OpenTTD

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OpenTTD is a business simulation game in which players earn money by transporting passengers and cargo via road, rail, water, and…

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Release activity

Release activity — 10 releases across 10 days in the last year. Each cell is one day; darker means more releases that day. Older weeks are hidden at this screen width.
JunJulAugSep
SundayNo releases on May 31, 2026No releases on Jun 7, 2026No releases on Jun 14, 2026No releases on Jun 21, 2026No releases on Jun 28, 2026No releases on Jul 5, 20261 release on Jul 12, 2026No releases on Jul 19, 2026No releases on Jul 26, 2026No releases on Aug 2, 2026No releases on Aug 9, 2026No releases on Aug 16, 2026No releases on Aug 23, 2026No releases on Aug 30, 2026No releases on Sep 6, 2026No releases on Sep 13, 2026
MondayNo releases on Jun 1, 2026No releases on Jun 8, 2026No releases on Jun 15, 2026No releases on Jun 22, 2026No releases on Jun 29, 2026No releases on Jul 6, 2026No releases on Jul 13, 2026No releases on Jul 20, 2026No releases on Jul 27, 2026No releases on Aug 3, 2026No releases on Aug 10, 2026No releases on Aug 17, 2026No releases on Aug 24, 2026No releases on Aug 31, 2026No releases on Sep 7, 2026No releases on Sep 14, 2026
TuesdayNo releases on Jun 2, 2026No releases on Jun 9, 2026No releases on Jun 16, 2026No releases on Jun 23, 2026No releases on Jun 30, 2026No releases on Jul 7, 2026No releases on Jul 14, 2026No releases on Jul 21, 2026No releases on Jul 28, 2026No releases on Aug 4, 2026No releases on Aug 11, 2026No releases on Aug 18, 2026No releases on Aug 25, 2026No releases on Sep 1, 2026No releases on Sep 8, 2026
WednesdayNo releases on Jun 3, 2026No releases on Jun 10, 2026No releases on Jun 17, 2026No releases on Jun 24, 2026No releases on Jul 1, 2026No releases on Jul 8, 2026No releases on Jul 15, 2026No releases on Jul 22, 2026No releases on Jul 29, 2026No releases on Aug 5, 2026No releases on Aug 12, 2026No releases on Aug 19, 2026No releases on Aug 26, 2026No releases on Sep 2, 2026No releases on Sep 9, 2026
ThursdayNo releases on Jun 4, 2026No releases on Jun 11, 2026No releases on Jun 18, 20261 release on Jun 25, 2026No releases on Jul 2, 2026No releases on Jul 9, 2026No releases on Jul 16, 2026No releases on Jul 23, 2026No releases on Jul 30, 2026No releases on Aug 6, 2026No releases on Aug 13, 2026No releases on Aug 20, 2026No releases on Aug 27, 2026No releases on Sep 3, 2026No releases on Sep 10, 2026
FridayNo releases on Jun 5, 2026No releases on Jun 12, 2026No releases on Jun 19, 2026No releases on Jun 26, 2026No releases on Jul 3, 2026No releases on Jul 10, 2026No releases on Jul 17, 2026No releases on Jul 24, 2026No releases on Jul 31, 2026No releases on Aug 7, 2026No releases on Aug 14, 2026No releases on Aug 21, 2026No releases on Aug 28, 2026No releases on Sep 4, 2026No releases on Sep 11, 2026
SaturdayNo releases on Jun 6, 2026No releases on Jun 13, 2026No releases on Jun 20, 2026No releases on Jun 27, 2026No releases on Jul 4, 2026No releases on Jul 11, 2026No releases on Jul 18, 2026No releases on Jul 25, 2026No releases on Aug 1, 2026No releases on Aug 8, 2026No releases on Aug 15, 2026No releases on Aug 22, 2026No releases on Aug 29, 2026No releases on Sep 5, 2026No releases on Sep 12, 2026

10 releases in the last year

Patch notes

OpenTTD 16.0-beta2 released

Added 1
  • Depots can now be built under very tall bridges
Changed 1
  • The maximum vehicle limit has been doubled to 10,000 vehicles per type per company
Fixed 1
  • The game no longer crashes when switching between road and tram toolbars

From OpenTTD

Bugs? Fixed. Features? Added. Time for a second beta release.

The latest beta includes the following:

  • The game no longer crashes when switching between road and tram toolbars.

  • Depots can now be built under (very tall) bridges.

