Compara los precios de Train Fever en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Urban Games. Publicado por Good Shepherd Entertainment. Lanzado el 4/9/2014. Disponible en PC, Mac, Linux. Géneros: Casual, Indie, Simulation. Puntuación Metacritic: 67/100.

A Transport Tycoon heir with genuine simulation depth, buried under a UI that fights you every step of the way. Worth it only if you are willing to learn on your own terms.

I have color-coded spreadsheets for Paradox games and I still felt the friction of Train Fever within the first twenty minutes. That friction is the defining characteristic of this game, and it shapes every honest thing I can say about it. Urban Games built something technically ambitious for a tiny Swiss studio, a grid-free engine where tracks curve freely across procedurally generated terrain, where every simulated resident has an assigned home and workplace, and where city districts are divided into residential, commercial, and industrial zones that actually inform where you place your stations and bus stops. That ambition is real. The follow-through is uneven. The core loop starts in 1850 with seed money and a scattered map of towns. Your job is to link them profitably. Rail is the headline act, but the game makes clear early that a train line is only as good as the feeder network behind it. Horse-drawn omnibus routes into each town district determine whether passengers can reach your station within the game's strict travel-time window, and if they cannot, they simply do not board. That mechanic is smart and surprisingly realistic. Cargo works similarly: you manage supply chains for goods like coal, iron ore, wood, and finished goods, and demand at each city is low enough that you genuinely have to study the cargo overlay before committing capital to a freight line. The map overlays for terrain contours and land-use zoning are genuinely helpful when they work, though the information they surface feels incomplete compared to what you actually need to make confident routing decisions. World size is selectable at the start, flat or hilly, small or large, and you can begin in 1850, 1900, or 1950 depending on how much early-game horse-cart management you want to tolerate. The problems are consistent across reviews and community discussion: the track-laying tool is the most complained-about system in the game. Terrain collision errors appear constantly, the tool offers no undo function, and steep inclines that look manageable will quietly tank your train's frequency and profitability. Road bridges are notoriously difficult to build. Upgrading existing track sections can trigger cascading conflict errors with no clear resolution path. The UI stacks overlapping menus and buries common functions behind multiple clicks. For a game that asks you to manage freight supply chains and feeder bus networks simultaneously, the interface imposes serious overhead. There is a tutorial, but it is shallow enough that most players end up consulting external guides or community YouTube videos to understand how the economics actually function. Late-game performance also degrades on large maps, because every single resident on the map is individually simulated. What saves Train Fever from being a write-off is the same thing that makes its sequels worth playing: the world feels alive in a way that most transport sims do not. Cities grow organically along curved roads, buildings adapt to land-use zones, car traffic increases as decades advance and passenger rail becomes comparatively less profitable, which forces you to adapt your strategy across the timeline from 1850 to the modern era. Watching that evolution at street level, zoomed all the way in on cobblestone roads filling with horse carts and then automobiles, is genuinely compelling. Mod support was praised at launch and the community has added vehicles and map content. If you tolerate the roughness, there are real decisions here about line frequency, rolling stock selection, and feeder route geometry that carry strategic weight. It is also worth noting that Urban Games went on to build Transport Fever and Transport Fever 2 on this same engine, each iteration polishing what Train Fever left rough. If you are curious about the series, the sequels are the better entry points. Train Fever makes sense as a purchase only if you want the historical starting point, accept that ships and aircraft are absent entirely, and have the patience to learn a system that will not teach itself to you. Diego, Scout Team

Train Fever

Train Fever

4 sept 2014Urban GamesGood Shepherd Entertainment
GamerScout opina

A Transport Tycoon heir with genuine simulation depth, buried under a UI that fights you every step of the way. Worth it only if you are willing to learn on your own terms.

PCMacLinux
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €1.55

Comparar precios(0 tiendas)

Cargando precios...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Historial de precios

Historical low
€1.559 Jun 2026
Keyshops
€1.53€1.61€1.69€1.778 Jun13 Jun18 Jun23 Jun28 Jun
Tracking prices since 8 Jun 2026
Create alert

