All 41 Transport Fever 3 achievements with official unlock conditions, global rates, the one hidden entry, and the mods, sandbox, debug and console caveats.
Transport Fever 3 Achievements: All 41 and How to Get Them
Quick answer: Transport Fever 3 has exactly 41 achievements on Steam. Two fall in your first ten minutes, 18 have cleared 0.3% of players, and 23 sat at 0.1% on launch day. Only one is hidden. Thirty-six mention the Free Game mode, four are campaign-scoped, and the description wording splits the set into 27 single-save, 9 cross-save, 4 campaign and 1 hidden.

Where the Number 41 Actually Comes From
Two independent Steam sources agree. The community achievements page header prints Total achievements: 41, and the global percentages endpoint returns exactly 41 entries. Both were re-checked on 2026-09-30.
Official source: Transport Fever 3 Global Achievements on Steam
One correction matters for anyone building on this: appdetails is the weakest of the three sources. It returns an achievements object carrying total: 41, but only 10 highlighted names, with no descriptions and no percentages, so the other 31 names and all 41 unlock conditions still have to come from the community page. The same field came back empty earlier in launch week, so treat a zero there as a fetch problem rather than a fact.
| Source | What it returns | Weight |
|---|---|---|
| Steam community achievements page header | Total achievements: 41 |
Official, re-verified 2026-09-30 |
| Global achievement percentages API | 41 JSON entries | Official, re-verified 2026-09-30 |
Store appdetails achievements field |
total: 41, 10 highlighted names only |
Official, but partial: no descriptions, no rates |
| Store feature list | Wide range of tricky achievements with unique goals | Official marketing copy |
| Steam categories | Steam Achievements (22), Single-player (2) | Official |
On launch day the endpoint returned an empty achievements array on the first call around 06:43Z and served 41 entries about five minutes later. If a tool reports zero, retry before concluding the game has none.
One real numbers conflict exists. The community page renders 0.1% for 23 achievements, while the API reports 22 of those as 0.0 and Megatropolis as 0.1%, so the rounding gap covers 22 achievements. Both are Steam. Quote the community page, or write "under 0.1%".
The 41 Split Four Ways
The descriptions are unusually explicit about scope, and the split falls out of their own wording. The three groups plus the hidden one total exactly 41.
| Scope | Count | What the descriptions say |
|---|---|---|
| Single-save Free Game | 27 | Ends with "in Free Game." |
| Cross-save combined | 9 | Ends with "in Free Game (combined)." |
| Campaign | 4 | The Journey Begins, Story Master, Phalerist, Story Legend |
| Hidden | 1 | Encounter of the 3rd Kind, no description at all |
"(combined)" means the total accumulates across every Free Game you have ever played on the account, not one save. Global Population wants a cumulative 100,000 population gain across all your games. Those nine will not fall in an afternoon, and no single-map optimisation shortens them.
The four campaign achievements sit on an eight-mission campaign.
Official source: Dev Blog Episode 4: Tycoon
The 18 Almost Everyone Unlocks
These carry a global rate of 0.3% or higher. Figures are Steam's global number for 2026-09-30 and they only climb from here.