  • The maximum vehicle limit has been doubled, so you can set a limit of up to 10,000 vehicles per type per company.

  • Various other fixes and improvements, see the full changelog for details.

To try this version, right-click OpenTTD in your Steam library and select Properties, then Game Versions & Betas and select Testing.

Don't forget: the OpenTTD 16 Title Game Competition 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.

If you find any bugs, please report them here.

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How OpenTTD 16.0-beta2 released went

OpenTTD 16.0-beta1 released

Added 6
  • Trains can now drive backwards
  • Multiplayer companies can be set to allow anyone to join without needing an invite
  • Subsidies are now enabled for cargos which use CargoDist
  • Create custom collections of saved NewGRF items in picker windows, including objects, stations, and houses
  • Scale the aging rate of cargo payments so slow vehicles on large maps can be profitable
  • Dropdown lists now have text filters to find items faster
Changed 2
  • Map generation improved with 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
  • Vehicle preview offers have been combined into one window instead of spamming many windows

From OpenTTD

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.

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

  • Trains can now drive backwards! (read more)

  • Multiplayer companies can be set to allow anyone to join without needing an invite.

  • 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

  • Subsidies are now enabled for cargos which use CargoDist.

  • Create your own collections of saved NewGRF items in picker windows, including objects, stations, and houses.

  • Scale the aging rate of cargo payments, so slow vehicles on large maps can be profitable.

  • Dropdown lists now have text filters so you can find what you’re looking for faster.

  • Vehicle preview offers have been combined into one window instead of spamming many windows.

  • Many more features, changes, and fixes, see the full changelog for details.

We’ve also launched the OpenTTD 16 Title Game Competition 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!)

If you find any bugs, please report them here.

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How OpenTTD 16.0-beta1 released went

OpenTTD 15.3 released

Fixed 3
  • Prevent multiplayer desync when a train crashes
  • Crash helicopter within the map instead of the void when it runs out of fuel near the map edge
  • Improve appearance of toolbars and main menu images/text with non-default base sets such as aBase, biggui, and original TTD

From OpenTTD

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 include:

  • 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.

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How OpenTTD 15.3 released went

OpenTTD 15.2 released

Fixed 3
  • FluidSynth and badge filters which were meant to be fixed in 15.1
  • Crash on startup on macOS with 2x or more interface scaling
  • Various crashes reported in 15.1

From OpenTTD

Hopefully the last bug fix release in this series, OpenTTD 15.2:

  • Re-fix 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.; see the full changelog for more details.

If you find any more bugs, please report them here.

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How OpenTTD 15.2 released went

OpenTTD 15.1 released

Fixed 3
  • 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
Security 1
  • A critical security fix has been applied

From OpenTTD

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.

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How OpenTTD 15.1 released went

OpenTTD 15.0 released

Added 6
  • 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
Changed 2
  • Companies in multiplayer no longer have passwords, invite specific players using buttons in the Online Players list instead
  • Improvements to menus, including a new main menu and a combined game options and settings window

From OpenTTD

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:

For more details, check out our release post (https://www.openttd.org/news/2026/01/01/openttd-15-0), or the full changelog below.

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How OpenTTD 15.0 released went

OpenTTD 15.0-RC4 released

Fixed 4
  • Fix crash related to station windows
  • Fix crash related to signs
  • Fix hang related to implicit orders
  • Fix cacti dying off completely with some tree spread settings

From OpenTTD

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 (https://translator.openttd.org/project/openttd-master).

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How OpenTTD 15.0-RC4 released went

OpenTTD 15.0-RC3 released

Fixed 2
  • Game no longer forgets script configuration
  • Fixed rare crashes

From OpenTTD

Third try's the charm? We hope so; here's our third release candidate for OpenTTD 15.

Most notably, the game no longer forgets your script configuration, and we've also fixed some rare crashes. See the changelog for the full list. As always, if you spot any more bugs, please report them here.

If you're one of our valued translators, this is the last call for translations for OpenTTD 15! Check on your language (https://translator.openttd.org/project/openttd-master).

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How OpenTTD 15.0-RC3 released went

OpenTTD 15.0-RC2 released

Changed 1
  • Backed out most expanded font rendering changes from the first release candidate in the interest of stability

From OpenTTD

We have now released 15.0-RC2, the second release candidate for the upcoming release.

You've found several issues in the first release candidate, mostly related to the expanded font rendering. In the interest of stability, we've backed most of them out again, for a return at a later date when the feature is more stable. As always, see the changelog for the full list. However, there is a good chance there are still some issues out there that haven't been found yet. Please help us hunt those down, and if you find one, you can report them here.

