<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom" ><generator uri="https://jekyllrb.com/" version="4.4.1">Jekyll</generator><link href="https://www.openttd.org/feed.xml" rel="self" type="application/atom+xml" /><link href="https://www.openttd.org/" rel="alternate" type="text/html" /><updated>2026-08-18T14:05:03+00:00</updated><id>https://www.openttd.org/feed.xml</id><title type="html">OpenTTD</title><subtitle>An open source simulator based on the classic game Transport Tycoon Deluxe. It attempts to mimic the original game as closely as possible while extending it with new features.</subtitle><entry><title type="html">OpenTTD 16.0-beta2</title><link href="https://www.openttd.org/news/2026/07/12/openttd-16-0-beta2.html" rel="alternate" type="text/html" title="OpenTTD 16.0-beta2" /><published>2026-07-12T00:00:00+00:00</published><updated>2026-07-12T00:00:00+00:00</updated><id>https://www.openttd.org/news/2026/07/12/openttd-16-0-beta2</id><content type="html" xml:base="https://www.openttd.org/news/2026/07/12/openttd-16-0-beta2.html"><![CDATA[<p>Bugs? Fixed. Features? Added. Time for a second beta release.</p>

<p>Also, the competition to create the title game for OpenTTD 16 is still open!</p>

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<p>The latest beta includes the following:</p>

<ul>
  <li>The game no longer crashes when switching between road and tram toolbars.</li>
  <li>Depots can now be built under (very tall) bridges.</li>
  <li>The maximum vehicle limit has been doubled, so you can set a limit of up to 10,000 vehicles per type per company.</li>
  <li>Various other fixes and improvements, see the full changelog for details.</li>
</ul>

<p>Don’t forget: the <a href="https://www.tt-forums.net/viewtopic.php?t=92812">OpenTTD 16 Title Game Competition</a> is open to entries until 26 July!
This is your chance to design and later vote on the game which plays behind the main menu.</p>

<p>If you find any bugs, please <a href="https://github.com/OpenTTD/OpenTTD/issues/new/choose">report them here</a>.</p>

<ul>
  <li><a href="https://www.openttd.org/downloads/openttd-releases/testing.html">Download</a></li>
  <li><a href="https://cdn.openttd.org/openttd-releases/16.0-beta2/changelog.md">Changelog</a></li>
  <li><a href="https://github.com/OpenTTD/OpenTTD/issues">Bug tracker</a></li>
</ul>]]></content><author><name>2TallTyler</name></author><summary type="html"><![CDATA[Bugs? Fixed. Features? Added. Time for a second beta release. Also, the competition to create the title game for OpenTTD 16 is still open!]]></summary></entry><entry><title type="html">Backwards to the Future</title><link href="https://www.openttd.org/news/2026/06/25/backwards-driving.html" rel="alternate" type="text/html" title="Backwards to the Future" /><published>2026-06-25T00:00:00+00:00</published><updated>2026-06-25T00:00:00+00:00</updated><id>https://www.openttd.org/news/2026/06/25/backwards-driving</id><content type="html" xml:base="https://www.openttd.org/news/2026/06/25/backwards-driving.html"><![CDATA[<p><em>Scene:</em> Rush hour at a major terminal, circa 1990.</p>

<p>Commuters swarm the electric multiple units arriving empty from the depot, their drivers simply changing ends before a quick departure back to the suburbs.</p>

<p>Intercity trains arrive behind unpowered Driving Van Trailers, then depart with the locomotive leading.</p>

<p>An overnight sleeper to the seaside reverses into the station under the watchful eye of its guard, the locomotive pushing from the other end.</p>

<p>What game is this? OpenTTD 16! Let’s discuss our latest visual improvement and an optional new gameplay challenge.</p>

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<h2 id="backwards-trains">Backwards trains</h2>

<p>The latest nightly builds of OpenTTD, soon to be released as OpenTTD 16, add the ability for trains to drive backwards.
Currently, when a train changes directions at a station or dead-end track, it magically flips the train to reverse directions, with the engine jumping to the front and the carriages reversing order. We’ve added two options to enhance this:</p>

