Sweet Transit

Sweet Transit is a unique city builder where the railway is king. Build and automate the dream supply chain for your citizens, giving them all they need to expand quaint villages into bustling cities. Progress from steam power to diesel and beyond in this advanced train-driven experience.

Sweet Transit is a simulation, trains and city builder game developed by Ernestas Norvaišas and published by Team17.
Released on April 22nd 2024 is available only on Windows in 10 languages: English, French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Korean, Traditional Chinese and Russian.

It has received 1,098 reviews of which 774 were positive and 324 were negative resulting in a rating of 6.8 out of 10. 😐

The game is currently priced at 13.99€ on Steam and has a 60% discount.


The Steam community has classified Sweet Transit into these genres:

Media & Screenshots

Get an in-depth look at Sweet Transit through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64 Bit
  • Processor: Intel Core i3-540, 3.07 GHz or AMD FX-4350, 4.2 GHz
  • Memory: 6 GB RAM
  • Graphics: NVIDIA GeForce 8800 GT, 512 MB or AMD Radeon HD 6670, 1 GB
  • DirectX: Version 11
  • Storage: 3 GB available space
  • Additional Notes: Low 720p @ 60 FPS+

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
I keep coming back to this one because I find it to be a unique mix of train and builder game compared to others out there. It's like one third Anno 1800, two thirds train and route management game. Eventually in the mid to late game you build your towns however and wherever you want on a big map and then you supply enough goods to keep them happy and paying taxes. it's very much a sandbox later on. However at the start, you build up in a small area starting with a village and nearby warehouse in a very Anno type way, unlocking new buildings, residence and worker types and production buildings, requiring more complex train routes and bigger train stations as you gradually expand outwards and create separate towns (which give bonuses like more income via travellers) and production sites which lets you keep undesirable factories away from homes. At this point I'll address the gameplay concerns and challenges I've seen, because it is overblown if you have some patience. Most people who struggle in the initial build up phase and give up either don't know how the game mechanics work (like all buildings have a walking range shown in white) because they ignored the tutorial, or they expand far too quickly and get overrun by building upkeep costs. This is where you have to keep an eye on the rate of production and consumption per minute to make sure you're keeping pace. The next concern is people don't go to work or production buildings are understaffed. There's a mechanic of tiredness which isn't talked about much and is related to how happy your population is. The happier they are the faster they rest, and tired workers at production buildings can lead people missing at work. There is no big flashing icons to warn you about this but you can see how many tired, resting and working people there are at anytime when you look at the town hall or individual production buildings so this is important to keep an eye on later on when you have more workplaces as it can create an unpredictable workplace situations leading to low production output. The next is, train signals don't work properly, which isn't true at all in my closing in on 1000 hrs game time. Going through the tutorial and all the scenarios will get you up to speed but once you have a full understanding of how chain and requirement signals work with some playtime and experimentation you can create some pretty intricate rail routes. Things like priority merging, and train and route name specific rules can let you create things like train holding yards or rail sharing in one or both directions with high traffic. I've heard the system is comparable to Factorio's train system but more powerful, so if you've played that it might give you an idea. That said, there actually is a rare issue with workers going to work, which used to be more common at launch but has since been very much improved after the last patch. It can happen if you mass build and destroy homes or keep running the game for extended periods on the fastest speed, which luckily isn't that neccesary to use. A quick save and reload solves it. But I haven't encountered it on playing on regular speed. The last concern is the UI. Yes it's not great, but after you realize what it's trying to do then you can get past it quickly. The main thing to understand is that while your view is looking at a town, your menu will show buildings that you can only build in towns, like bakeries, clothes shops, and town storage. But they won't show up anymore when your view is centered in an empty spot of land outside of town. The second part to this is that some buildings have expansion sub buildings, like farms have wheat fields and sawmills have trees. So when you have one you built selected, it will show these sub buildings available in the menu. However when you don't, you won't see it, and this is a source of struggle I've seen. So there are town only buildings and expansion specific buildings, depending on where you are viewing or what you have selected. So best practice is to make sure you unselect everything by clicking on an empty part of land to make sure you're not filtering out/for buildings by accident. Now with those concerns out of the way, I'll comment on graphics and performance. The artstyle of the game is very pleasing which is unusual to see in games of this type. It draws influence from Anno 1800 but it's done in 2D with rotatable views so it runs amazingly well. Big fan of good looking isometric strategy games. Final closing points. I