Archived News

OpenTTD 12.0-beta1

Are you dreaming? No, you are not!

Today I have the pleasure to announce to you that we just released the first beta of our 12.X release series!

With our release on Steam not even six months ago we got some excellent feedback from the community on what to improve next. One of the things that stood out: playing together is not easy for many players.

So, in 12.0 we address this problem. Playing together is as easy as one of you starting a server, marking it either “Public” or “Invite-Only”, and sharing the newly introduced invite-code with your friends. They can join your server, just like that. No setup needed on your side, no port-forwarding, nothing.

Sadly, to set expectations, no integration with Steam itself has been added. Integrating with Steam as GPL-licensed software has challenges, which we haven’t resolved yet. But we hope you agree that this new multiplayer experience is the next best thing.

Next to this excellent new feature, a few other new things we introduced are:

  • Brand new “Online Players” window to easier see who is in what company, etc.
  • Maximum number of NewGRFs you can use in one game has been raised to 255.
  • Our official Windows builds are now signed.
  • Default vehicles are now compatible with almost all industry NewGRFs.
  • Configurable subsidy duration, up to 5000 years.
  • Press Ctrl to build diagonal rivers in Scenario Editor.
  • Many bug-fixes (over 50 of them), tweaks, changes, and other additions.

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

And, the much more invisible change, mostly Rubidium has been very busy reworking our codebase to be a bit more modern C++. This hopefully makes a lot of things easier in the future, and make the code more inviting to new developers!

The usual titlegame competition will be announced on the forum shortly. The theme for this version will be “winter”, something to prepare for.

What’s up with the 12.0 you ask? We got tired having the discussion: 2.0 when? So here we are .. 1.11.1 is followed up by 12.0 :) And no, this is not an April Fool’s joke.

OpenTTD now available on

While we are slowly working towards 1.12, we have an in-between-versions surprise for you guys:

OpenTTD is now also available on!

A big thanks to the amazing people at for helping us getting there; especially their QA team which not only identified problems, but also found a fix for it .. that is just awesome!

So, go give them a big hug, and check it out:

OpenTTD 1.11.2

Today we released our second bugfix release of the 1.11 release series!

This release mainly addresses several crashes on startup, mostly caused by our shiny new OpenGL driver. More people should now be able to enjoy OpenTTD out-of-the-box!

And as always, we also fixed tons of other small bugs and problems that were reported and found. See the changelog for more detail.

OpenTTD 1.11.1

We present the first bugfix release of the 1.11 release series!

Along with our usual bug fixes, we’ve broken our own rules and included a couple of features in this release - a vsync option which should hopefully fix screen-tearing seen by some people, and volume controls in the Options window (with better defaults).

Notable bug fixes include improved scaling of a few windows, and better detection of faulty GL-renders which should avoid some crashes on startup due to bad video renderer.

See the changelog for more.

Developers Q&A livestream on April 9th

Come ask us questions about OpenTTD! After our fun but disagreeable second Twitch livestream yesterday and a very successful release on Steam, we will host a chat Q&A stream on April 9th. Tune in at 18:00 UTC on Twitch — here’s a handy countdown and time zone converter.

LordAro, Timberwolf, TrueBrain and michi_cc will try but probably fail in answering all your questions you never dared to ask about OpenTTD in chat.