<h3 id="push-pull">Push-pull</h3>
<p>The first is a purely visual change, and happens automatically whatever your settings. Trains with a driving cab on the back will no longer magic-flip when reversing directions, and will instead drive backwards at full speed.
This change for trains with rear cabs looks nicer and is always enabled. But don’t worry, this has no gameplay impact – all your networks will work exactly as they did before.</p>

<p>Driving cabs are provided by a locomotive, a multiple unit train like the Dash, a dual-head locomotive like the T.I.M., or an unpowered NewGRF wagon which is marked by the NewGRF author as having a cab.
The latter are called different things around the world, including “Driving Van Trailer” in the UK, “Steuerwagen” in German, and “Cab Car” in the US.</p>

<p>Trains without a cab on the rear continue to magic flip, same as before, unless you change the setting described below…</p>

<h3 id="disable-magic-flip">Disable magic flip</h3>
<p>There is a new setting which can remove the ability for trains to magic flip when reversing.
Trains with a driving cab on the rear (as described above) will be unaffected, but trains without a cab on the rear will drive backwards at a reduced speed of 32 km/h, or 20 mph.</p>

<p>Players who opt-in to this mode are presented with a new gameplay challenge, to turn their trains around or suffer the consequences of slowly driving backwards.</p>

<p>In the real world, the driver cannot see the back of the train so another employee generally rides or walks alongside the leading wagon communicating with the driver by radio or hand signal.
Sometimes they have an emergency brake valve to force the train to stop, but since there is no cab, speed is restricted.
In OpenTTD, you may decide that this is fine for some trips, but generally you’ll want to make sure the train turns around to drive at its full speed.</p>

<p>If you choose not to opt-in to this mode, your trains without a cab on the back will continue to magic flip and drive at full speed, same as before.</p>

<h2 id="how-to-turn-trains-around">How to turn trains around</h2>

<p>If you leave magic flip enabled, your gameplay experience will not change.</p>

<p>To prohibit magic flip, the setting to change is “Allow trains to flip when reversing, which has three options:</p>
<ol>
  <li>All (default): Trains may magic flip anywhere.</li>
  <li>End of line only: This is the new name of the existing “Disallow train reversing in stations” setting, which is a pathfinder setting and does not affect trains’ ability to drive backwards.</li>
  <li>None: Trains will never magic flip, and if they lack a driving cab on the back, will drive backwards at reduced speed.</li>
</ol>

<p>So, if you prohibit magic flip, how do you turn your trains around?
There are three ways to do this:</p>

<h3 id="a-big-circle-or-ro-ro-station">A big circle or Ro-Ro station</h3>
<p>Make your station one-way where trains enter from one end and leave from the other.
One-way signals will prevent trains from entering the station from the wrong direction, or backing out instead of going forwards.</p>

<p><img src="/static/img/post_2026-06-25-backwards-driving/roro.png" alt="A ro-ro station" /></p>

<h3 id="a-balloon-loop">A balloon loop</h3>
<p>Send your train around a reversing loop.
A waypoint can be used to help trains find their way if needed.
If you make a simple loop, make sure there’s a signal at the loop exit as the train won’t cross its own path otherwise.</p>

<p><img src="/static/img/post_2026-06-25-backwards-driving/balloon.png" alt="A balloon loop" /></p>

<h3 id="a-wye--triangle">A wye / triangle</h3>
<p>Use two waypoints or stations to send trains forward down a dead-end track before backing into another; they can then leave facing forwards.</p>

<p><img src="/static/img/post_2026-06-25-backwards-driving/wye.png" alt="A wye with a station" /></p>

<p>I use wyes for my freight loading stations, often with the first leg of the wye forming a yard where trains can wait, and the second leg of the wye being the loading station.
Note that a wye which uses waypoints does not have to be straight or level, only long enough for the entire train.
(I sometimes use bridges and tunnels on hilly maps!)</p>

<p><img src="/static/img/post_2026-06-25-backwards-driving/wye-yard.png" alt="A wye with a station and holding yard" /></p>

<h3 id="a-depot">A depot</h3>
<p>Trains which enter a depot always leave driving forwards, no matter which way they enter.
This is intended as a tool to manually fix trains which accidentally end up driving the wrong way, and to avoid any issues with automatic servicing.</p>

