first game that included all types of transport. There was nothing else like it for me to compare it against, other than maybe the (at the time?) shallow transportation mechanics in Cities:Skylines. When I first launched this game it felt very familiar, maybe too familiar. I jumped into the campaign with no expectations, and I'm sad to say that I came out disappointed. I didn't play past the second mission of the second campaign; it wasn't engaging, and the pretentious narrator had me pulling my hair out. With all due respect, narrator, but I know that 50 metres of track I just laid is not exceptional in any way regardless of what you tell me. During the campaign, you're constantly being held by your hand and the game tells you what you can and cannot do; for instance, you may not build a train that is longer than what is required by the mission, and any shorter will not complete it. You may not extend an existing station which would allow you to build a train that could complete the mission in 1 trip, you have to do it in 2 trips. The game is not rewarding you for exploiting the game's mechanics or for being clever. Besides that, some of the missions are incredibly vague which left me clicking and zooming around just to see if I had missed something. After that wild ride, I jumped into a free game; the meat and potatoes of the game. I played with the European set and a tempered landscape, and later I tried a game with the Asian set on a tropical island. The tropical island didn't offer anything different from the tempered landscape, so in the end I didn't even bother with it. Apart from the UI, it's apparent that a lot of the game's content had been copied from Transport Fever. The engines are mostly the same, the cars are mostly the same, the tracks are the same, the roads are mostly the same, the way you lay tracks and roads is the same (albeit with less "slope too steep" warnings), the way operating costs are calculated; you guessed it, the same. I'm particularly irked by the fact that they did basically nothing to improve roads. Not even the rule sets were changed. Highways still have sidewalks (why... why...?). Still no way to put highways parallel to each other without mods. The game does look better, but in terms of features, assets (ignoring the details) and the tools that you use, it's basically the same. The economy isn't very interesting. I don't remember what it was like in the original game, but it seems like there is no reward for delivering goods or passengers faster, so it usually boils down to buying the cheapest and slowest engines and cars you can find (because of how the operating costs are calculated). They could have added cool features like random events where your company gets a subsidy for using a certain engine or certain route. Factory growth is artificially limited rather than being limited from not being able to physically grow, for example. Let the demand or lack of resources be the reason why a factory can't grow any further. There's so many things that spring to mind when thinking about what they could have done with the economy. Ohh the UI. I've made a whole forum post detailing what I would change to make it less cumbersome to use. Too many tabs; too many duplicate information windows; too large; not obvious what even is and what isn't a window; weird and confusing button placement; you have to click around so much to get things done; still making use of useless bar charts.. the list goes on. It's usable, but it's annoying to use. I do believe they added a way to build prebuilt structures though, so that's nice. Performance is better than the original game. I still drop to 30 fps or lower when zooming into cities, and from what I can tell the cities are smaller (or at least harder to grow) than in the original game, but they (and the lands around them) look nicer; you win some, you lose some. I do get the occasional crash when I zoom into a city or try to upgrade something attached to one. Sound design is nothing special, it doesn't stand out as good or bad. Except for maybe, the diesel trains which are pretty good and the airplanes also sound cool. There are still new things to be discovered and things to like: I do believe the developers said they added more detail to things. There's some new road vehicles. There's new aircraft. There's new vehicles from the new Asian set. A very nice addition compared to the old game are the modular stations. They feel fleshed out and they work intuitively, and they work for every transport type. I love the aircraft in this game, you can't help but smile when you see one take off. There's a bunch of animals around that you can click and even go first person on, which is cute. Some of the