Translation updates are coming in every day, and while some languages are complete or are nearing completion, there are also translations with missing or outdated strings. If you are a translator, please see if your language has any missing translations.

We greatly appreciate your contributions!

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How OpenTTD 15.0-RC2 released went

OpenTTD 15.0-RC1 released

Added 6
  • Automatic font loading for characters not part of the normal language files
  • Signs, waypoint and station names may be moved
  • Terrain generator can make wetlands for rivers unable to reach the sea
  • Island maps and heightmaps can be surrounded by infinite water instead of black
  • Bridges can now be built over locks and docks
  • Support for trains with multiple rail types
Changed 1
  • Various tweaks to interface scaling
Fixed 1
  • Improvements and fixes to badge support

From OpenTTD

Good things come to those who wait. OpenTTD 15 is starting the final lap with first release candidate!

With a release candidate, the focus shifts from adding new features to finding and fixing bugs to make OpenTTD 15 the best OpenTTD yet. The finding part is where you, the players, come in, too. If there's anything you notice, head over to our issue tracker and make a report.

If you've already played any of the betas and use the OpenGFX baseset, you might have noticed a message about missing sprites. This is due to some of the new features in OpenTTD 15. We recommend switching to the newer (and still updated) OpenGFX2 baseset, which you can easily get via the in-game content downloader. Some notable changes over the previous beta3 release are:

  • Automatic font loading for characters not part of the normal language files (like e.g. player names or chat messages)

  • Signs, waypoint and station names may be moved

  • Terrain generator can make wetlands for rivers unable to reach the sea

  • Island maps and heightmaps can be surrounded by infinite water instead of black

  • Bridges can now be built over locks and docks, too

  • Various tweaks to interface scaling

  • Improvements and fixes to badge support

  • \ Support for trains with multiple rail types

  • A variety of bugfixes

As always, see the changelog for the full list.

You can find this beta under the "testing" beta in Steam.

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How OpenTTD 15.0-RC1 released went

OpenTTD 15.0-beta3 released

Added 5
  • Bridges can now be built over stations (NewGRF stations must be updated to support this)
  • Bridge GRFs can now have pillar information, so that a pillar can be skipped if it obstructs the tile below (rail, road, or station)
  • Purchase and picker menus can now be filtered using NewGRF Badges
  • New buttons to expand town roads and buildings separately
  • The Infrastructure list window now has a scrollbar
Changed 5
  • Ships traveling in opposite directions try not to drive on the same line of tiles
  • Settings and Options menus have been merged
  • Scenario Editor has improvements for placing and expanding towns
  • Many random towns button now prompts for the number of towns
  • Picker window sprite previews can be increased in height, so you can see the entire skyscraper in the house picker (for example)

From OpenTTD

Did you have a lazy summer? Over at OpenTTD HQ, we did not!

We’ve continued to make improvements to OpenTTD, both very visible to player and under the hood. It’s time for another beta so you can help us test. Highlights include:

  • Bridges can now be built over stations (NewGRF stations must be updated to support this)

  • \ Bridge GRFs can now have pillar information, so that a pillar can be skipped if it obstructs the tile below (rail, road, or station)

  • Ships traveling in opposite directions try not to drive on the same line of tiles

  • Purchase and picker menus can now be filtered using NewGRF Badges

  • Settings and Options menus have been merged

  • Scenario Editor has improvements for placing and expanding towns

  • New buttons to expand town roads and buildings separately

  • “Many random towns” button now prompts for the number of towns

  • Picker window sprite previews can be increased in height, so you can see the entire skyscraper in the house picker (for example)

  • The Infrastructure list window now has a scrollbar

  • A variety of bugfixes

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

You can find this beta under the "testing" beta in Steam.

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How OpenTTD 15.0-beta3 released went

OpenTTD 15.0-beta2 released

Added 5
  • Snow-covered rocks are now visible
  • Steep hills from map generation or heightmap import now get extra rocks
  • Houses can be individually placed by players in the scenario editor and in-game if enabled, and can be protected from replacement during town growth
  • Touchpad two-finger map scrolling for Windows
  • NewGRF Badges for add-on content to help players find vehicles, stations, and other assets with built-in filtering
Fixed 1
  • A variety of bugfixes

From OpenTTD

April 1st has come and gone, but have no fear, for beta2 is here.