<p>I use depots and a wye together at terminus stations, in conjunction with <a href="https://www.openttd.org/news/2024/02/10/unbunching">depot unbunching</a>: The train arrives at the station, backs into the depot, then drives forward into the wye before backing into the station again, ready for departure.
(Orders are Station, Depot, Waypoint, Station, in that order.)</p>

<p><img src="/static/img/post_2026-06-25-backwards-driving/terminus.png" alt="A terminus station with a depot and wye" /></p>

<h2 id="newgrf-considerations">NewGRF considerations</h2>

<p>NewGRF trains don’t need any modification to support push-pull with a locomotive on each end.
To support unpowered driving cabs, authors need to update their sets to use the new flag denoting a wagon as having a cab.
There is also a new variable to tell a train if it’s currently backing up, so authors can set head/tail lights, pantographs, etc., accordingly.</p>

<p>When a train is driving backwards, it is actually driving backwards; i.e. the order of the vehicles does not change.
This means that the existing NewGRF variables for previous, next, first, and last vehicles continue working.</p>

<p>Some NewGRF sets have “fake push-pull” that works by swapping sprites when the train magic flips.
Where this is used for multiple units, like in Danish Trains, this sprite swap is automatically disabled by OpenTTD so these trains will use native push-pull.
However, their automatic head and tail lights will no longer show accurately; the NewGRFs must be updated to fully use native push-pull.
(There is no way to fully support the old push-pull in OpenTTD, the partial compatibility is a lucky break.)</p>

<p>No NewGRF modifications are required to support trains backing up without magic flip, with one exception: If “fake push-pull” uses an unpowered driving van trailer and magic flip is disabled, this train will drive at reduced speed. These NewGRFs must be modified to fully support disabling magic flip.</p>

<h2 id="room-to-grow">Room to grow</h2>

<p>Allowing trains to drive backwards bucks decades of assumptions in OpenTTD’s code about trains always driving forwards.
As you might imagine, altering this was a hefty change to code, and a lot of communication with my fellow developers and NewGRF authors.
For example, naming is a constant struggle in software development.
Did you know OpenTTD tracks if a vehicle is flipped, if it’s reversed, and if it’s driving backwards, and all of these mean different things?</p>

<p>In order to get this major feature merged without getting lost in the details, I intentionally built the simplest version, missing some features that people suggested.
For example, some NewGRF authors want to simulate trains without push-pull compatibility.
This is not currently supported, but we welcome Pull Requests!</p>

<p>Finally, a lot of people have asked me if this is Step 1 toward full shunting in OpenTTD.
Unfortunately, the answer is no; shunting is an entirely different challenge and this does not make it easier (nor harder) for anyone to implement in the future.</p>

<h2 id="credit-is-due">Credit is due</h2>

<p>I want to thank frosch123 for writing the original patch which allows trains to drive backwards.
It provided the blueprint for my work to complete the feature.
As always, thank you also to my fellow developers for code reviews, support, and advice.</p>

<p>We stand on the shoulders of giants.</p>]]></content><author><name>2TallTyler</name></author><summary type="html"><![CDATA[Scene: Rush hour at a major terminal, circa 1990. Commuters swarm the electric multiple units arriving empty from the depot, their drivers simply changing ends before a quick departure back to the suburbs. Intercity trains arrive behind unpowered Driving Van Trailers, then depart with the locomotive leading. An overnight sleeper to the seaside reverses into the station under the watchful eye of its guard, the locomotive pushing from the other end. What game is this? OpenTTD 16! Let’s discuss our latest visual improvement and an optional new gameplay challenge.]]></summary></entry><entry><title type="html">OpenTTD 16.0-beta1</title><link href="https://www.openttd.org/news/2026/06/25/openttd-16-0-beta1.html" rel="alternate" type="text/html" title="OpenTTD 16.0-beta1" /><published>2026-06-25T00:00:00+00:00</published><updated>2026-06-25T00:00:00+00:00</updated><id>https://www.openttd.org/news/2026/06/25/openttd-16-0-beta1</id><content type="html" xml:base="https://www.openttd.org/news/2026/06/25/openttd-16-0-beta1.html"><![CDATA[<p>We’ve been working on some exciting new features for OpenTTD 16, and they need testing!
The first beta release is now available, and we’ve opened the competition to create the title game for the next release.</p>

