About the Game
Worldwide Rush lets you experience passenger transportation and management on a global scale. Experience the challenges and triumphs of managing a vast transportation network and become a global tycoon.
Construct your headquarters, assemble a powerful fleet of vehicles, and strategically connect cities with lucrative routes based on passenger demand. Optimize and adapt your network for maximum profit, capitalizing on the ever-growing market and emerging destinations. Invest in hotels and marketing to attract a surge of passengers, but stay alert! Rival companies are contending for dominance. Will you choose cooperation or try a hostile takeover?
Each new game of Worldwide Rush presents a different set of challenges. Procedural yet organic destination generation, diverse region geography, events, local vehicles and other competitors ensure endless replayability. Conquer the skies with the world's largest air fleet, connect global capitals with high-speed bullet trains, or dominate the seas with bustling ferries and luxurious cruise ships. Experiment and thrive in a dynamic, detailed global sandbox where the possibilities are as limitless as your ambition.
As you meet the demands of your passengers, cities flourish, unlocking new destinations. Every passenger is individually simulated, seeking the most efficient path to their destination using available vehicles and routes. Before you know it, you'll be orchestrating the journeys of tens of thousands of passengers across a complex web of routes, proving your mastery of transportation management.
Explore a stunningly detailed world, meticulously crafted to mirror our own, coordinate by coordinate. Master the transportation challenges of your country, or embark on a journey to conquer the logistics of distant lands. As you build your empire, your understanding of geography will reach new heights, transforming you into a true global strategist.
Features
A total of over 120 unique vehicles, ranging from small buses to massive cruise ships and everything you imagine in between.
Buy planes, road vehicles, trains and ships. Your company, your choice in what you invest or don't.
Advanced AI competitors that keep you on your toes. Compete, cooperate, or buy them out.
Thousands of cities worldwide with dynamic destination generation reflecting the real world. Play in a place you know.
Customize your session with multitudes of parameters. Choose competitors, select a region, or just relax and connect cities around the world.
A detailed simulated world with a yearly seasonal cycle and region-specific events influencing the demand.
Optimized to support thousands of vehicles and competitors around the globe. Just expand and enjoy.
Screenshots
9 images
Version Information
Steam Patch Notes
Official update history
Bugfixes:
- Fixed some random crashes
- Fixed routes list resorting when sorting by efficiency
- Fixed rename text block not being focused once it is created
- Fixed autosaves not deactivating when set to 0
Changes:
- Made AI limit hub search once they have 10 or more hubs
Bugfixes:
- Fixed some desync issues
- Fixed multiplayer startup crash when host takes too long to load
- Fixed a crash when selling both roads and rails in multiplayer
- Fixed multiplayer lag due to bad hash sync in some rare cases
- Fixed some other random crashes
Bugfixes:
- Fixed some crashes
Additions:
- Added trust bonus from infrastructure in Company Trust tooltip
- Added managers bank balances to the Wealth tooltip
Hi everyone!
The second major update for Worldwide Rush is out now!
It took us way too long for this update, but we wanted it to be as accessible as possible. The amount of already available mods proves it was worth it. Now everyone should be able to enjoy and create mods.
Here are the main features:
In-game modding with UI
In-game support for Steam Workshop
Improved passengers pathfinding, making them much smarter in large saves
Modding
[img src="{STEAM_CLAN_IMAGE}/45541146/a5b4838ea6258a285ec607ef91358d133605dd12.png"]
Modding is here for everyone to enjoy. Explore the workshop, add new cities, vehicles or change the game rules. The first step is done. Modding will be further improved in the upcoming major updates. Like always, there is so much to add.
Check out the modding guide if you want to make your own mod: [dynamiclink href="https://steamcommunity.com/sharedfiles/filedetails/?id=3625062377"]
Passengers Pathfinding
[img src="{STEAM_CLAN_IMAGE}/45541146/7094ea40960b659c341ffd0f58d55452f1baadfb.png"]
I also wanted to mention the pathfinding improvements. There were many complaints from players that passengers fail to find paths with multiple transfers in large save files. From the feedback save files, it was mostly long-distance paths. There were multiple attempts where I tried to solve this issue in the past and they always came up short. Mostly because I tried to improve the existing A* pathfinding solution, which in itself was flawed.
