Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Worldwide RushNewsWorldwide Rush | Blogpost 16
Community

Worldwide Rush | Blogpost 16

Worldwide Rush · published 26 Sep 2025, 14:59 UTC

All newsPlayers around this dateRead on Steam

Hi everyone!

The new update is live in the preview branch. Hopefully you all are seeing improved performance and gameplay. We still want to add a few things and resolve remaining issues, but it appears that the game is stable. The original plan was to have a preview branch on Monday and a full release on Thursday, but everything got delayed. At first the PC that I work on and produce builds on started to lag, and a few days later it just decided to die on me. Most likely an SSD issue, but once I got a new SSD, there was no time to reinstall everything and prepare it for work. Now my days are spent on a laptop in various locations. Progress is slower, but the change of scenery is nice.

We wanted to share what is new and what we did not talk about. Most of the last two weeks was about performance, bugs and small additions that we gathered from various places.

Company Shares

No more being bought by AI in a single month. Companies now have shares that start locked and are unlocked every second month. Company owners will have a chance to buy their own shares first and if they fail to do so, then they will go to the open market for anyone to buy. You will be able to buy already bought shares once all shares are bought from the open market, basically trading without consent. Shares will become locked once you buy 100% of them allowing you to keep company as is, control if it should expand or sustain, merge with it or liquidate. The best option depends on what you are after.

Dividends

Having shares allows you to collect dividends from other companies profits. By default they are set to 20% if you own 100%, but once you own more than 50% of the company, you will be able to specify dividends yourself.

Price

The share price is based on the company's value and shares bought. If you buy other companies shares, then your share price will increase. The more shares are bought in a company, the bigger price they will have as well. If done right, it is a good strategy to buy some shares at the early game, collect dividends and sell shares later.

Lastly, AI companies will not merge or liquidate players on the hardest difficulty, but you will be stuck working under them and paying dividends from your profits. It is a lose condition if you choose so.

Performance

More saves allowed me to debug more, and performance was further improved. Most of the work was put into the memory management. I noticed that there were a lot of allocations made when passengers were searching for routes. It was so severe that it forced GC collections every frame. The culprit was the red–black tree that I was using for the A* path search algorithm. You can insert and retrieve results from it with great performance, but every time you insert something, a new allocation is made. With huge save files on max speed over a 10-second span, over 2GB were allocated.

I made object pooling for threads to reuse all needed classes for the A* search, which removed new object creation. And for the red–black tree I made a radix sort type of system that avoids new allocations. That basically removed allocations for route searching and increased performance dramatically. For some saves, I noticed an increase from 7 FPS to 60 FPS.

Company History

This was added today. A great small addition that should make worlds more alive. Once you create a new company and buy a hub, the game will save this information for future use. The next time you start a new game, there will be a chance that your past company will spawn in the same country with past configurations if its name was not taken.

On the same note, the game will remember the last company you created and load your settings in the new game window.

Other improvements to note

  • Smarter AI, especially at the game start, to prevent companies that do nothing

  • Fixed most of the indirect passengers problems and still working on the remaining ones

  • Fixed most of the passengers boarding in the wrong direction problems

More from Worldwide Rush

Other announcements

All news
Game update25 Jun 20261.3.23 is live!Bugfixes: - Fixed trust gained, lost not showing actual information in some cases - Fixed modded cities not calculating roads correctly - Fixed road and rail build issues Changes: - Increased support center trust increase from 10% to 25% - Made indirect passengers contribute to trust at 2% instead of 0% Additions: - Added company trust and hub info in the city list - Added company trust info in…Game update24 Apr 20261.3.20 is live!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 hubsGame update19 Apr 20261.3.19 is live!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