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<p>The first beta of OpenTTD 16 is now available with a host of new features including:</p>

<ul>
  <li>Trains can now drive backwards! (<a href="https://www.openttd.org/news/2026/06/25/backwards-driving">read more</a>)</li>
  <li>Multiplayer companies can be set to allow anyone to join without needing an invite.</li>
  <li>Map generation has been improved in many ways: Rocks on desert tiles, better coasts near map edges, better lighthouse spawning on large maps, transmitters only spawn after 1920, and custom control of average land height</li>
  <li>Subsidies are now enabled for cargos which use CargoDist.</li>
  <li>Create your own collections of saved NewGRF items in picker windows, including objects, stations, and houses.</li>
  <li>Scale the aging rate of cargo payments, so slow vehicles on large maps can be profitable.</li>
  <li>Dropdown lists now have text filters so you can find what you’re looking for faster.</li>
  <li>Vehicle preview offers have been combined into one window instead of spamming many windows.</li>
  <li>Many more features, changes, and fixes, see the full changelog for details.</li>
</ul>

<p>We’ve also launched the <a href="https://www.tt-forums.net/viewtopic.php?t=92812">OpenTTD 16 Title Game Competition</a> over on TT-Forums.
This is your chance to design and later vote on the game which plays behind the main menu.
(Yes, the current Toyland game was created and chosen by you, the community!)</p>

<p>If you find any bugs, please <a href="https://github.com/OpenTTD/OpenTTD/issues/new/choose">report them here</a>.</p>

<ul>
  <li><a href="https://www.openttd.org/downloads/openttd-releases/testing.html">Download</a></li>
  <li><a href="https://cdn.openttd.org/openttd-releases/16.0-beta1/changelog.md">Changelog</a></li>
  <li><a href="https://github.com/OpenTTD/OpenTTD/issues">Bug tracker</a></li>
</ul>]]></content><author><name>2TallTyler</name></author><summary type="html"><![CDATA[We’ve been working on some exciting new features for OpenTTD 16, and they need testing! The first beta release is now available, and we’ve opened the competition to create the title game for the next release.]]></summary></entry><entry><title type="html">OpenTTD 15.3</title><link href="https://www.openttd.org/news/2026/04/04/openttd-15-3.html" rel="alternate" type="text/html" title="OpenTTD 15.3" /><published>2026-04-04T00:00:00+00:00</published><updated>2026-04-04T00:00:00+00:00</updated><id>https://www.openttd.org/news/2026/04/04/openttd-15-3</id><content type="html" xml:base="https://www.openttd.org/news/2026/04/04/openttd-15-3.html"><![CDATA[<p>It’s April, time for a new OpenTTD version?</p>

<p>Sort of. We’re hard at work on features for OpenTTD 16, but in the meantime we’ve fixed a few bugs including a multiplayer desync triggered by train crashes.</p>

<p>Fixes incude:</p>

<ul>
  <li>Don’t desync multiplayer clients when a train crashes</li>
  <li>When a helicopter runs out of fuel near the map edge, crash it within the map instead of the void (which crashes the whole game)</li>
  <li>Improve appearance of toolbars and main menu images/text with some non-default base sets such as aBase, biggui, and original TTD</li>
</ul>

<p>If you find any more bugs, please <a href="https://github.com/OpenTTD/OpenTTD/issues/new/choose">report them here</a>.</p>