will say that once you get past this initial building phase, expansion and unlocking all the building types (and "finish" the game) there aren't too many more carrots on the stick to keep building up more towns. This is why I said it's only like one third Anno 1800 which may be generous. If you've played that game the production chains very extensive whereas in this game it's pretty basic. Wheat goes to cattle farms to make meat. Iron, coal and sand make steel. Resident types only need 4 goods. The positive news here is I began to develop some mods for this, which the game is pretty well designed for so stay tuned. But the heart of the game still is the trains and route management which is solid and pretty powerful with experimentation, much more so than a game like Transport Fever by comparison. You build up demand as much as you desire in a sandbox fashion and tweak rail routes to keep the rate of goods flowing in, while building up nice places to live or an industrial mazescape of trains, or both. So if this kind of logistics optimatization is your bag plus with builder twist to it I would give this a recommendation to you.
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Oct. 2024
Overall, this is a good game. I've spent nearly 100 hours on it between my two accounts, and I've enjoyed it quite a lot. Unfortunately, it does have some quirks that some might not be able to get past. The way that cargo is transferred to stations involves people carrying it there, however, the industries base amount of people is never enough to meet production. The only solution that sort of seems to work is to use courier shacks to increase throughput, but sometimes even that doesn't work. I've encountered a strange problem where courier shacks aren't spawning all of their workers, so even if I technically have the throughput capacity, it's a fraction of what it should be. Then, you have piles of building materials sitting in your industries, never making it to your warehouse. Don't get me wrong, I love this game, but something needs to change with this system. Another gripe of mine are the upkeep costs. Frankly, they're way too high. In my most recent save, these extremely high upkeep costs compounded with the fact that I couldn't get the building materials to my warehouse, resulting in not having enough actual production to meet demand, even if I technically had the production to meet them. Eventually, it got too frustrating and I just turned off upkeep in cheats. Is this a skill issue? Maybe, but after hours of trying to fix it, I had to cheat for my sanity. I do however, want to focus on some positives as well. Despite some of my gripes, I've had a fantastic time playing this game. If you can get past the issues I mentioned above, then you'll have a great time. It is extremely satisfying to see your train network spread and grow across your colony. Building towns is overall quite fun too, though I wish there was a way to make them more visually different, maybe alternate versions of the same building? Would I recommend this game? It depends on who you are. I'm the type of player who really enjoys this but you may not be. If you like tight logistical challenges, you'll probably like it. If the stress of trying to keep up with production is too much, maybe turn off upkeep or just play a different game.
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Oct. 2024
There was once a game, fair and simple, with a view that spanned across isometric planes, and little trains that ran as sweetly as a summer's breeze. Yet in the course of its making, the road was lost, and the path of its development was derailed. For midway through their labors, the creators, in their folly, sought to strengthen their ranks by hiring a new developer to shape the interface. But they knew not what doom they invited. For the one they brought into their midst was none other than the Dark Lord himself, cloaked in a guise of skill. Through cunning whispers and veiled promises, the Dark Lord beguiled his way into the highest seat of power, taking the mantle of Head of UI Design, where none suspected his true purpose—to bend all interfaces to his will and shroud the user’s path in darkness. And into this UI he poured all his will to obfuscate, confuse and confound. He struck where the mind of Man meets the spark of divinity — the place of understanding, where thought becomes action. Like the moment in Michelangelo’s art, where the hand of man strains to touch the divine, so too do we now battle this interface. For as our fingers stretch toward the familiar, to grasp the knowledge of linked signal lights, the Dark Lord's work thwarts our every move. Alas, the power of his dark design is too strong. It rends my resolve, drains my will. Yet I must press on, for bread and garments, for the sustenance of life itself. But deep in my heart, I fear I shall fail. The Dark Lord’s creation tightens its grip upon my will, and soon, I shall fall. I am but a mortal, and against such power, I cannot endure forever.
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June 2024