overlays are pretty useful. And in the end, there is mod support, which will make sure there will be more than enough content and tools that will make people's lives easier. To conclude, I feel like the developers didn't learn much about who buys their game and what their needs are. Maybe they did, but they couldn't work things out internally, or they figured the people who mod their games will sort out their problems. In any case, for returning players, I can't recommend this game unless you *really* want what are essentially quality of life improvements, some new vehicles (of which you probably had more already because of mods), and a more visually pleasing world. This is basically Transport Fever 1.5 rather than 2. For new players, I can wholeheartedly recommend this game, because those players won't know that this game could have been much more.Show moreShow less
Graphics ☐ You forget what reality is ☑ Beautiful ☐ Good ☐ Decent ☐ Bad ☐ Don‘t look too long at it ☐ MS-DOS Gameplay ☐ Very good ☑ Good ☐ It's just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't Audio ☐ Very good ☑ Good ☐ Not too bad ☐ Bad ☐ I'm now deaf Audience ☑ Kids ☑ Teens ☑ Adults ☐ Grandma PC Requirements ☐ Check if you can run paint ☐ Potato ☑ Decent ☐ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer Difficulty ☐ Just press 'W' ☐ Easy ☑ Easy to learn / Hard to master ☐ Significant brain usage ☐ Difficult ☐ Dark Souls(if you wanna get all achievements) Grind ☐ Nothing to grind ☐ Only if u care about leaderboards/ranks ☐ Isn't necessary to progress ☑ Average grind level ☐ Too much grind ☐ You'll need a second life for grinding(if you wanna get all achievements) Story ☑ No Story ☐ Some lore ☐ Average ☐ Good ☐ Lovely ☐ It'll replace your life Game Time ☐ Long enough for a cup of coffee ☐ Short ☐ Average ☐ Long ☑ To infinity and beyond Price ☐ It's free! ☐ Worth the price ☑ If it's on sale ☐ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money Bugs ☐ Never heard of ☑ Minor bugs ☐ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs ? / 10 ☐ 1 ☐ 2 ☐ 3 ☐ 4 ☐ 5 ☐ 6 ☑ 7 ☐ 8 ☐ 9 ☐ 10Show moreShow less
I consider the economic model in this game fundamentally flawed. Essentially you are encouraged to take goods as far as possible to turn a high reward. If there is an oil well next to a processing facility and one on the other side of the map, the one on the other side will deliver economic value but not the local one. Workers and Resources : Soviet Republic is a good alternative, in that the distances are not relevant to the reward gained making you select by opportunity and to seek efficiencies. If you just want a builder with easy money and pretty graphics then maybe this is for you.Show moreShow less
Q: Graphics A: Good Q: Gameplay A: It‘s just gameplay Q: Audio A: Good Q: Audience A: Human Q: PC Requirements A: Fast Q: Difficulty A: Significant brain usage Q: Grind A: You‘ll need a second life for grinding Q: Story A: Story? Q: Game Time A: To infinity and beyond Q: Price A: If u have some spare money left Q: Bugs A: Can get annoyingShow moreShow less
Remarkable how fast the mood changed the second Paradox entered the room I genuinely hope the developers wake up and reconsider their publisher before it's too late. Paradox Interactive is despised by a massive portion of the gaming community, and for good reason — they hijack complete control over when a game gets published, what DLC gets made, and how the game is allowed to survive after release. You don't have to take my word for it, just look at their track record. Cities: Skylines 2 was shoved out the door broken, unoptimized, and overpriced while players begged for basic fixes. Prison Architect 2 was delayed over and over only to land with a thud and disappoint everyone who waited. Vampire: The Masquerade — Bloodlines 2 had its entire original development team gutted and thrown out after years of passionate work, leaving a fanbase completely in the dark for years. This is not bad luck. This is not growing pains. This is exactly who Paradox Interactive is. If they get their claws into Transport Fever 3, they will drag it down the same road. They will bring with them their obsession with squeezing every last cent out of players, their habit of overpromising and underdelivering, and their complete disregard for the communities that actually keep these games alive. Transport Fever is a genre built on patience, dedication, and precision — everything Paradox is not. Handing this game to them would be an absolute betrayal of the playerbase. Transport Fever 3 deserves a publisher that gives a damn about the game, not one that sees it as just another asset to bleed dry for shareholders.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