We've fixed a bunch more since beta1, and need more testing. Also, we added some new features! Highlights include:

  • Snow-covered rocks are now visible

  • Steep hills from map generation or heightmap import now get extra rocks

  • Houses can be individually placed by players in the scenario editor and (if enabled) in-game, and can be protected from replacement during town growth

  • Touchpad two-finger map scrolling for Windows

  • NewGRF Badges

  • A variety of bugfixes

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

What are badges, you ask? Badges are something add-on (NewGRF) authors can put on their content to help you find e.g. the vehicle or station you want to use. For example, various vehicle add-ons use a mix of different icons, overlay images or texts to indicate the power source or the suggested usage of a vehicle. With badges, this information can be represented in a clear way including built-in filtering, that is cohesive between different add-ons.

As this beta is the first release featuring badge support, there aren't many updated add-ons yet, but we're excited to see what authors do with the new feature.

Finally, the usual titlegame competition has been announced on the forums.

You can find this beta under the "testing" beta in Steam.

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How OpenTTD 15.0-beta2 released went

OpenTTD 15.0-beta1 released

Added 5
  • Road waypoints
  • Improved picker windows for stations, waypoints, objects, and more
  • Password-less network authentication using keys
  • Town data importer in scenario editor
  • Manual house placement in scenario editor
Changed 3
  • Path signals are now green by default
  • Better performance in various places
  • Several improvements for NewGRFs regarding cargo support
Fixed 1
  • Large number of bugfixes
Removed 1
  • Old NPF pathfinder

From OpenTTD

Ho, ho, ho, Santa is in town. And he's brought a gift with him.

The first beta version of the coming OpenTTD 15 release comes faster, with road waypoints, fewer passwords, better scenario editor, and hopefully with a lot less bugs.

To be a bit less vague, here are some of the highlights:

  • Improved picker windows for stations/waypoints/objects/and more. Oh, and that does include road waypoints.

  • Better perfomance in various places, including faster path signals that are now green by default.

  • Password-less network authentication using keys.

  • Several improvements for NewGRFs regarding cargo support.

  • Better scenario editor with a town data importer and manual house placement.

  • A large tree fully hung with ornamental bugfixes.

  • Sadly though, not everbody was good this year. The old NPF pathfinder was finally retired, after YAPF being the superior default for many, many years now.

There's a lot of bugs left for you to find, though, guaranteed. Enjoy the beta, test all the things and report anything you find amiss, to make OpenTTD 15 the best OpenTTD ever. You can find this beta under the "testing" beta in Steam.

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How OpenTTD 15.0-beta1 released went

OpenTTD 14.1 released

Fixed 3
  • Multiplayer desync bug
  • Issues with the new ship pathfinder
  • Issues with the unbunching feature

From OpenTTD

Our players have played a lot of OpenTTD 14 since it was released a few weeks ago -- in last week alone those who opted into our (https://www.openttd.org/news/2024/03/16/survey-https-infra) played 34,700 hours across 17,219 games.

In all those hours, you've found some bugs, and we've done our best to fix them. The first maintenance release for OpenTTD 14 fixes a multiplayer desync bug and cleans up a few rough edges with the new ship pathfinder and the unbunching feature. As always, there are plenty of other bugfixes, which you can find in the changelog.

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How OpenTTD 14.1 released went

OpenTTD 14.0 released

Added 5
  • Timekeeping system
  • Improved ship pathfinder
  • Unbunching feature for vehicle management
  • Social platform integration
  • Scalable fonts for GUI improvement
Changed 1
  • Improved new player experience

From OpenTTD

Welcome to 14.0!

OpenTTD's first release was in March of 2004. Now twenty years later, we are proud to present to you: release 14.0.

And boy, what a release it is. Do I dare to say: this has been the biggest release yet?

Sometimes people try to tell us OpenTTD is dead. Well, 14.0 shows you it really isn't. There are so many new goodies in 14.0, that I don't even know where to start! Let's go over a few, just to get you a feel for what to expect when you launch OpenTTD 14.0.

For more details, check out our release post (https://www.openttd.org/news/2024/04/13/openttd-14-0), or the full changelog below.

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How OpenTTD 14.0 released went

OpenTTD 14.0-RC2 released

OpenTTD 14.0 is soon to be released. You guys already worked hard to break the game, and we've been working hard to fix the issues you've reported. Today we release RC2 with all of the recent fixes.

Please help us hunt down the last bugs, and make sure you're having fun doing it! Your help is greatly appreciated!

You can find this beta under the "testing" beta in Steam.