Capturas y multimedia

Acerca de Train Fever

I have color-coded spreadsheets for Paradox games and I still felt the friction of Train Fever within the first twenty minutes. That friction is the defining characteristic of this game, and it shapes every honest thing I can say about it. Urban Games built something technically ambitious for a tiny Swiss studio, a grid-free engine where tracks curve freely across procedurally generated terrain, where every simulated resident has an assigned home and workplace, and where city districts are divided into residential, commercial, and industrial zones that actually inform where you place your stations and bus stops. That ambition is real. The follow-through is uneven. The core loop starts in 1850 with seed money and a scattered map of towns. Your job is to link them profitably. Rail is the headline act, but the game makes clear early that a train line is only as good as the feeder network behind it. Horse-drawn omnibus routes into each town district determine whether passengers can reach your station within the game's strict travel-time window, and if they cannot, they simply do not board. That mechanic is smart and surprisingly realistic. Cargo works similarly: you manage supply chains for goods like coal, iron ore, wood, and finished goods, and demand at each city is low enough that you genuinely have to study the cargo overlay before committing capital to a freight line. The map overlays for terrain contours and land-use zoning are genuinely helpful when they work, though the information they surface feels incomplete compared to what you actually need to make confident routing decisions. World size is selectable at the start, flat or hilly, small or large, and you can begin in 1850, 1900, or 1950 depending on how much early-game horse-cart management you want to tolerate. The problems are consistent across reviews and community discussion: the track-laying tool is the most complained-about system in the game. Terrain collision errors appear constantly, the tool offers no undo function, and steep inclines that look manageable will quietly tank your train's frequency and profitability. Road bridges are notoriously difficult to build. Upgrading existing track sections can trigger cascading conflict errors with no clear resolution path. The UI stacks overlapping menus and buries common functions behind multiple clicks. For a game that asks you to manage freight supply chains and feeder bus networks simultaneously, the interface imposes serious overhead. There is a tutorial, but it is shallow enough that most players end up consulting external guides or community YouTube videos to understand how the economics actually function. Late-game performance also degrades on large maps, because every single resident on the map is individually simulated. What saves Train Fever from being a write-off is the same thing that makes its sequels worth playing: the world feels alive in a way that most transport sims do not. Cities grow organically along curved roads, buildings adapt to land-use zones, car traffic increases as decades advance and passenger rail becomes comparatively less profitable, which forces you to adapt your strategy across the timeline from 1850 to the modern era. Watching that evolution at street level, zoomed all the way in on cobblestone roads filling with horse carts and then automobiles, is genuinely compelling. Mod support was praised at launch and the community has added vehicles and map content. If you tolerate the roughness, there are real decisions here about line frequency, rolling stock selection, and feeder route geometry that carry strategic weight. It is also worth noting that Urban Games went on to build Transport Fever and Transport Fever 2 on this same engine, each iteration polishing what Train Fever left rough. If you are curious about the series, the sequels are the better entry points. Train Fever makes sense as a purchase only if you want the historical starting point, accept that ships and aircraft are absent entirely, and have the patience to learn a system that will not teach itself to you.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstier:indieTransport ManagementGrid-Free BuildingCargo ChainsLiving CitiesHistorical ProgressionFeeder NetworksProcedural MapsNo Campaign Mode

Requisitos del sistema

Mínimos

OS
Windows XP, Vista, 7 or 8
Memory
2 GB RAM
Graphics
Nvidia GeForce 8800 512 MB, ATI Radeon HD 3850 512 MB
Processor
Intel Core 2 Duo

Sigue explorando

Community Discussion

Be the first to comment on Train Fever.

Reseñas y valoraciones

Metacritic
67

Información del juego

Desarrolladora
Urban Games
Distribuidora
Good Shepherd Entertainment
Fecha de lanzamiento
4 sept 2014

Alerta de precio

¡Recibe un aviso cuando el precio baje de tu objetivo!

Crear alerta

Más de Urban Games

Compra mejor: guías útiles

¿Buscas más? Mira juegos como Train Fever →

Preguntas frecuentes sobre Train Fever

¿Cuánto cuesta Train Fever?

El precio de Train Fever cambia a menudo y varía según la tienda, la edición y la región. La tabla de precios en vivo de esta página compara las ofertas más baratas en stock de tiendas de claves de confianza como Eneba y Kinguin, para que siempre veas el precio más bajo actual antes de comprar.

¿Dónde puedo comprar Train Fever más barato?

Compara los precios de Train Fever en todas las tiendas verificadas en la tabla de precios de esta página. Listamos las ofertas de claves y tiendas más baratas en stock, actualizadas con frecuencia, para que siempre veas la mejor oferta actual antes de comprar.

¿En qué plataformas está disponible Train Fever?

Train Fever está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Train Fever?

Train Fever se lanzó el 4 de septiembre de 2014.

¿Quién desarrolló Train Fever?

Train Fever fue desarrollado por Urban Games y publicado por Good Shepherd Entertainment.

¿Merece la pena comprar Train Fever?

Train Fever tiene una puntuación Metacritic de 67/100, lo que lo convierte en uno de los títulos destacados de Casual. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.