
The classic transport simulation genre has a new gold standard with Transport Fever 2. Discover a whole new world by navigating transport routes through land, water and air. May progress and prosperity find their way!
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 8/day in the week to Sep 8 → 18.86/day in the week after.
About


Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1354 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
хорошая игра
I like trains.
Good Yes
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $27.2M | 19.4K | 90% | $34.99 | |
| $27.3M | 46.2K | 85% | $29.99 | |
| $27.3M | 138K | 97% | $9.99 | |
| $27M | 189.3K | 81% | $8.99 | |
| $26.9M | 19.6K | 87% | $59.99 | |
| $26.7M | 21.4K | 59% | $31.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $10.9M | 10.8K | 83% | $29.99 | |
| $116M | 92.8K | 56% | $34.99 | |
| $2.5M | 3.5K | 64% | $19.99 | |
| $290K | 1.3K | 67% | $6.99 | |
| $49.9K | 63 | 48% | $19.99 |
Latest in each market: best DE #59, worst PL #93 · 5 markets collected
Reviews, worldwide (the counter carries no country): 6.75/day in the week to Jul 21 → 17/day in the week after.
For scale, across Steam · Top Sellers · Poland over the last 30 days: the 21 chart moves that followed a price cut of more than 20% went a median of 12 places towards #1, and the 2,501 moves with no price cut behind them went 1 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German*, Spanish - Spain, Japanese, Dutch, Polish, Russian, Traditional Chinese, Simplified Chinese, Italian, Korean +1 more
| $39.99 |
| — |
| 92% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.4K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Perfect
闪退问题不修复吗
铁路系统封神,但多模块底层逻辑有待优化 先给游戏一个好评,单论铁路模拟与运营系统,《狂热运输 2》绝对是同类铁路经营模拟游戏里完成度、拟真度天花板,轨道布线、列车编组、干线支线规划的自由度无可替代,铁路爱好者很难找到替代品。 但游戏存在多处硬伤,大幅降低长期游玩体验,分交通系统逐一说明: 一、铁路相关缺陷 原生地图尺寸偏小,想要搭建立体枢纽、复杂联络线时空间严重受限,很多互通方案根本无法落地; 桥梁模组、游戏原生桥梁普遍存在穿模 BUG,造景与写实规划体验大打折扣; 闭塞调度系统设计过于简陋,跨线、跨大站时列车很难全速通行,线路整体运力上限被严重压低,双线、多线轨道的效率完全没有发挥空间。 二、公路系统(短板最突出) 城市内置公路原生设计非常粗糙,AI 车辆行驶逻辑存在明显缺陷。货运卡车站是重灾区:哪怕扩建至超大规模、多站台多出入口,依旧会持续性堵死,根源是车辆进站、装卸、离场的调度算法不够智能,期待官方重做这套运行逻辑。 三、航空系统 机场拥堵问题和货运站如出一辙,大量飞机在空域盘旋等待降落。希望能参考《城市:天际线》的模块化机场设计,开放玩家自定义机场尺寸、跑道与停机坪布局;同时给航班加入类似铁路的空中闭塞、间隔调度机制,从根源解决空中盘旋卡死的问题。 四、航运系统 港口码头和公路货运站通病一致,装卸与船舶通行逻辑拉胯,极易出现大规模堵船,物流链路直接瘫痪。 整体期待 核心诉求集中两点:一是重构车站、港口、机场通用的客货运调度 AI,解决全运输模式普遍拥堵问题;二是深度重做铁路闭塞调度系统,增加智能自动调度或玩家自定义闭塞规则的选项。真心希望开发商能在系列续作中优化以上全部痛点,届时会是真正完美的综合交通模拟游戏。 Recommended – The railway simulation is unmatched, yet core mechanics of other transport systems need major overhauls I’m leaving a positive review first. When it comes to railway design and management mechanics, Transport Fever 2 easily stands as the most robust rail-focused transport simulation on the market. The freedom to lay tracks, design train consists and build trunk-feeder line networks is unparalleled, making it a must-play for rail enthusiasts. That said, several critical flaws severely hinder long-term gameplay experience, broken down by each transport category below: 1. Issues with the railway system The base map size is far too limited. There is barely enough space to build multi-level interchanges and intricate connecting lines, ruling out countless viable interchange layouts. Both vanilla and modded bridge assets suffer from frequent clipping issues, ruining immersive landscaping and realistic network planning. The block signal dispatching system is overly simplistic. Trains struggle to maintain full speed when crossing junctions or large stations, drastically capping overall line throughput and wasting the potential of double-track and multi-track railways. 2. Highway & road systems (the game’s biggest weak point) The game’s native urban road design feels extremely underdeveloped, plagued by flawed AI vehicle logic. Freight stations are a notorious pain point: no matter how large you expand them with multiple platforms and entry/exit ramps, persistent gridlock is unavoidable. This problem stems fundamentally from unintelligent algorithms governing vehicle arrivals, loading/unloading, and departures, and I sincerely hope developers will rebuild this core movement logic. 3. Air transport system Airports suffer from identical congestion woes as freight terminals, with dozens of aircraft endlessly circling overhead waiting for landing clearance. I hope the devs can take inspiration from Cities: Skylines by adding fully modular, player-customizable airports with freely adjustable sizes, runways and tarmacs. Additionally, an air traffic separation system analogous to railway block signalling should be implemented to eliminate circling aircraft caused by poor scheduling design. 4. Shipping & water transport system Ports share the exact same flaw plaguing road freight stations: flawed loading, unloading and vessel pathfinding logic leads to constant ship jams that grind entire supply chains to a halt. Final Hopes for Future Installments My core requests fall into two categories: first, a complete rework of the dispatching AI shared across all passenger and freight hubs (stations, ports, airports) to fix universal congestion. Second, a full overhaul of the railway block signal system, introducing smarter automatic dispatching or fully customizable signal rules for players. If all these pain points get addressed in a future sequel, this title will become an all-around perfect comprehensive transport simulator.
好
mega spiel
good
good and fun game. and it runs good to on my potato pc
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.