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Steam News23 July 20261mo ago

Update 0.1.11: Route Economy & Policy Fixes, New Soundtrack

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.

Full notes

Full National Transit update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix3 additions5 changes1 removal
  • Gameplay
  • Balance
  • Fixes
  • Performance
  • Events
  • UI and audio
addedThis update fixes a couple of things players flagged, reworks how development policies function, and adds a fresh soundtrack.
removedAir & 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.
fixedDevelopment 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.
changedStability: rapidly clicking "Next Month" (or holding Space) could desync your finances or save mid-calculation. Months are now processed strictly one at a time.
changedSeveral policies (Tourism Zone, Special Economic Zone, Coastal Trade, and more) previously had no effect on transport demand — that's fixed; they now boost passenger/cargo demand as their card claims.
changedBalance

National Transit changes

addedThis update fixes a couple of things players flagged, reworks how development policies function, and adds a fresh soundtrack.
removedAir & 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.
fixedDevelopment 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.
changedStability: rapidly clicking "Next Month" (or holding Space) could desync your finances or save mid-calculation. Months are now processed strictly one at a time.
changedSeveral policies (Tourism Zone, Special Economic Zone, Coastal Trade, and more) previously had no effect on transport demand — that's fixed; they now boost passenger/cargo demand as their card claims.

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) previously had no effect on transport demand — that's fixed; they now boost passenger/cargo demand as their card claims.

  • A policy's GDP benefit is now shown as an annual growth bonus (e.g. "+5%/yr") that compounds over ~10 years, instead of the near-invisible one-time nudge it used to be. Hold a policy longer and it pays off more.

  • Existing saves are fully compatible.

Balance

Transport hubs now induce local jobs and reward busy through-traffic corridors. Player-founded settlements start with population, development, and GDP that fit their surroundings, instead of always starting tiny.

Audio

  • A brand-new ambient soundtrack for the menu and in-game, with smooth fade-in/out and quiet gaps between tracks instead of back-to-back looping.

  • New music volume & mute controls in Settings — both before and during a game.

Thanks you all for the reports! (I may not be able to reply to every comment, but I read through them regularly — and the game will keep getting updates. Thanks for playing, and keep the feedback coming. )

Source

Steam News / 23 July 2026

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