The main problem was that A* looks through too many combinations to find the correct path. For a smaller game, that would not be an issue, because when I increase max search time, the path is always found. But making pathfinding expensive is not a solution when you literally need to transfer thousands of passengers per frame.
In some cases, you could save calculations, but that would use too much memory. Secondly, cities that stop accepting travelers would require constant recalculations. Playing with dynamic weights, like cities with large hubs getting more attention, improved the situation a bit.
Basically, for a long time, all improvements would postpone the problem. But then I figured out a solution. It is obvious now, but it took a lot of time for my brain, poor thing. Cities store all possible connections that are made by vehicles that stop in that city. So I made a second layer that calculates all possible connections for 6 stops. Now this on its own is expensive in both calculations and memory, but I figured if used sparingly, it could be the solution. Because if cities have a list of all possible cities that can reach it with saved information on how many stops, I can feed that into the A* pathfinding and ignore paths that lead to nothing.
That alone was not enough. My benchmark save went from 120 fps to 10 fps or so. The next thing I added was a distance requirement so that only long trips would use this system. On top of that, I made the city connection calculation multithreaded, on demand, in between updates, and only ever so often. This, together with further A* integration, allowed me to reach the old 120 fps, but this time all paths are found.
I celebrated inside, pushed the solution, and did not make a big deal out of it, because there was always someone 1 day later to prove me wrong. Players are talented like that. But it seems complaints were over, and it works? Passengers can travel around the world, transferring through multiple stations in 10k+ vehicles saves without any performance impact. I hope it stays that way.
We hope you will enjoy the update!
Here is the full changelog:
Bugfixes:
Fixed some crashes
Fixed some AI vehicle selection bugs thanks to Infixo
Fixed path calculations being asymmetrical thanks to Infixo
Fixed first share not being correctly owned on the game start
Fixed AI being able to take more loans than allowed in some cases
Fixed world names not being translated when pressing on Continue in the main menu
Fixed text box last word selection
Changes:
Improved passengers pathfinding
Updated localization
Additions:
Added modding systems
Added modding browse UI
Added modding editing UI
Added Steam Workshop integration
Added Steam Workshop modding browse support
Added in-game modding reload systems
Added mod header and description editing
Added defaults modding to change in-game rules
Added currency modding
Added sprite modding for UI
Added texture modding
Added vehicle company modding
Added all vehicle types modding
Added vehicle graphics modding
Added play region modding
Added city modding
Added prebuilt roads modding
Added prebuilt rails modding
Added sea paths modding
Added vehicles visibility slider
Bugfixes:
- Fixed a crash when trying to remove a circle road with no end
- Fixed main menu not blocking input
- Fixed vehicles not loading direct travelers in some cases
Bugfixes:
- Some crash fixes
- Fixed passengers not exiting vehicles
- Fixed cases where the hub manager sells the last vehicle in maintain mode
- Fixed cases when passengers are not boarding when a valid path exists
- Fixed hub UI not maintaining its pin when changing hub manager
- Fixed hub not being upgraded correctly when mass duplicating
Changes:
- Improved road and rail path calculation accuracy
Bugfixes:
- Some random crash fixes
- Fixed vehicles counters offset
- Fixed cities not recalculating connections correctly after a game load
- Fixed Pacific routes
Changes:
- Improved road build and find algorithm
- Reduced the chance AI will use small boats for long routes
Hi everyone!
We felt that it was time for a new blog post to share what we are working on. We are on schedule for the 25th, which feels nice. Usually deadlines are like end bosses for game developers, because everything is always more work than you anticipated. At least for me, the first day of working on something new ends up with a bigger to-do list than it started, and I think I am not the only one like that.