<ul>
  <li><a href="https://www.openttd.org/downloads/openttd-releases/latest.html">Download</a></li>
  <li><a href="https://cdn.openttd.org/openttd-releases/15.3/changelog.md">Changelog</a></li>
  <li><a href="https://github.com/OpenTTD/OpenTTD/issues">Bug tracker</a></li>
</ul>]]></content><author><name>2TallTyler</name></author><summary type="html"><![CDATA[It’s April, time for a new OpenTTD version? Sort of. We’re hard at work on features for OpenTTD 16, but in the meantime we’ve fixed a few bugs including a multiplayer desync triggered by train crashes. Fixes incude: Don’t desync multiplayer clients when a train crashes When a helicopter runs out of fuel near the map edge, crash it within the map instead of the void (which crashes the whole game) Improve appearance of toolbars and main menu images/text with some non-default base sets such as aBase, biggui, and original TTD If you find any more bugs, please report them here. Download Changelog Bug tracker]]></summary></entry><entry><title type="html">An update on Steam / GOG changes for OpenTTD</title><link href="https://www.openttd.org/news/2026/03/19/steam-changes-update.html" rel="alternate" type="text/html" title="An update on Steam / GOG changes for OpenTTD" /><published>2026-03-19T00:00:00+00:00</published><updated>2026-03-19T00:00:00+00:00</updated><id>https://www.openttd.org/news/2026/03/19/steam-changes-update</id><content type="html" xml:base="https://www.openttd.org/news/2026/03/19/steam-changes-update.html"><![CDATA[<p>I wanted to provide an update on the situation with OpenTTD on Steam and GOG, and what the Atari re-release of Transport Tycoon Deluxe means for OpenTTD.
There has been a lot of speculation and, in some cases, misinformation spread about what has happened.
Our initial announcement perhaps didn’t provide as much detail as we could have, but I want to reassure OpenTTD fans that we have not been “pressured” by Atari to make these changes.</p>

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<p>Atari approached us to explain their plans for the Transport Tycoon Deluxe re-release, and what it might mean for OpenTTD.
They are keen to work with us, and hope that the new release will be welcomed by the community who have been playing OpenTTD for the past 20+ years.
We discussed these plans, and we understood that a compromise would be needed to balance Atari’s commercial interests (which of course they are entitled to pursue as the rights holder) against the availability of a free, well-developed evolution of the game.
The decision was made that access to OpenTTD on these platforms would be conditional, for new players, on purchasing Transport Tycoon Deluxe first, while retaining the ability to download OpenTTD for free from our web site.
Some have suggested that we should have chosen to remove OpenTTD from Steam and GOG entirely, but that would have caused unnecessary disruption to the many thousands of people currently enjoying the game on these platforms, and would have potentially prevented new players from discovering the game in future.</p>

<p>The OpenTTD project owes a lot - indeed, it owes everything - to Transport Tycoon Deluxe and to Chris Sawyer.
Without TTD, there would be no OpenTTD - it’s as simple as that.
<a href="https://www.openttd.org/news/2024/03/06/happy-birthday">As I covered in 2024</a>, OpenTTD started off as a pretty much perfect clone of TTD, and though the game has evolved almost beyond belief since 2004, it is still rooted in the fundamentals of Transport Tycoon Deluxe.
Agreeing to collaborate with Atari on their re-release not only enables you to go back and play the original game as it was in 1995, but helps to ensure OpenTTD remains a thriving project for years to come.</p>

<p>Additionally, as part of the discussions we held, Atari agreed to make a contribution towards the running costs of our server infrastructure.
We are also extremely grateful for the many donations that have come in over the past few days from users - your support will help keep our services going, and it is deeply appreciated.</p>

