WEBTTD FIELD GUIDE
WebTTD and OpenTTD
WebTTD takes inspiration from OpenTTD and adapts the experience for a persistent world shared by many companies and players.
If you know OpenTTD, roads, stations, vehicles, cargo, and routes will feel familiar. WebTTD is not a one-player replacement for OpenTTD: it is designed for a shared multiplayer economy where several players can build in the same world.
A slower, longer-running game
WebTTD is intended for players who may check in for a while, plan a connection, and let it earn money before building the next one. The pace is deliberately slower: expect to make a few useful connections over time rather than hundreds in a single day.
Compared with OpenTTD, the current MMO design uses:
- slower vehicle movement and industry production;
- higher construction and vehicle costs;
- more space between industries, leaving room for many players to build;
- incentives to reuse existing roads, railways, and stations where access is available.
These choices are meant to support a world that players can share and revisit casually but regularly. They also mean that a successful OpenTTD strategy may need a different budget or timetable here. Check live prices and service results in the game rather than assuming the two economies are identical.
Build alongside other players
Players can build independently or share a company. Existing infrastructure can be valuable to a new route, but it is not automatically available in every case; check ownership, access, and any rental terms. Use company chat to coordinate shared projects and avoid surprising teammates with major construction or spending.
WebTTD is still under development. Features, balance, and world data may change, and worlds may be reset.