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Worldwide RushNewsWorldwide Rush - Modding Update
Major update

Worldwide Rush - Modding Update

Worldwide Rush · published 30 Jan 2026, 15:55 UTC

All newsPlayers around this dateRead on Steam

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

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:

Passengers Pathfinding

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

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