Mass Edit
[img src="{STEAM_CLAN_IMAGE}/45541146/b26819d1c1f6bf91d71035cdad9279bcec198185.png"]
There is a lot of work going into editing multiple vehicles at the same time. At this point we made it work by selecting vehicles you want to edit and replacing, duplicating, or selling them. It is basic on paper, just needs new systems to manage changes in bulk. This system is mostly inspired by Transport Fever 2. Players seem to like it there, so why not have something similar.
Hub Manager
[img src="{STEAM_CLAN_IMAGE}/45541146/42e88966a4c81a958f5bc0134f517d3c0f379329.png"]
New edit options will be available in the Hub UI as well. Moreover, we added more options on how the hub manager should work. Options like controlling if the hub manager can buy roads and railroads and specific vehicles it should use. Then there is the manage funds window that has a slider for how much budget to keep when paying out and the threshold for profits before paying out.
Next, hub managers will have buttons to copy and paste settings between one another. This will remove the need for manual setup again and again. And a default button will be available if you want to have a default setup, automatically assigning the predefined settings to all new managers.
Performance
[img src="{STEAM_CLAN_IMAGE}/45541146/565298257cdf8741f9c1606504fea47bd2afc3d5.png"]
I have prepared a worst-case save file to narrow down some individual performance problems. Basically all prebuilt roads and rails are unlocked, 1000 AI, new month fireworks for most cities. On my system, idle was 150 FPS, and at max speed during the new month fireworks boom, I only got 17 FPS. So there was some room for more performance.
The first thing I did was some data-oriented design tricks, separating fireworks into two parts, ensuring that the CPU cache was used optimally. That alone increased FPS from 17 to 34.
Then, instead of calculating how to draw fireworks on the CPU, I sent all the work to the GPU. Some troubleshooting with instancing later, FPS rose from 34 to 68.
Next, fireworks did not have LODs, they were always rendering fully. So I added a rule that the more zoomed out, the bigger the step in the sprites array will be. Basically rendering every second, every third particle, and so on. This increased FPS from 68 to 74 and allowed us to have fireworks much more zoomed out.
GPU instancing is a wonderful thing, and roads with rails always made the CPU stressed out. And again I transferred most of the calculations on how to draw roads and rails to the GPU, increasing FPS from 74 to 180. Idle FPS increased as well from 150 FPS to 260 FPS, but who cares about being idle?
With all other problems out of the way, it was time to start addressing the large save indirect passenger lag that can happen even before 2020. I am still working on this, did some fancy tricks here and there, but there are still save files that need more debugging. In some save files, performance is increased 5 times, in others, only 2 times. And there are some save files that do not go above 60 FPS for me, granted there are more than 10k vehicles there. That only means that there are still parts that need to be addressed.
Some Options
The game got some more options to control how the game works. For settings we added:
Fireworks option for High, Medium and Off
Cruise ship music slider
Tooltips lock options for delayed and instant locking
And for new game settings, we added:
Random start option for Classical and Sandbox modes
Specific country start option for Discover mode
One last thing I wanted to mention is that we added rolling balance for vehicles, hubs and routes. Showing how much they made or lost in the last quarter. This will help with figuring out how the vehicle is doing not only at the end of the month.
This is not all, some incomplete features are left out. In the next blog post, we will share more mass edit tools and the company shares system.
Bugfixes:
- Fixed AI building ships in non port cities
- Fixed color resetting in the new game UI with Asian languages
- Fixed connect country task progress flunctuate
- Fixed vehicles stopping for too short and not boarding potential passengers
Changes:
- Improved performance
- Made trust transfer to company that buys another company
- Made country trust transfer to company that buys another company
- Made trust notifications with hub cities to appear only after the 55% threshold
- Added a back button in the first-time UI
- Added hubs inflation cost to company buyout value
Current Release
22936883
Uploaded May 05, 2026
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System Requirements
How to Install
Worldwide Rush.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
5.2 GB
22936883
449C9BA6
1407783c1e1c568cc3a6f1917d6fda69e457ae22e49aa9167da16f3dfaa427d9
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View AllDownload Worldwide Rush for PC with a direct link or via torrent. Get the full version of Worldwide Rush for free. Worldwide Rush is a Casual released by Memel Games.