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OpenLoco\nAn open source re-implementation of Chris Sawyer's Locomotion. A construction and management simulation video game that simulates running a transport company.\n\n---\n\n![](https://user-images.githubusercontent.com/604665/55420349-1a2aea00-5577-11e9-87da-78fe5cdb09e1.png)\n\n# Contents\n- 1 - [Introduction](#1-introduction)\n- 2 - [Downloading the game (pre-built)](#2-downloading-the-game-pre-built)\n- 3 - [Contributing](#3-contributing)\n- 4 - [Compiling the game](#4-compiling-the-game)\n  - 4.1 - [Building prerequisites](#41-building-prerequisites)\n  - 4.2 - [Compiling and running](#42-compiling-and-running)\n- 5 - [Licence](#5-licence)\n- 6 - [More information](#6-more-information)\n\n---\n\n### Build Status\n|             | Windows / Linux / MacOS | Download |\n|-------------|-----------------|----------|\n| **master**  | ![CI](https://github.com/OpenLoco/OpenLoco/workflows/CI/badge.svg) | [![GitHub release](https://img.shields.io/github/release/OpenLoco/OpenLoco.svg)](https://github.com/OpenLoco/OpenLoco/releases) |\n\n### Chat\n\nFeel free to join our Discord server to talk about developing the game, or for help getting it to run.\n\n[![Discord](https://img.shields.io/discord/689445672390361176)](https://discord.gg/vEuNRHD)\n\n\n# 1 Introduction\n\n**OpenLoco** is an open-source re-implementation of *Chris Sawyer's Locomotion* (CSL), the spiritual successor to Transport Tycoon. OpenLoco aims to improve the game similar to how [OpenTTD](https://openttd.org) improved *Transport Tycoon*, and [OpenRCT2](https://openrct2.io) improved *RollerCoaster Tycoon*.\n\nCSL was originally written in x86 assembly, building on top of the RollerCoaster Tycoon 2 engine. However, the engine has changed substantially enough that OpenLoco currently does not share its codebase with OpenRCT2.\n\nAs of December 2025, we have completed reimplementing the game in C++. It is now our goal to get a solid multiplayer experience working in OpenLoco. It is also our goal to increase the map and vehicle limits. However, until creating a new save format (NSF), we are bound to the limits imposed by the CSL save format (SV5/SC5).\n\n---\n\n# 2 Downloading the game (pre-built)\n\nThe latest releases can be [downloaded from GitHub](https://github.com/OpenLoco/OpenLoco/releases). Releases are currently provided for Windows, Linux and MacOS.\nFor BSD distributions, we currently do not provide any builds. Please refer to the next section to compile the game manually. For macOS the builds are unsigned and unnotarized. This means that Gatekeeper may block them.\n\nPlease note that OpenLoco requires the asset files of the original Chris Sawyer's Locomotion to play the game.\nIt can be bought at e.g. [Steam](https://store.steampowered.com/app/356430/) or [GOG.com](https://www.gog.com/game/chris_sawyers_locomotion).\n\n---\n\n# 3 Contributing\n\nWe warmly welcome any contributions to the project, e.g. for C++ code (game implementation, bug fixes, features) or localisation (new translations).\nPlease have a look at our [issues for newcomers](https://github.com/OpenLoco/OpenLoco/issues?q=is%3Aopen+label%3A%22good+first+issue%22%2C%22hacktoberfest%22).\n\nFor code contributions, please stick to our [code style](https://github.com/OpenLoco/OpenLoco/wiki/Coding-Style).\nYou can use `clang-format` to apply these guidelines automatically.\n\n---\n\n# 4 Compiling the game\n\nIf you would like to contribute code to OpenLoco, please follow the instructions below to get started compiling the game.\n\nIf you just want to play the game, you can just [download the latest release](https://github.com/OpenLoco/OpenLoco/releases) from GitHub.\nReleases are provided for Windows (64 \u0026 32-bit) / Linux (64-bit only) / MacOS (arm64 only).\n\n## 4.1 Building prerequisites\n\nThe following libraries/dependencies are used:\n- [libpng](http://www.libpng.org/pub/png/libpng.html)\n- [libzip](https://libzip.org)\n- [OpenAL](https://www.openal.org/)\n- [SDL3](https://github.com/libsdl-org/SDL/releases)\n- [yaml-cpp](https://github.com/jbeder/yaml-cpp) (fetched during CMake generation)\n- [fmt](https://github.com/fmtlib/fmt) (fetched during CMake generation)\n- [sfl](https://github.com/slavenf/sfl-library) (fetched during CMake generation)\n- [breakpad](https://github.com/google/breakpad) (only required on Windows)\n- [tbb](https://www.intel.com/content/www/us/en/developer/tools/oneapi/onetbb.html) (only required if using libstdc++)\n- [gtest](https://github.com/google/googletest) (only required for building tests)\n\n### Windows\n- 10 / 11\n- [Visual Studio 2022](https://www.visualstudio.com/vs/community/)\n  - Desktop development with C++ (ensure MFC component is selected)\n  - Dependencies are managed with [vcpkg](https://github.com/Microsoft/vcpkg)\n\n### Linux\n- cmake 3.22+\n- make or ninja\n- If building x86-32 then 32-bit versions of the libraries mentioned above\n- Dependencies can optionally be managed by vcpkg\n\n### MacOS\n- cmake 3.22+\n- make or ninja\n- Libraries mentioned above installed to standard paths using e.g. Homebrew\n- Dependencies can optionally be managed by vcpkg\n\n---\n\n## 4.2 Compiling and running\n\n### Windows:\n\n1. Check out the repository. This can be done using [GitHub Desktop](https://desktop.github.com) or [other tools](https://help.github.com/articles/which-remote-url-should-i-use).\n2. With VS 2022 use the \"Open a local folder\" option to start the project file generation. This may take some time as it downloads dependencies.\n3. After successful generation of the project files open \"build/windows/openloco.sln\".\n4. Select a config Debug or Release and run Build -\u003e Build Solution.\n4. Run the game from \"build/windows/\u003cconfig\u003e/OpenLoco.exe\" or within VS.\n\nAlternatively using CMake use the following commands.\n\n1. Run `cmake --preset windows`\n2. Run `cmake --build --preset windows-release`\n\n### Linux:\n\nThe standard CMake build procedure is to install the required libraries, then:\n```\ncmake --preset posix\ncmake --build --preset posix-release\n```\n\nNote: If building x86-32 installing some packages can be problematic. To work around this, you can use [our Docker images](https://github.com/OpenLoco/openloco-docker-build) for compilation.\n    \nNote: Due to issues with distro yaml-cpp packages, its source release is downloaded during CMake generation.\n\n### MacOS\n\nThe standard CMake build procedure is to install the required libraries, then:\n```\ncmake --preset posix\ncmake --build --preset posix-release\n```\n\nNote: Only arm64 builds have been tested.\n\n---\n\n# 5 Licence\n**OpenLoco** is licensed under the MIT License.\n\n---\n\n# 6 More information\n- [GitHub](https://github.com/OpenLoco/OpenLoco)\n- [TT-Forums](https://www.tt-forums.net)\n- [Locomotion subreddit](https://www.reddit.com/r/locomotion/)\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fopenloco%2Fopenloco","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Fopenloco%2Fopenloco","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Fopenloco%2Fopenloco/lists"}