This is a really good game. When I play a game all day, go to bed, and wake the next day wanting to play the game again, then I know it's a good game. I'm going to describe what the game is really all about in a bit. First, let me get a couple of small things out of the way. Gameplay is ultra smooth. Great camera control, smooth train flow, and a nice look too. I like how it gives the buildings a nice 3D effect. I don't know how they did it, but it looks like toy models on a table. Great look and feel. Loading and saving are fast, zoom and scrolling are fast. It's a game that's well put together. And laying down tracks, bridges and signals is super easy. The menus are ok, but they need some optimization. For example, the build menu changes depending on what building you have selected. This is a little tricky at first. I built a quarry, and wanted to build some houses nearby for workers. But I couldn't find the workers houses icon in the build menu because I had the quarry's info panel up. When I closed the quarry's info panel, then the full build menu was available. A little annoying. Also, when you want to add something to an industry - like adding more trees to a logging camp - you have to look for it in the build menu. It would be nice to have those available in the industry's info panel, to keep things neat and tidy. But with that out of the way, the game has some really nice features which I like. It has a nice game builder. You can generate maps with a lot of variety for great replayability. Small maps, large map, lots of resources or few resources, lots of water or very little water, mountains or flat, etc. You can even control costs of construction and maintenance, so it costs more or less, depending on how difficult you want it to be. Great map generator. It also has a menu for mods, which is nice. I'm hoping modders will be active with this game, because it does have great potential. We have to remember that developing a game is expensive these days, and salaries are high. There is only so much a dev team can do. Modders pick-up where the devs leave off. The devs give us a working core game, and then hopefully modders will provide the extras. I'm hoping modders really take to this game, because it has some really nice core features, which I will explain next. Oh, and modders, if you're reading, it could use some nicer looking trains. Here's what ST is all about... ST is a blend of Anno 1800, Transport Tycoon and Transport Fever. And I think they did a great job blending these concepts together. Elements of Anno can be seen in the population. They have workers, craftsmen and tradesmen, similar to Anno's population tiers but only 3 instead of Anno's 5. And similar to Anno, houses have a base amount of inhabitants, which will increase as you supply their needs. So a house starts with 5 people. Supplying fish adds another 10 people, and supplying potatoes adds another 10 people, and so on. Like in Anno. The difference with Anno is that Anno's materials (wood, food, clothes, resources, etc) are stored globally, not locally. You build as many warehouses as you want, you can put them right next door to a mine or farm, and presto... the resources are available globally in a second. Not much planning required. In ST, though, resources are stored locally. You then need to ship them to the warehouse before they can be used globally. And you have only 1 warehouse on the map. Your warehouse becomes your main hub, with trains coming and going from all over the map. I like that challenge. Workers are local as well, unlike Anno where the worker pool is global. In ST, workers will travel only so far on foot. If you build an industry far away, you can do two things: 1) you can build houses and a small village close to the industry to provide the workers it needs, or 2) you can build a train station and deliver workers from your town to the industry. I find this another nice improvement over Anno. And that's another thing that makes this neat and challenging... in ST, it matters where you build houses on the map. In Anno, it doesn't. In Anno, you can build residences anywhere on an island, and all you need to do is connect them by road, and that gets repetitive and boring rather quickly. Another nice feature ST has over Anno and the transport games is that in ST you can control the flow of resources by selecting where an industry's output goes - a storage building, a market, the warehouse, a train station, etc. These specific delivery assignments allow you to better control the flow of materials. So to understand ST, just think of Anno but with localized workers and localized resources. And you have a nice train transport system which Anno does not have. It's like taking Anno to the next level. And the price is reasonable too. It's half the price of Anno, but with a more intricate gameplay. And I also see a lot of Transport Tycoon in it as well, like the game map generator, but with more customization available when generating a new map. Oh, and you can also do some terraforming within the game, like filling-in water with sand to expand the land, or digging into the land to form a lake or canal. I don't know if you can dig-out mountains, though. I haven't tried that. So, ya, just think of it like a blend of Anno and Transport Tycoon. And I think they did a nice job of it.
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April 2024
This game is everything I've been looking for in a Transport Tycoon like game for a long time. I know there are a lot of negative reviews talking about how the focus isn't on trains or how the new courier system ruins the game but it's really only there to move stuff to a station from a production facility like a lumber mill for example. You still have to build a lot of trains and it is by far the best way to move goods even within your own city. Think of it like how trucks in Transport Tycoon are horrible at long distance but they're really great at consolidating goods in one station so your trains have to make less frequent stops.
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The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

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Last Updates

Steam data 19 November 2024 11:03
SteamSpy data 22 January 2025 08:07
Steam price 22 January 2025 20:48
Steam reviews 21 January 2025 02:07
Sweet Transit
6.8
774
324
Online players
32
Developer
Ernestas Norvaišas
Publisher
Team17
Release 22 Apr 2024
Platforms
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