Blog

Longer reads from the Drive Your Way team about the genre we are working in: what a transport tycoon is for, why real geography changes the game, and where the vocabulary of freight comes from. These are essays rather than instructions — for gameplay help go to the guides, and for what changed in the build this week, the devlog.

September 5, 2026

Planning a delivery in Drive Your Way: every decision before the vehicle moves

Accepting a contract looks like one click. It is really four decisions stacked on each other — which job and from where, which vehicle, who runs it, and which route — and every one of them is billed later than it is made.

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August 8, 2026

Tycoon games on a real-world map: what changes when the streets are real

Most transport tycoons are played on a map somebody designed to be fair. Real cities were not designed for you at all — and that single difference changes routing, planning, and what expertise even means.

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August 8, 2026

A logistics glossary for tycoon players: deadhead, backhaul, drop and the rest

Transport tycoons borrow their vocabulary from real freight, and the words carry real ideas. What deadhead, backhaul, payload and dwell time actually mean — and why each one is a decision in a well-built game.

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July 5, 2026

Games like Transport Tycoon you can play in your browser (2026)

Five ways to scratch the Transport Tycoon itch without installing anything — from faithful OpenTTD ports to modern logistics sims on real-world maps.

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July 5, 2026

What makes a logistics tycoon game actually good?

Five design tests that separate tycoon games with real depth from idle clickers in a business costume — transparent economies, priced risk, geography that matters, and fair monetization.

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July 5, 2026

No download required: how tycoon games moved into the browser

Management games used to demand installs, patches, and a gaming PC. Modern web tech quietly removed all three requirements — here is what changed, and what to expect from a browser tycoon in 2026.

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Why we write these

Building a tycoon game means making a hundred arguments with yourself about what the genre is for. Should the economy be legible or discoverable? Is a map a puzzle or a place? When does a management game stop asking for judgement and start asking only for patience?

We were having those arguments anyway, so we started writing them down. The articles here are the ones that turned out to be about something larger than our own build — the genre, its history, the real industry it borrows from — rather than about a decision we happened to make on a Tuesday.

That means they are opinionated, and they are meant to be. An essay that carefully avoids taking a position is not worth the reading time.

What you will find here

The genre and where it came from. Transport tycoons have been around long enough to have a lineage, and the constraints that shaped the classics — a machine that could not hold a whole world in memory, a map that had to be generated because no one could ship a real one — are not our constraints any more. What survives when those limits lift is a question worth asking, and how tycoon games moved into the browser is where we ask it.

What makes one good. The genre has a failure mode: a game that looks like management but is really a clicker in a business costume, where every decision resolves to “wait longer, then buy the bigger one”. Five design tests is our attempt to name the difference precisely enough to be useful — including where our own game would fail them.

Why the map matters. Most transport games are played on terrain designed to be fair to you. A real city was designed for other reasons entirely, and it does not care whether your depot is well placed. What changes when the streets are real works through what that does to routing, to planning, and to what expertise in the game even means.

The words the industry actually uses. Deadhead, backhaul, dwell time, payload — freight vocabulary carries freight ideas, and each term names a decision a good game should let you make. A logistics glossary for tycoon players translates them, and points at which ones our game models and which it does not yet.

Where to find the others. Not every browser tycoon is trying to do the same thing, and we would rather point you at the good ones than pretend we are the only option. Games like Transport Tycoon you can play in your browser is exactly that list.

Blog, devlog, guides — which is which

Three sections, three different jobs, and it is worth knowing which one you want.

The blog — this section — is about the genre. You can read it without ever having opened the game, and most of it would still be true if we had built something else entirely.

The devlog is about this build specifically: what shipped, what broke, what we changed our minds about. It is dated, chronological, and written by the people doing the work.

The guides are practical. They explain how a system behaves so you can play better, and they are updated whenever that behaviour changes.

If you are new and want the short path into the game itself, skip all three for now and start with How to Play.

Blog, devlog and guides — which section answers which question The blog is about the genre and reads without playing. The devlog is about this build, dated and chronological. The guides are practical and explain how a system behaves. If you are new, How to Play is the short path into the game. THREE SECTIONS, THREE DIFFERENT JOBS YOU ARE HERE Blog About the genre, not about this build. Most of it would still be true if we had built something else. DATED, CHRONOLOGICAL Devlog About this build: what shipped, what broke, what we changed our minds about. PRACTICAL Guides How a system behaves, so you can play better. Updated whenever that behaviour changes. NEW HERE? SKIP ALL THREE FOR NOW How to Play — the short path into the game itself
Same subject, three different jobs. Pick the one that matches the question you arrived with.