<p>I understand that these changes have provoked strong feelings in the community, but I feel it important to emphasise that Atari have worked collaboratively with us, and that OpenTTD as a project retains its full independence.
Even after reading this, you may still not agree with the choices that we’ve made, but I would please ask you to share your views respectfully.
The Transport Tycoon community has been a source of joy in my own life for well over a quarter of a century, and it would be fantastic for us to be able to continue to enjoy these brilliant games well into the future.</p>]]></content><author><name>orudge</name></author><summary type="html"><![CDATA[I wanted to provide an update on the situation with OpenTTD on Steam and GOG, and what the Atari re-release of Transport Tycoon Deluxe means for OpenTTD. There has been a lot of speculation and, in some cases, misinformation spread about what has happened. Our initial announcement perhaps didn’t provide as much detail as we could have, but I want to reassure OpenTTD fans that we have not been “pressured” by Atari to make these changes.]]></summary></entry><entry><title type="html">Changes to OpenTTD distribution on Steam</title><link href="https://www.openttd.org/news/2026/03/14/steam-changes.html" rel="alternate" type="text/html" title="Changes to OpenTTD distribution on Steam" /><published>2026-03-14T00:00:00+00:00</published><updated>2026-03-14T00:00:00+00:00</updated><id>https://www.openttd.org/news/2026/03/14/steam-changes</id><content type="html" xml:base="https://www.openttd.org/news/2026/03/14/steam-changes.html"><![CDATA[<p>OpenTTD has been available on the Steam Store for the past five years.
During that time, we’ve built up an incredible player base, attracting lots of new players to the game.
Starting today however, OpenTTD will no longer be directly available as a standalone game on Steam.
It can instead be obtained as part of a bundle alongside the original Transport Tycoon Deluxe, which has been re-released by Atari and is now available to purchase via Steam for Windows, Mac, and Linux.
You can purchase the bundle <a href="https://store.steampowered.com/app/3766810/Transport_Tycoon_Deluxe">here</a> for $9.99.</p>

<p>Please read on for more details on this change.</p>

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<h2 id="what-does-this-mean-for-you">What does this mean for you?</h2>

<p>If you already own OpenTTD on Steam, nothing changes.
You’ll continue to receive game updates as usual.
If you ever need to re-download the game, the game will remain in your Steam library.</p>

<p>For any new players interested in owning OpenTTD on Steam or GOG, you will need to purchase the Transport Tycoon Deluxe / OpenTTD bundle, allowing access to both the original Transport Tycoon Deluxe and OpenTTD as separate products.</p>

<h2 id="wait-is-the-game-no-longer-free">Wait, is the game no longer free?</h2>

<p>The game remains free.
However, to download OpenTTD on Steam moving forward, you must purchase the original Transport Tycoon Deluxe game alongside it.</p>

<h2 id="what-is-in-the-new-transport-tycoon-deluxe-on-steam">What is in the new Transport Tycoon Deluxe on Steam?</h2>

<p>It’s a faithful emulation of Chris Sawyer’s original Transport Tycoon Deluxe, now playable on modern machines.</p>

<h2 id="what-about-other-platforms-and-stores">What about other platforms and stores?</h2>

<p>The same change has been made on the GOG.com store.
All other distribution platforms are unchanged, and you can continue to download OpenTTD from our web site.
However if you enjoy playing OpenTTD but you were never able to purchase a copy of the original Transport Tycoon game, you now have the opportunity to do so!</p>

<h2 id="does-this-affect-the-future-of-openttd">Does this affect the future of OpenTTD?</h2>

<p>OpenTTD continues to be developed by a team of independent developers, supported entirely by you, the players.
There has been no change to the development team, our workflow, or the open source nature of the project.
We will continue to deliver new versions of OpenTTD to all platforms, including Steam and GOG.</p>

<h2 id="help-and-support">Help and support</h2>

<p>If you want to ask questions about OpenTTD, make suggestions, or report bugs in the game, nothing has changed - see details <a href="https://www.openttd.org/contact">here</a>.
Transport Tycoon Deluxe and the new Steam and GOG listings are managed and supported by <a href="https://support.atari.com/">Atari</a>.</p>]]></content><author><name>orudge</name></author><summary type="html"><![CDATA[OpenTTD has been available on the Steam Store for the past five years. During that time, we’ve built up an incredible player base, attracting lots of new players to the game. Starting today however, OpenTTD will no longer be directly available as a standalone game on Steam. It can instead be obtained as part of a bundle alongside the original Transport Tycoon Deluxe, which has been re-released by Atari and is now available to purchase via Steam for Windows, Mac, and Linux. You can purchase the bundle here for $9.99. Please read on for more details on this change.]]></summary></entry><entry><title type="html">OpenTTD 15.2</title><link href="https://www.openttd.org/news/2026/02/18/openttd-15-2.html" rel="alternate" type="text/html" title="OpenTTD 15.2" /><published>2026-02-18T00:00:00+00:00</published><updated>2026-02-18T00:00:00+00:00</updated><id>https://www.openttd.org/news/2026/02/18/openttd-15-2</id><content type="html" xml:base="https://www.openttd.org/news/2026/02/18/openttd-15-2.html"><![CDATA[<p>Hopefully the last bug fix release in this series, OpenTTD 15.2:</p>

