Free to playSimutrans Your Network, Your Rules
You connect factories, shops, attractions and towns, keep the money flowing, and watch small places turn busy. Demanding and old-school, but generous once it clicks.
Is Simutrans worth it?
Simutrans is worth it if…
- you like growing cities indirectly, through roads and rail rather than zoning
- you like long supply chains where factories feed each other
- you like replaying the same idea with different rules and vehicle sets
- you like slow, systems-heavy management you can tinker with for hours
Screenshots
Grow towns with transport lines
You do not zone housing or place power plants. You build the bus routes, railways, ships and planes that decide if a place grows. Passengers and goods have fixed destinations, so a line only pays if it takes them where they actually want to go.
Link a coal mine to a power station, feed factories what they need, and production picks up. Serve a town well and new buildings, attractions and industries follow, plus more traffic to untangle. You watch a quiet stop turn into a commuter hub because you put the tracks in the right place.
A network to plan down to the signal
The work is buses, trucks, trains, trams, ships, airplanes, monorails and maglevs, chosen from a wide roster that changes with your graphics set. You lay track and roads, place depots and stations, set signals, electrify lines, and check income against upkeep for vehicles and infrastructure.
Cargo chains reward patience. Supply one factory and it starts making goods for the next, so your map slowly fills with reasons to add another connection. You can shape terrain, add rivers and lakes, plant trees, and run with money pressure or without it.
Old, open and full of variants
Before starting you pick a pakset, a graphics and rules package named for its tile size. Pak64 stays compact, the German sets model Germany, Pak128 covers desert to tundra, and Pak192.Comic draws everything biggest and brightest.
Each set brings its own vehicles, goods, difficulty and tone. You can play alone, compete and cooperate on public servers, or start a private game with friends. Expect a sharp learning curve and menus that feel their age.
What else should city builder fans know?
Do you actually build cities here?
Not in the usual way. You build the transport world around them: roads, rails, stations, depots, canals and airports, plus terrain, rivers and trees when you generate the map. Cities respond to that work by growing, adding attractions and drawing new industries. If the pleasure is laying out districts yourself, this will feel sideways. If the pleasure is making a town thrive because your network works, it fits.
Can you play it solo?
Yes. You can run a single-player company at your own pace, with money pressure on or off. Multiplayer exists too, with public servers and private online or LAN games for competing and cooperating. Solo suits careful planners who want to pause, rebuild a junction and check the accounts.
How hard is it to learn?
Hard at first. Routes, stations, depots, signals and cargo destinations take some study, and upgrading track and vehicles can be fiddly. Starting small helps: one bus line between two towns, then one freight run such as coal to a power station. Once those two make money, the larger network starts to make sense.

















