Answer
Transport Fever 3 mods and the new mod hub
There is no Steam Workshop requirement. Transport Fever 3 uses an in-game mod hub that works on every platform, and Urban Games says over 50 curated mods are ready for day one.
Last verified: September 20, 2026
Modding is the part of Transport Fever 3 the developers talk about with the most conviction. Almost every new feature was designed from the beginning with modification in mind, official documentation is coming back, and a large part of the game moved out of C++ into Lua so that modders can reach more of the internals.
The mod hub replaces the Workshop
Transport Fever 3 has its own in-game mod hub rather than relying on the Steam Workshop. That decision is mostly about fairness. If you buy the game on GOG or Epic, you have no Workshop, and on a console you never had one. The hub puts every platform on the same list.
| Question | Answer |
|---|---|
| Steam Workshop required? | No |
| Works on console? | Yes |
| Works on GOG and Epic? | Yes |
| Community sites still allowed? | Yes, hosting outside the hub is still permitted |
| Stolen mods? | Reporting tools are in place |
Sources: Squirrel hands-on report after speaking with Urban Games at Gamescom 2026.
Fifty curated mods on day one
For months before launch, Urban Games worked with experienced modders and paid them for a set of mods that carry a quality seal. The number that keeps coming up is more than 50 curated mods available on day one. More are meant to follow.
The practical effect is that you do not have to browse a mod list before your first game. If you want the curated route, everything in that set is meant to fit the base game without fighting it.
Bringing Transport Fever 2 mods forward
Old mods do not run as they are. Lighting and other technical elements changed, so each mod needs adjusting. The comparison the team gives is the move from Transport Fever 1 to Transport Fever 2, which was painful, and this one, which they describe as considerably less work.
If you rely on a specific Transport Fever 2 mod, check whether its author has updated it before you buy. Nothing migrates on its own.

What mods already cover
- Signalling. The base game keeps signals deliberately simple with red and green. Mods add advanced signal aspects, linked pre-signals and country-specific systems, and several were in progress before launch.
- Timetables. The base game has no full timetable system, only waiting conditions and maximum wait times. A timetable mod from the same author who made the Transport Fever 2 version is scheduled for release.
- Vehicles and infrastructure. Magnet-levitation trains such as the Transrapid are not excluded long term, but they are not in the release build.
Steam Workshop, meanwhile, is not gone from the ecosystem. Community sites can still host mods. The hub is simply where the game itself looks.

FAQ
Does Transport Fever 3 use the Steam Workshop?
No. It uses an in-game mod hub. That matters if you buy the game on GOG or Epic, because those storefronts have no Workshop and you would otherwise be locked out of mods.
Will Transport Fever 2 mods work in Transport Fever 3?
They carry over, but not automatically. Lighting and other technical elements have to be adjusted. The team says the work is considerably lighter than the Transport Fever 1 to Transport Fever 2 transition was.
What is the Curated Mods Program?
Urban Games has worked with experienced modders for months and pays them for a selection of mods that carry a quality seal. The idea is that a player who does not want to dig through a mod list can install curated items and know they fit the game.
Can console players use mods?
Yes, through the same mod hub. Urban Games has said the goal is that nobody gets a second-class mod experience because they play on a console.
Sources: Täglich Angespielt Gamescom Q&A (German), Squirrel hands-on report, Steam store page. Transport Fever 3 is a trademark of its respective owners.