<ul>
  <li>refix FluidSynth and badge filters which were meant to be fixed in 15.1.</li>
  <li>crash on start up on mac OS with 2x or more interface scaling.</li>
  <li>and a few fixes for various crashes reported in 15.1.</li>
</ul>

<p>If you find any more bugs, please <a href="https://github.com/OpenTTD/OpenTTD/issues/new/choose">report them here</a>.</p>

<ul>
  <li><a href="https://www.openttd.org/downloads/openttd-releases/latest.html">Download</a></li>
  <li><a href="https://cdn.openttd.org/openttd-releases/15.2/changelog.md">Changelog</a></li>
  <li><a href="https://github.com/OpenTTD/OpenTTD/issues">Bug tracker</a></li>
</ul>]]></content><author><name>peter1138</name></author><summary type="html"><![CDATA[Hopefully the last bug fix release in this series, OpenTTD 15.2: refix FluidSynth and badge filters which were meant to be fixed in 15.1. crash on start up on mac OS with 2x or more interface scaling. and a few fixes for various crashes reported in 15.1. If you find any more bugs, please report them here. Download Changelog Bug tracker]]></summary></entry><entry><title type="html">OpenTTD 15.1</title><link href="https://www.openttd.org/news/2026/01/24/openttd-15-1.html" rel="alternate" type="text/html" title="OpenTTD 15.1" /><published>2026-01-24T00:00:00+00:00</published><updated>2026-01-24T00:00:00+00:00</updated><id>https://www.openttd.org/news/2026/01/24/openttd-15-1</id><content type="html" xml:base="https://www.openttd.org/news/2026/01/24/openttd-15-1.html"><![CDATA[<p>Brr, it’s cold out, especially in the subarctic climate where we’ve been testing some snowy bugfixes.</p>

<p>Yes, it’s time for a bug fixing release, OpenTTD 15.1. The list of fixes include:</p>

<ul>
  <li>Trees grow on partially-snowy tiles again</li>
  <li>Town cargo graphs show correct dates</li>
  <li>The online content list no longer loses name and version at some font sizes</li>
  <li>A variety of other bugfixes, including a critical security fix; see the full changelog for more details</li>
</ul>

<p>If you find any more bugs, please <a href="https://github.com/OpenTTD/OpenTTD/issues/new/choose">report them here</a>.</p>

<ul>
  <li><a href="https://www.openttd.org/downloads/openttd-releases/latest.html">Download</a></li>
  <li><a href="https://cdn.openttd.org/openttd-releases/15.1/changelog.md">Changelog</a></li>
  <li><a href="https://github.com/OpenTTD/OpenTTD/issues">Bug tracker</a></li>
</ul>]]></content><author><name>2TallTyler</name></author><summary type="html"><![CDATA[Brr, it’s cold out, especially in the subarctic climate where we’ve been testing some snowy bugfixes. Yes, it’s time for a bug fixing release, OpenTTD 15.1. The list of fixes include: Trees grow on partially-snowy tiles again Town cargo graphs show correct dates The online content list no longer loses name and version at some font sizes A variety of other bugfixes, including a critical security fix; see the full changelog for more details If you find any more bugs, please report them here. Download Changelog Bug tracker]]></summary></entry><entry><title type="html">OpenTTD 15.0</title><link href="https://www.openttd.org/news/2026/01/01/openttd-15-0.html" rel="alternate" type="text/html" title="OpenTTD 15.0" /><published>2026-01-01T00:00:00+00:00</published><updated>2026-01-01T00:00:00+00:00</updated><id>https://www.openttd.org/news/2026/01/01/openttd-15-0</id><content type="html" xml:base="https://www.openttd.org/news/2026/01/01/openttd-15-0.html"><![CDATA[<p>New Year, New You, New OpenTTD!</p>

