- v0.2.4 — Modes compete on adjusted time, and route cards show the breakdown - 3 September 2026
Every mode is now compared in hours: the fare is divided by travellers' value of time and added to the journey. Route cards show that sum as an equation you can read.Route cardsTime breakdown — for road, rail, air and waterChoice cost as an equation — travel time + fare ÷ value of time = the hours a route really costs, followed by its comfort weight"Preference weight" renamed comfort weight; Help now lists every value — road / conventional rail / water 1, passenger high-speed rail 1.15, freight high-speed rail 1, aviation keeps its distance curveMode competitionRoad, rail, air and water are judged on one number in hours, in a single step — not by a separate rule per modePassengers use two values of time; high-speed rail's quality preference is separate from conventional rail'sFixed: air trips with feeder legs at both ends counted transfer time twice — those journey times were inflatedCi…
- National Transit v0.2.3 — Faster Cities, Smoother Roads - 3 September 2026
This update delivers major performance improvements to the City Map, especially for large cities with dense and complex road networks. City Map Performance Improvements Significantly faster City Map loading Smoother performance in large cities Reduced pauses after building or editing roads Faster road-network processing Improved traffic-flow calculations and updates More responsive traffic and travel-demand views Better performance as road networks grow in size and complexity Heavy traffic calculations now run separately from the main interface, making road construction, network editing, and general City Map navigation feel much more responsive. Official City Map Tutorials Coming Soon We know that road construction, junction design, and traffic-network planning can take time to master. Official tutorials are coming soon, covering topics such as: City Map road-building basics Planning ar…
- v0.2.0 Is Live — The Simulation Update - 28 August 2026
Fellow national transportation leaders, v0.2.0 is now the default version. No beta opt-in needed — launch the game and it's there. If you've been playing on the beta branch, you can switch back to Default public version in the same menu; both branches run the same build, so your saves open either way. Two notices before the tour: 1. If you are carrying a save over from v0.1, read the next section first. The economy has been repriced, and your numbers will move the moment you load. 2. The 10-day window at $4.99 closes on Monday, August 31, when the price rises to $7.99 (regional prices adjusted proportionally). Details at the bottom.Before You Load an Old SaveFour things you already know change on purpose in v0.2.0. Everything else in this update is additive.Policy economics repriced — expect GDP per capita to fall by roughly 40–50%. Policies in the same city used to multiply cleanly and…
- v0.2.0 Beta Out Now: Our Biggest Update Yet - 21 August 2026
v0.2.0 Open Beta Is Live — The Simulation Update Fellow national transportation leaders, v0.2.0 is the biggest update since launch, and almost all of it goes into the heart of the game: the national simulation. Demand, competition between modes, railways, aviation, shipping, the economy — nearly every system has been deepened, clarified, or rebuilt. You can play it right now on the public beta branch; the stable release is planned for early-September. One important notice up front: From September 1st, the price will increase from $4.99 to $7.99 (regional prices adjusted proportionally). Details at the bottom. How to access v0.2.0 beta preview Back up your saves first — copy this folder somewhere safe (Suggestion: save it locally on your machine), In your Steam client: "Library -> National Transit -> (right click) Properties -> Game version & betas" To return to v0.1 later: same menu, se…
- v0.2 Open Beta Opens This Friday - 20 August 2026
Fellow national transportation leaders, The v0.2 Open Beta — our biggest update since launch — opens for everyone this Friday, August 21 at 17:00 UTC: 🇺🇸 Los Angeles — Fri 10:00 🇺🇸 New York — Fri 13:00 🇬🇧 London — Fri 18:00 🇩🇪 Berlin / Paris — Fri 19:00 🇨🇳 Beijing — Sat 01:00 🇯🇵 Tokyo — Sat 02:00 What's in it: a deeply improved national simulation — transparent demand, modes that compete on real travel time and smarter multimodal routing, circular rail lines — plus history snapshots, map export, enhanced localization in 11 languages, and an experimental city map. Full patch notes arrive with the beta on Friday. Before Friday: your saves will carry over — but please back up your nations first, using the in-game save export. See you Friday. — NationQ Studio
- National Transit — A quick fix (v0.1.13): Transport Demand Panel Fix - 29 July 2026
A quick fix: opening the Transport Demand panel on large saves could freeze the game for several minutes. It now opens promptly, even on big maps with a lot of settlements.
- Update 0.1.11: Route Economy & Policy Fixes, New Soundtrack - 23 July 2026
This update fixes a couple of things players flagged, reworks how development policies function, and adds a fresh soundtrack. Fixes Air & sea routes no longer bleed money. Route maintenance was running roughly 10× too high — a busy line at max fares still lost money every month. Costs are sane again, so a well-used air or shipping route is properly profitable. Development policies actually work now. Several policies (Tourism Zone, Special Economic Zone, Coastal Trade, and more) quietly had no effect on transport demand — fixed. A policy's GDP effect is now a real, lasting bonus rather than a rounding error. Stability: rapidly clicking "Next Month" (or holding Space) could desync your finances or save mid-calculation. Months are now processed strictly one at a time. Development policies now work as intended Several policies (Tourism Zone, Special Economic Zone, Coastal Trade, and more) p…
- National Transit v0.1.9 - 9 July 2026
New development policies, easier policy management, and a native Save As dialog, plus rail-distance and freight fixes. Existing saves are compatible. Eight new sector policies: satellite city, university town, medical hub, bio-science city, agro-industrial base, light manufacturing base, convention & trade zone, and stock exchange. The settlements list has a Policies column with hover details, and policies can be cancelled from a settlement's popup. Growth/startup policies are now limited to smaller settlements (Special Economic Zone excepted). Export uses a native Save As dialog (save menu and diagnostics). Fixed distances on lines that pass through intermediate settlements — high-speed rail no longer shows a fraction of its real length. Freight is less sensitive to tolls, with higher baseline cargo volume.
