Cities in OpenTTD can grow to enormous sizes.

Recent News

OpenTTD 13.0-beta2

Multiple beta releases often indicate lots of bugs to be fixed, but in this case we got carried away adding features and thought more testing was needed.

New features since beta1 include:

  • Variable interface scaling at whatever size you want (not just 2x and 4x), with optional chunky bevels for that retro feel.
  • Multi-track level crossings to keep road vehicles from stopping in the middle of the crossing.
  • A new Generate World menu which now includes NewGRF, AI, and Game Script configuration menus.
  • Cargo filters for vehicle lists (such as at stations) to allow better visualization of traffic.
  • Optional cargo names above vehicles in vehicle lists, to show at a glance what they carry.
  • The ability to clone or share orders with vehicles grouped by shared orders.
  • An improved local authority action window which now shows you actions you can’t afford, instead of hiding them.

In addition, some new tools are available to AI and Game Script authors:

  • Scriptable league tables which can replace the default scoring system
  • AI and Game Scripts can now be modified in Scenario Editor for existing scenarios (although not savegames)

(As ever, see the changelog for further details).

If you’ve been working on an entry for the title game competition, it’s time to finish and submit it!

OpenTTD 13.0-beta1

Are you spooked? We are too with this spooky release date, even if nothing in OpenTTD itself is spooky.

Luckily, I can offer you the first testing release of the 13.X release series. We collected whatever we could find on the cutting room floor to get you a Halloween release.

Some of the higlights of this release include:

  • Build NewGRF objects over an era with click-and-drag.
  • Wider rivers on map generation.
  • Improved handling of HiDPI and mixed-DPI screens.
  • Some more GUI improvements like a cleaned up finance window.
  • Many bug-fixes (over 50 of them), tweaks, changes, and other additions.

(As ever, see the changelog for further details).

The usual titlegame competition has been announced on the forums. See the page for the exact competition rules if you are interested.

OpenTTD 12.2

We tried to release OpenTTD 13 on April 1st, but supply chain issues are affecting new feature production and forced us to delay the release.

To compensate, we swept the factory floor for bits and pieces that where left around and could be repurposed. We found enough to be able to produce a 12.2 maintenance release for you.

More details in the changelog below.

OpenTTD 12.1

We thought it time for a bugfix release.

We’ve addressed some of the more prominent criticisms of the 12.0 release along with a few others. Notably the scrolling titlescreen will no longer scroll when you’re interacting with the game (and fixed the occasional crash) and we’ve added a nice button to reenable the advanced signals that we’re pretty sure you don’t need to be using anyway.

More details in the changelog below.

Why we recommend Path Signals

In OpenTTD version 12, we changed rail signals building UI only shows the Path Signal types by default. It was implemented in pull request #8688, for those who want to see the development history. This is the one change in version 12 that has by far caused the most questions everywhere, so let’s talk a bit more about it, and show some examples of simple signal setups for path signals.

The simplified signal building UI

The reason for hiding the block signals by default is to make it easier to choose a signal. For almost all players, path signals are the easier choice, that will cause fewer issues in your network. One question would then be, if path signals are better, why are block signals then in the game? The simple answer is, because they always were there. It was the only type of signal in the original game, and if we removed them, then old saved games would stop working.

As for why path signals are generally better than block signals, the reason is that path signals don’t reserve entire blocks, but only pieces of track. When a train wants to pass a block signal, the train asks the block signal to find all other signals on the other side, and turn them to red. Nobody else can enter this area. When a train wants to pass a path signal, the path signal finds a way to where the train is going, and blocks off (reserves) just those pieces of track. Other trains can still go into the same area, as long as they won’t touch the reserved pieces of track. This means more trains can go through the same area at a time.

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