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Recent News

OpenTTD 15.0-beta2

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.

OpenTTD 15.0-beta1

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

Here’s a shiny new package for you to unwrap, containing the first beta version of the upcoming OpenTTD 15 release.

It 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 15 ever.

OpenTTD 14.1

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 survey 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.

OpenTTD 14.0

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?

Read more

OpenTTD 14.0-RC3

Features: added. Gameplay: improved. Bugs: squashed. Final testing pre-release: probably, unless time is accidentally stopped.

Today we release 14.0-RC3, hopefully the last release candidate before the proper 14.0 release. Compared to the previous RC, some annoying bugs were fixed and the latest translation updates included.