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Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this.
TransportationTrainsCity Builder
Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$39.99 ~87.7 hr median no co-op complexity: moderate 90.3% of 32k
The Squirrel's verdictSame core loop: draw routes between cities, pick vehicles, manage a transport company over time. Transport Fever 2 trades Transport INC's simplified pre-set paths for actual terrain manipulation, track-laying, and free route placement, plus deeper vehicle and cargo systems. Median playtime is 87.7 hours, meaning people stick with it. Fits players who wanted Transport INC's concept with real logistics depth underneath.
Not for you if you liked Transport INC's low-complexity, pre-determined routing and don't want to manage terrain, track placement, or a more involved interface.
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FlightCity BuilderDriving
Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$29.99 ~73.5 hr median no co-op complexity: moderate 83.3% of 11k
The Squirrel's verdictTransport Fever keeps the routes-and-vehicles loop but removes the pre-set paths: you lay track and road yourself, terraform, and juggle rail, road, ship, and air networks together. Median playtime sits at 73.5 hours, and it plays closer to OpenTTD, the complexity Transport INC deliberately avoided in favor of simple point-to-point connections.
Not for you if you liked Transport INC's simplified route-drawing and want to avoid manual track, road, and terrain placement.
3
Hidden Gem Hidden GemLoved by the players who found it, but still under the radar.
EconomyAutomobile SimCapitalism
$29.99 ~63.4 hr median no co-op complexity: moderate 90.9% of 3k
The Squirrel's verdictCity Bus Manager keeps the route-setting and ticket-pricing loop but narrows scope to real-world street maps pulled from OpenStreetMap, adding depot construction and driver shift scheduling as explicit management layers. Median playtime is 63.4 hours. Suits players who wanted more granular operational control — assigning drivers to daily shifts and balancing service frequency against demand — rather than a lighter network-building experience.
Not for you if you want to avoid daily driver-shift micromanagement, or prefer a broader multi-modal network over a single bus operator.
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PuzzleResource ManagementTransportation
$9.99 ~130.9 hr median no co-op complexity: moderate 83.1% of 255
The Squirrel's verdictLOGistICAL replaces route-drawing and ticket pricing with supply-chain puzzles: matching truck capacity to town consumption rates and factory inputs across a large real-world map. There is no vehicle micromanagement — the challenge is sequencing deliveries in the right order. Reviews cite a cluttered UI and hard-to-read map, but median playtime reaches 130.9 hours, suggesting the puzzle loop holds attention well past the learning curve.
Not for you if you want to manage individual vehicles or prefer open route planning over structured delivery-order puzzles.
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TransportationTrainsEconomy
Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$24.99 ~32 hr median no co-op complexity: moderate 78.5% of 2k
The Squirrel's verdictVoxel Tycoon connects cities and cargo sites with trains, trucks, and planes, but replaces preset paths with free-form voxel construction, manual track-laying, and production chains. Players who want direct control over placement and logistics will find more depth here than Transport INC offers. Reviews note that development has been slow and major promised features remain unfinished, which is worth weighing given the $24.99 price.
Not for you if you preferred simplified preset routing over manual track-laying, or want a game with consistent update momentum.
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Closest Match Closest MatchThe most similar game to the anchor, by what players say. Budget Pick Budget PickThe best game here for the least money.
TransportationEconomyCapitalism
$19.99 ~20.6 hr median co-op complexity: moderate 79.3% of 545
The Squirrel's verdictWorldwide Rush uses the same draw-routes, pick-vehicles, set-prices loop without terrain or track placement, and adds co-op play. Reviews report that passenger routing logic breaks down in larger networks — passengers board vehicles heading in the wrong direction when a direct path exists — which limits how far a growing operation can realistically scale. Released in 2025, median playtime sits at 20.6 hours.
Not for you if you need passenger routing logic that stays coherent as your network grows beyond a handful of routes.
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City BuilderTransportationTrains
$19.99 ~31.4 hr median no co-op complexity: moderate 77.4% of 1k
The Squirrel's verdictBoth put you setting routes between fixed points rather than sculpting terrain and track like OpenTTD. Cities in Motion trades Transport INC's simplified paths and pre-set connections for actual route-planning within a city grid, more granular than Transport INC's city-to-city model but still short of full tycoon-sim complexity. Suits players wanting management depth without terrain-editing overhead.
Not for you if you want the terrain and infrastructure control of a full tycoon sim rather than route and vehicle management within a fixed city map.
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TransportationCity BuilderEconomy
$19.99 ~12.5 hr median co-op complexity: moderate 58% of 3k
The Squirrel's verdictCities in Motion 2 shares the route-and-vehicle-pricing loop but focuses on intra-city transit design: laying roads, placing stops, and managing timetables within a single city rather than building a city-to-city network. Reviews flag an unintuitive interface and slow early progression, with metro lines overshadowing buses and trams as a balance issue. Median playtime is 12.5 hours. Best fit for players who want to optimize urban passenger flow at a granular level.
Not for you if you want inter-city cargo and airline routing, or need faster-paced early-game progression.