- National Transit v0.1.8 - Bug fixes and performance improvement - 8 July 2026
A small bugfix and performance patch. No gameplay changes; existing saves are compatible. Performance Building roads and railways by dragging is smoother, especially over long distances. The New Settlement panel stays responsive as your network grows. Fixes Drag-to-connect: clicking away from the road/rail chooser now closes it and clears the dashed line. Waterway drag no longer leaves a stray dashed line on the map.
- National Transit v0.1.7 — Stability Update & Bug Fix - 6 July 2026
A small hotfix patch — a few stability fixes only. No gameplay changes, and your existing saves work as-is. Crash on large maps fixed. Panning and zooming leaked graphics memory until the GPU ran out and the game closed — worst on big countries. Fixed; memory now stays flat however long you explore. Recovers from a lost GPU context (driver hiccup, sleep/wake) by rebuilding the map automatically instead of going blank. Minimising during a load no longer freezes it — loads keep progressing in the background.
- National Transit v0.1.6 - Update - 1 July 2026
This update centres on making the economy realistic and a rewritten population / urbanisation model, plus a lot of map-control and UI improvements. Wherever a change affects gameplay rules or how you do something, there's a summary below. Population & Urbanisation (more realistic simulation) Cities rise and fall. People now migrate: connected, prosperous, job-rich places attract them; poor, isolated ones lose them and shrink. Grow a town into a city. Assign a development policy and connect the town by road to trigger an in-migration surge — a few thousand people can become several hundred thousand over a few decades, then plateau. Without roads it barely grows. Five new development policies for settlements with less population (smallest to largest target): Rural Revitalization, Tourism Resort, New Town, Coastal Trade, and Special Economic Zone. Lists and the city detail now show Populat…
- Hotfix & small improvements - 27 June 2026
A quick follow-up to v0.1.4. Fixed a crash that could happen while a large map was loading if you moved the mouse during the load. New "Route names" toggle (top toolbar, next to Saturation): keep route name labels visible at every zoom level — not just when zoomed in. Your choice is remembered.
- Update v0.1.4 is live! - 27 June 2026
Building your network just got faster and far more precise — and you can put names for seas, bays, rivers and mountains on the map now. Smarter Road & Rail Building Drag city → city to connect, then pick Road or Rail — endpoints are filled in for you. (It is no longer necessary to click the name labels) Click the city marker itself (it highlights on hover) instead of aiming at the tiny name. Shape the route by hand: grab the line or its anchor points and drag. Editing one anchor only re-routes nearby — the rest stays put. Drag an anchor onto a neighbour to delete it; curves stay smooth. Cross water freely — roads/railways bridge automatically (up to 55 km per span). Bridge or Tunnel: choose per crossing. Tunnels cost more and are drawn dashed beneath the water. Press Enter to confirm the build. Same flow for roads and railways. Guide: Smarter Road & Rail Building - Faster to lay, finer…
- From Nation to Street: The Road Ahead for National Transit - 26 June 2026
First, thank you. National Transit is in your hands far earlier than a "finished" game would normally allow, and every save file you've built, every route you've drawn across a nation, and every piece of feedback you've sent is shaping where this goes. This post isn't about the next update or the near term — it's about the longer view: the vision I'm ultimately building toward, and the thinking behind it. Some of it may be a long way off, and that's the point of sharing it now. Right now, you play at the altitude of a nation. You decide where a country's arteries run — the highways that stitch regions together, the rail lines that carry it across distance, the macro skeleton of how an entire country moves. That layer is already here, already playable, and it's the foundation for everything below. Because the real idea behind National Transit isn't a single layer. It's continuity of scal…
- National Transit — Update v0.1.3: Build Faster, Plan Smarter - 25 June 2026
This update is more about quality-of-life: more keyboard control, a smoother way to found and upgrade, and a batch of fixes from your feedback. Thanks to everyone who's been reporting things! 1. Keyboard controls Pan the map with WASD / arrow keys, zoom with + / − Space advances one month, 1–5 open the bottom-left menus Inside a panel, use ↑ ↓ ← → / Enter to navigate, or press the shortcut key shown on each button (road grade, lanes, upgrade mode, and more) 2. Founding settlements New two-mode New Settlement panel: place one anywhere on the map, or step through recommended sites with Create & Next / Skip Founding now costs a fee that rises with your nation's size, and remote towns grow slowly until you connect them — connect your network to make them thrive Capital and provincial capitals are now labelled in the settlement info Rename a settlement with the new ✎ button (or double-click…