<p>OpenTTD 15 is now out and ready for you to play!</p>

<p>New features include:</p>
<ul>
  <li>Companies in multiplayer no longer have passwords, invite specific players using buttons in the Online Players list instead</li>
  <li>Island maps can be surrounded by infinite water instead of void</li>
  <li>Rivers can end in wetlands if unable to reach sea</li>
  <li>Bridges can be placed over stations and road stops</li>
  <li>Roads can now have waypoints</li>
  <li>Houses can be placed manually</li>
  <li>Industries and towns have graphs of their cargo history</li>
  <li>Improvements to menus, including a new main menu and a combined game options and settings window</li>
  <li>Many more features, changes, and fixes</li>
</ul>

<p>For a full breakdown of new features, check out <a href="https://www.youtube.com/watch?v=Q3iDSxrqAPE">this video by Master Hellish</a>.</p>

<p>We’ll be gathering any bugs for a future 15.1 release, so if you find any, please <a href="https://github.com/OpenTTD/OpenTTD/issues/new/choose">report them here</a>.</p>

<ul>
  <li><a href="https://www.openttd.org/downloads/openttd-releases/latest.html">Download</a></li>
  <li><a href="https://cdn.openttd.org/openttd-releases/15.0/changelog.md">Changelog</a></li>
  <li><a href="https://github.com/OpenTTD/OpenTTD/issues">Bug tracker</a></li>
</ul>]]></content><author><name>2TallTyler</name></author><summary type="html"><![CDATA[New Year, New You, New OpenTTD! OpenTTD 15 is now out and ready for you to play! New features include: Companies in multiplayer no longer have passwords, invite specific players using buttons in the Online Players list instead Island maps can be surrounded by infinite water instead of void Rivers can end in wetlands if unable to reach sea Bridges can be placed over stations and road stops Roads can now have waypoints Houses can be placed manually Industries and towns have graphs of their cargo history Improvements to menus, including a new main menu and a combined game options and settings window Many more features, changes, and fixes For a full breakdown of new features, check out this video by Master Hellish. We’ll be gathering any bugs for a future 15.1 release, so if you find any, please report them here. Download Changelog Bug tracker]]></summary></entry><entry><title type="html">OpenTTD 15.0-RC4</title><link href="https://www.openttd.org/news/2025/12/26/openttd-15-0-rc4.html" rel="alternate" type="text/html" title="OpenTTD 15.0-RC4" /><published>2025-12-26T00:00:00+00:00</published><updated>2025-12-26T00:00:00+00:00</updated><id>https://www.openttd.org/news/2025/12/26/openttd-15-0-rc4</id><content type="html" xml:base="https://www.openttd.org/news/2025/12/26/openttd-15-0-rc4.html"><![CDATA[<p>Third, er, Fourth try’s the charm? You found some bugs that needed fixing before the full release of OpenTTD 15. Let’s do one last (we hope) Release Candidate.</p>

<p>We’ve fixed two crashes related to station windows and signs, a hang related to implicit orders, and have stopped cacti from dying off completely with some tree spread settings.</p>

<p>As always, if you spot any more bugs, please <a href="https://github.com/OpenTTD/OpenTTD/issues/new/choose">report them here</a>.</p>

<p>We’ve heard from many of our translators that they’ve finished their languages. If your language needs updating, it’s the last chance! Check on your language <a href="https://translator.openttd.org/project/openttd-master">here</a>.</p>

<ul>
  <li><a href="https://www.openttd.org/downloads/openttd-releases/testing.html">Download</a></li>
  <li><a href="https://cdn.openttd.org/openttd-releases/15.0-RC4/changelog.md">Changelog</a></li>
  <li><a href="https://github.com/OpenTTD/OpenTTD/issues">Bug tracker</a></li>
</ul>]]></content><author><name>2TallTyler</name></author><summary type="html"><![CDATA[Third, er, Fourth try’s the charm? You found some bugs that needed fixing before the full release of OpenTTD 15. Let’s do one last (we hope) Release Candidate. We’ve fixed two crashes related to station windows and signs, a hang related to implicit orders, and have stopped cacti from dying off completely with some tree spread settings. As always, if you spot any more bugs, please report them here. We’ve heard from many of our translators that they’ve finished their languages. If your language needs updating, it’s the last chance! Check on your language here. Download Changelog Bug tracker]]></summary></entry></feed>