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How OpenTTD 14.0-RC2 released went

OpenTTD 14.0-RC1 released

Added 1
  • Add custom number format and abbreviations used in many Asian languages

From OpenTTD

It's getting hot for OpenTTD 14 with the release of the first Release Candidate. This means that we're now focusing on fixing the remaining bugs and are not adding any new features anymore.

One final feature that got in at the last minute is custom number format and abbreviations used in many Asian languages. We fixed a lot of bugs, too.

Full details: https://www.openttd.org/news/2024/02/18/openttd-14-0-RC1

You can find this beta under the "testing" beta in Steam.

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How OpenTTD 14.0-RC1 released went

OpenTTD 14.0-beta3 released

Fixed 1
  • Restore cargo types that went missing in the sub-arctic and tropical climates

From OpenTTD

Well, third time's the charm, or so they say.

So let's try this again, shall we? With beta 3, we've restored the cargo types that went missing in the sub-artic and tropical climates. We've also included fixes for various other issues which are listed in the full changelog linked below.

Thanks to the reports made by many of you, we could solve the issues quickly. But never fear if you've missed out so far, there are still a lot of treasures to hunt for in this beta. Please share your findings on our issue tracker.

And watch this space as we'll soon start with our feature posts about the new things coming with OpenTTD 14. In the first installment, you'll learn why buses don't always come when they should and what you can do about it.

You can find this beta under the "testing" beta in Steam.

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How OpenTTD 14.0-beta3 released went

OpenTTD 14.0-beta2 released

Fixed 1
  • Signaling now works safely again

From OpenTTD

You found some bugs in the beta1-release, and we found a new beta.

With this update, you can now safely signal to your hearts content again. The full changelog is linked below.

Problems like this are exactly why we need you to test the game. Carry on playing the game, and please report any issues you find. And don't forget to watch this space for more information on OpenTTD 14.

With the start of the beta cycle for OpenTTD 14, it's also a good time to help out with the various translations of the game. No matter if you are already a translator or want become one, head over to our web translator if you like to help out.

You can find this beta under the "testing" beta in Steam.

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How OpenTTD 14.0-beta2 released went

OpenTTD 14.0-beta1 released

Added 3
  • New Ship Pathfinder
  • Automatic vehicle unbunching at depots
  • Daylength feature
Changed 2
  • GUI improvements throughout the game with more consistent look and better GUI scaling
  • Buoys are now optional to use in ship pathfinding

From OpenTTD

OpenTTD turns 20 this year, and to celebrate we are preparing for one of our largest ever releases.

It's packed with 40 new features, 80 changes, and almost 150 fixes. In the upcoming weeks we will share more posts explaining some of these features in depth. For now, we need your help testing our work.

We need as many people as possible to test this beta version of the 14.X release series, so you can find and we can squash as many bugs as possible before the actual release.

To guide you a bit towards what you should be looking for:

  • Generic gameplay bugs and crashes.

  • There is a new Ship Pathfinder; test it out. Buoys are optional to use.

  • You can now automatically unbunch your vehicles at a depot.

  • We added our own interpretation of daylength to the game. More on this soon in another blog post.

  • There are many GUI improvements throughout the game. More consistent look, better GUI scaling.

There are many more things worth talking about, and this will be made more clear when we approach the release of 14.0. But for now, play the game, and please report any issues you find. You can find this beta under the "testing" beta in Steam.

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

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How OpenTTD 14.0-beta1 released went

OpenTTD 13.4 released

Fixed 1
  • Fix crash when a news item appears while a drop-down menu is open

From OpenTTD

It's been a while since we've seen a .4 release, but quite a few people have reported a crash when a news item appears while a drop-down menu is open.

Here's a fix for that, plus a few other fixes completed since the last release.

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How OpenTTD 13.4 released went

OpenTTD 13.1 released

Added 1
  • Add a callback to select how the engine's name is displayed in the buy menu for NewGRF engine variants
Fixed 2
  • Road vehicles inside multi-track level crossings no longer crash into the side of trains
  • The game no longer crashes when a spectator in a network game tries to interact with a town's local authority

From OpenTTD

OpenTTD 13.0 has been out for two months and we've found some bugs to fix in 13.1!

Most notably, we've fixed two kinds of crashes:

  • Road vehicles inside multi-track level crossings no longer crash into the side of trains.
  • The game no longer crashes when a spectator in a network game tries to interact with a town's local authority.

For NewGRF authors using the new engine variant feature, we've added a callback to select how the engine's name is displayed in the buy menu.

