The whole Earth, at 1:4
35 million km², real mountain passes, coastlines and rivers, and more than 70,000 real cities. All installed with the game — no streaming, no network required.
Things are where they actually are
The whole Earth at 1:4 scale, more than 70,000 real cities — and no money anywhere in it.
What it is
Age of Transport - Blue Marble began as a love letter to railroad history. What we wanted was for all of that to matter.
Now the railroad isn't how you earn — it's how a world works. A badly planned junction doesn't cost you cash. It means the city on the other side of it doesn't get what it needs.
You build the mines and the factories, the power stations and the schools — and then you build the thing that connects them, because nothing moves unless you move it.
The reveal trailer
Starts muted. Hit Sound on for the whistle.
The short version
35 million km², real mountain passes, coastlines and rivers, and more than 70,000 real cities. All installed with the game — no streaming, no network required.
Things are where they actually areCost is work. You don't buy a locomotive, you build it — from ore you hauled, in a shop that's busy until Thursday. The constraint always has a location you can walk to.
Time is the only currencyTrains are dispatched, not assigned to routes. Yards hump and sort. Track is rail, sleepers, fastenings and ballast — and your line is only as good as the worst of the four.
Your sleepers are the limitMines, factories, production chains nine steps deep, and the power stations and grid that keep them running. Not a game about units per minute — a game about whether Chicago gets fed.
199 goods, 173 recipesThey need food, then comfort, then medicine. You zone them and build their schools — and an educated city is the only place your high-tech factories can go.
Won by service, not by bordersNothing but a ship crosses an ocean. Only a seaplane reaches a place with no runway. Until the late 1930s, no aircraft clears a mountain range at all. Every mode has real physical limits.
Ports, terminals, break-of-gaugeOne continuous run from the 1830s to today. The route that was a triumph in 1880 is the bottleneck of 1950 and the restoration project of 2000.
No restarts. No wipes.Persistent, cloud-synced, never wiped. Play it entirely solo for as long as you like, or share the planet with up to 255 companies on a world that keeps running whether you're logged in or not.
The other players are your customers
You get one world of your own, and one company. It's a game meant to be played once — and to still have somewhere to go on your five hundredth hour.
Screenshots & art
The long version
At 1:4, planet Earth offers 35 million km² of familiar and exotic environments alike — real passes, coastlines and rivers, more than 70,000 real cities, nine realms of fourteen biomes, dynamic weather built from decades of real data. Build the Trans-Siberian. Rebuild the Alpine freight corridors. Take on a single country and do it properly.
And the world is real in the way that matters most: things are where they actually are. Chilean saltpetre is the only route to dynamite until nitrogen fixation arrives in the 1910s — so until someone breaks that monopoly, South America owns the mountains. Cryolite means Greenland. Rare earths mean Asia. A computer turns out to depend on three continents at once, and that isn't a balancing rule. It's just where the ore is.
Multi-track corridors follow a real hierarchy — main lines, secondaries, branches, industrial spurs, logging lines laid to last a season. The dispatcher plans against that hierarchy: priorities age, conflicts resolve, meets and passes happen where the infrastructure allows them, and a badly planned junction will teach you why real railroads obsess over junctions.
In the yards, consists arrive on the receiving tracks, go over the hump, and are sorted through the bowl into new trains on the departure tracks. Get the yard right and the whole network breathes. Then steam river boats from 1860, coastal ships from 1880, ocean vessels from 1900 — and an aviation roster that treats flying boats and floatplanes as the centre of the story, because between 1920 and 1945 water was the airport.
People live in these cities. They want food first, then clothing and furniture, then medicine, then the small luxuries that make a place somewhere you'd want to live — and nobody makes those things where they're needed. Miss the basics and the population shrinks. Miss the modern goods and the town simply stops becoming what it was going to be.
A city you've supplied starts supplying you back. Deliver cars, buses and trucks and it fills its own slots, widening how far people will travel to reach your station — then they wear out over twelve to eighteen years and become scrap. A large motorised city is an ore body. Your customers become your suppliers, and the loop never closes.
There is no cash to count. Success is measured in something harder to fake: how many people depend on you, and how well you're holding up your end.
The game is heading into Early Access as a complete game. What's built is built: the world, the simulation, the economy, the eras, the vehicles. What still needs proving is the part that cannot be finished in private — worlds shared through a global lobby, dedicated servers, and network performance tuned against real connections between real places rather than simulated load across a test bench.
And your world will survive it. We do not wipe. The world you start in the first week of Early Access is the world you'll still be running at 1.0 and after. Start building for real on day one.
Come along
Devlogs go deep on one thing at a time — dispatching, yards, multiplayer, the resource economy. The Discord is where the awkward questions get answered.
Wishlisting is the single most useful thing you can do for a game with no publisher behind it. It's how Steam decides who gets to see us on launch day.