Realistic cars at their real sizes. Switch Cars to Realistic in the Board settings.
Buses that run on lines you draw between stops, with a timetable in towns. People in a town ride them.
Bus lines can be switched off, and stops can be moved, named and put in order.
Parking pockets and loading bays in a wider pavement on town streets. Choose which side on the road card.
Turning pockets on moves buildings back just far enough to make room.
A road grid of 5, 10 or 20 m, set from the toolbar. Hold Shift to place freely.
Drag a bend's diamond to make the curve wider or tighter.
Drag a corner point to swing a street, or click the dim diamond on a straight road to add a corner.
Drag a street sideways to move it, through its junctions.
A Curve row on the road card to set a bend's radius.
Set the kerb radius of any junction corner. New roundabouts have smoother corners.
A sports ground for the town, with matches on Saturdays and some weekday evenings.
Co-op for every player.
Settings in tabs, with more graphics options and sliders.
The board sits in its own sky, with haze and a forest round it.
Roads, kerbs and buildings have softer shading.
The road card stays in place while you edit.
Town trips take the bus when it isn't much longer than driving, or when there's nowhere to park.
Cars backing out of a drive look again before their tail reaches the road.
Long vehicles in a town are given room for their full length.
Roads of different sizes now ease into each other instead of meeting at a hard edge.
Cutting a road now keeps its no-parking setting.
Editing a road in a town no longer removes the buses.
A car arriving at its destination could collide with a car just pulling out.
Pedestrian crossings now reach the pavement on both sides, including through roundabout entries.
A shop whose door faces the far side of the street can turn customers away while that side still has free spaces.
Parking pockets have no painted lines yet.
Traffic view: a new toolbar button colours every road by how slow its traffic is, green to red, and turns the rest of the world grey.
- Going back to the main menu is about twice as fast.
- Towns run faster, especially while paused.
- Slip lanes now fit on corners wider than a right angle.
- Slip lanes left holes in the ground and had no dirt edge.
- A paused town slowly got slower the longer it stayed paused.
Petrol station: cars passing through town pull in to fill up, and locals stop now and then.
Supermarket: a big store with its own car park, drawing shoppers from further away than a corner shop.
School: children arrive 7:30–8:15 and go home after three. They walk or cycle when it's close, otherwise they're dropped off from its car park, and there are no classes in the school holidays.
Pictures on every drawer tile, showing the actual road, building or crossing.
Speed-limit signs on road tiles.
The Problems window now points out shops where customers found nowhere to park and offices whose workers couldn't walk to lunch.
Town buildings are split across three drawer tabs: Homes and work, Shops and food, and Parking.
Schools on puzzle boards have a sign, flag, bike racks and goals in the yard.
A roundabout placed over roads is now checked against the junction rules, and every pair of junctions that is too close gets marked, not just the first.
The café, restaurant, shop, drive-through, roadworks and accident cards showed their description as their title.
Buildings could be placed hanging over the board's edge.
Two roundabouts could be placed close enough that cars collided on the road between them.
A car leaving a drive-through or petrol station can wait a long time for a gap on a busy two-way street, and the queue behind it fills up.
Cafés and restaurants in town mode, each with its own opening hours and busy times
Restaurants with a drive-through, where cars queue round the lane, order and pay at the window
Workers walk to lunch or a coffee break at nearby cafés and restaurants
A calendar: every town day is a date, with weekends, Swedish holidays and daylight that changes with the season
Weekends change the town: no morning commute, shorter shop hours, busier Saturdays and quieter Sundays
The card at midnight shows the new day's date or holiday, and the finances window shows dates with weekends shaded
Start and goal markers for every vehicle in a puzzle
A Goals button on the toolbar to show or hide those markers
The camera leans in over a junction when you open it
Buildings sit level on sloped ground instead of sinking into hills
A shop's parking spaces line up from its door
The path to a shop's door no longer cuts through half a parking space
Cars signal before turning into a parking space
Cars wait for a gap in oncoming traffic before turning left into a space
A customer who passes the last free space backs into it when the street is empty, and turns around for it otherwise
Nobody drives to a shop that is closed or about to close
Clearer messages when a road is refused near a junction
Crossings can't be placed right next to where a building's cars come out
Less flickering on distant models when zoomed far out
A crash with people walking after the board changed
A crash with cars on a house's drive after the house was made smaller
Roads could be built partly outside the board
Roads could be built impossibly steep
A roundabout placed off-centre on a junction broke the roads around it
Slip lanes could be placed where the road was still getting wider or narrower
A car turned away from a full car park can sometimes vanish, and later reappear at the building
Cars that were driving when you save reappear at their starting point when the town loads