OpenLoco: Modern, open source version of the classic transport simulation game
openloco.io
openloco.io
Mashinky: https://store.steampowered.com/app/598960/Mashinky/ (a pretty nice indie game)
Transport Fever: https://store.steampowered.com/app/446800/Transport_Fever/ (runs well, affordable, lots of content)
Transport Fever 2: https://store.steampowered.com/app/1066780/Transport_Fever_2... (hands down the best UI/UX in any game like this)
Workers & Resources: https://store.steampowered.com/app/784150/Workers__Resources... (a whole city builder, with resource management)
That said, for what it's worth, OpenTTD and games like it are quite good, if you can figure out the font scaling and UI. Oh, also some enjoy Simutrans, albeit it's a bit different: https://www.simutrans.com/en/
I feel the UI of the original Transport Tycoon aged fairly well, although I agree it's not perfect. On a related note: I played Settlers 2 for the first time in >20 years a few months back, and I was amazed how well the UI worked for a 1996 game.
I don't suppose this is familiar to anyone :)
For example is there any that simulate real-world signaling systems, such as ETCS or it's national peers? Or are the different systems truly so generic that you can just substitute them with generic signaling mechanisms?
Recently I've been playing Factorio and the trains are fun challenge there, but the tools to build/design/analyze rail networks feel very limited (at least in vanilla base game). So now I kinda have bit of an itch for better rail game but haven't found one yet. And from the looks of it I don't think Locomotion is it either
I have enjoyed Simutrans, where passengers have desired destinations and use your service if you can take them there. They can change between different transports too. This often creates choke points. For me, that makes the game interesting.
https://github.com/OpenLoco/OpenLoco/blob/master/src/Interop...
OpenRCT2, from mostly the same developers, (Disclosure, I am associated with them), did the same thing until the game was fully reimplemented, and then it very quickly gained 64 bit support.
Personally, it was not my cup of tea in 2004 and I always stuck to the original (which I think was/is the popular opinion of the game) and I in particular dislike the complexity of RCT and Locomotion's construction UI compared to TT. But I do think Locomotion has some charm and perhaps is best viewed not as a sequel, but a different take on what TT could have been.