Go check it out and try not to crash!

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How OpenTTD 13.1 released went

OpenTTD 13.0 released

Added 7
  • Variable interface scaling at whatever size you want, not just 2x and 4x
  • Optional chunky bevels for interface scaling for a retro feel
  • Better automatic scaling when using HiDPI or mixed DPI setups
  • Direct access to NewGRF/AI/GS settings from the new game window
  • NewGRFs can now provide engine variants shown hierarchically in the purchase list
  • Multi-track level crossings to keep road vehicles from stopping in the middle of the crossing
  • Custom league tables for GameScripts
Changed 2
  • Rivers now get wider as they flow downstream for more natural appearance
  • Various small tweaks and improvements to several windows
Fixed 1
  • Fixed lots of bugs

From OpenTTD

Breaking news: OpenTTD 13.0 is now available! Depending on your perspective, we're either two months early for our usual April 1st release, or a bit tardy for the Christmas 2022 release we intended.

We think the wait has been worth it. This is one of the largest releases we've done in several years, with numerous features and improvements covering the user interface, gameplay features, and modding extensions for NewGRF and Game Script creators.

Some of the highlights are:

  • Variable interface scaling at whatever size you want (not just 2x and 4x), with optional chunky bevels for that retro feel. This includes better automatic scaling when using HiDPI or mixed DPI setups.

  • Direct access to NewGRF/AI/GS settings from the new game window.

  • Various small tweaks and improvements to several windows.

  • NewGRFs can now provide engine variants that are shown hierarchically in the purchase list.

  • Multi-track level crossings to keep road vehicles from stopping in the middle of the crossing.

  • Custom league tables for GameScripts.

  • More natural rivers which get wider as they flow downstream.

  • And much more, which can be seen in the changelog or the previous release announcements!

In addition to these features and improvements, we've fixed lots of bugs. (If you played with the RC2 testing release, most were fixed before then. See the changelog for full details.)

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How OpenTTD 13.0 released went

OpenTTD 13.0-RC2 released

We found some bugs in the 13.0-RC1 testing release that need cleaning up.

The new 13.0-RC2 testing release should fix these and bring us into the home stretch for a final release. Go check it out today and help us find any last minute bugs we don't know about yet!

If you are a translator, we'd appreciate your help for a translation check before the final release.

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How OpenTTD 13.0-RC2 released went

OpenTTD 13.0-RC1 released

Added 2
  • New vehicle variants feature for NewGRFs
  • Automatic flipping support for shorter-than-default NewGRF-defined vehicles
Changed 1
  • Polished fractional GUI zoom

From OpenTTD

Rejoice, for we are now in feature freeze for the 13.0 release series just in time for a new year!

Some last minute features and fixed made it into the new year. Especially notable are the new vehicle variants feature for NewGRFs and automatic flipping support for shorten-than-default NewGRF-defined vehicles. On the fixing side, focus was on polishing the new fractional GUI zoom and some other minor bits and pieces.

Testing is more important than ever, so please keep it up, and report any issues as normal!

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How OpenTTD 13.0-RC1 released went

OpenTTD 13.0-beta2 released

Added 9
  • Variable interface scaling at whatever size you want, with optional chunky bevels for retro feel
  • Multi-track level crossings to keep road vehicles from stopping in the middle of the crossing
  • New Generate World menu which includes NewGRF, AI, and Game Script configuration menus
  • Cargo filters for vehicle lists to allow better visualization of traffic
  • Optional cargo names above vehicles in vehicle lists to show at a glance what they carry
  • Ability to clone or share orders with vehicles grouped by shared orders

From OpenTTD

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!

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How OpenTTD 13.0-beta2 released went

OpenTTD 13.0-beta1 released

Added 1
  • Build NewGRF objects over an era with click-and-drag
Changed 3
  • Wider rivers on map generation
  • Improved handling of HiDPI and mixed-DPI screens
  • Cleaned up finance window GUI
Fixed 1
  • Over 50 bug fixes

From OpenTTD

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.

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How OpenTTD 13.0-beta1 released went

OpenTTD 12.2 released

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.

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How OpenTTD 12.2 released went

OpenTTD 12.1 released

Added 1
  • Added button to reenable advanced signals
Fixed 2
  • Scrolling titlescreen no longer scrolls when interacting with the game
  • Fixed occasional crash related to titlescreen scrolling

From OpenTTD

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.

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How OpenTTD 12.1 released went
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