| Achievement | Condition | Global |
|---|---|---|
| All Aboard | First passenger boards a passenger vehicle in Free Game | 64.7% |
| Package Arrived | First cargo item delivered to a destination in Free Game | 62.3% |
| Promotion | Gain a company rank for the first time | 40.1% |
| Urban Development | Let the first town expand to a higher level | 36.9% |
| On Behalf Of | Finish the first subsidy contract successfully | 30.7% |
| Increased Demand | Make a town demand an additional cargo type | 29.0% |
| The Journey Begins | Complete the first campaign mission | 20.1% |
| It Wasn't Me | Get a town reputation rating of 0% | 9.8% |
| Caretaker | Satisfy a town's supply rating | 8.6% |
| Timekeeper | Change the daytime in Free Game | 6.2% |
| Weatherman | Change the weather in Free Game | 5.6% |
| Perfectionist | Demolish and rebuild a station twice in a row | 3.1% |
| Landscaper | Plant a tree in Free Game | 2.8% |
| Subsidy Streak | Complete 10 subsidies in a row | 1.2% |
| Bank's Best Friend | Pay over 10 million in interest to the bank | 0.6% |
| Offshore | First helicopter landing on an oil platform | 0.5% |
| Boost the Pack | 10 industries with boosters active at the same time | 0.4% |
| Globetrotter | Play a Free Game in all climate zones | 0.3% |
The cliff between Promotion at 40.1% and On Behalf Of at 30.7% is the first real wall: since only 30.7% of players hold it, roughly 69% never finish a single contract, usually a cash-flow problem rather than a checkbox one; the contracts and loans walkthrough explains why. Subsidy Streak at 1.2% is the rarest entry built on ordinary play, because one failed contract resets the streak. Note that it is not the rarest in the table: Offshore at 0.5%, Boost the Pack at 0.4% and Globetrotter at 0.3% all sit below it, and Bank's Best Friend at 0.6% asks for deliberate over-borrowing rather than a cleverer layout.
It Wasn't Me sounds like a loss condition but is only a rating state; the town reputation and growth rules cover what moves it.
The 23 Long-Tail Achievements
Everything below sat at 0.1% on the community page and 0.0% via the API on launch day. Because the descriptions state exact thresholds, this is the most quotable numbers set in the game. Nineteen of the 23 are tabulated below; the hidden Encounter of the 3rd Kind is described at the end of this section, and the other three are the campaign entries Story Master, Phalerist and Story Legend named in the scope table above.
Cargo and industry
| Achievement | Condition | Global |
|---|---|---|
| Car Imperium | Have an industry produce 500 cars within 12 months | 0.1% |
| Warehousing Titan | Store over 10,000 cargo items in a single warehouse | 0.1% |
| Master Salesman | Deliver every cargo type available in any climate zone (combined) | 0.1% |
| Cargo Pioneer | Transport a total of 1,000,000 cargo items (combined) | 0.1% |
500 cars in 12 months is a production-chain problem, not a logistics one: see the production chain overview. Warehousing Titan is purely a storage-capacity target, covered in warehouses and terminals.
Vehicles and network
| Achievement | Condition | Global |
|---|---|---|
| Oldschool | Use a steam locomotive in the 2000s | 0.1% |
| Heritage Fleet | Have all available ship types from 1900 to 2050 in operation | 0.1% |
| Connoisseur | Use every vehicle at least once (combined) | 0.1% |
| Summit Stopover | Have a train stop at a station situated over 500 meters | 0.1% |
| Around the World | Build a total of 40,075 km of streets and tracks (combined) | 0.1% |
| Passenger Pioneer | Transport a total of 1,000,000 passengers (combined) | 0.1% |
| Animal Lover | Spot every animal in the game at least once (combined) | 0.1% |
Oldschool is the cheapest of the 23: a steam locomotive running in the 2000s needs no special route, only time. Connoisseur is worse than it sounds, since the game advertises more than 275 vehicles and every one must be used at least once. Passenger Pioneer and Cargo Pioneer are the two halves of the same grind, and both count across every save you have played.
Official source: Pre-purchase Transport Fever 3 on Steam
Towns, money and the calendar
| Achievement | Condition | Global |
|---|---|---|
| Megatropolis | Have a town with a population of at least 3,000 | 0.1% |
| Populated Country | Have a population of 50,000 on your map | 0.1% |
| Global Population | Increase the total population of all your Free Games by 100,000 (combined) | 0.1% |
| Centralized | Build all 10 landmarks in one municipal area | 0.1% |
| Carreer Ladder | Reach the highest company title | 0.1% |
| Tycoon of Tycoons | Earn the company title Tycoon in every climate zone (combined) | 0.1% |
| Evil Money | Earn a cumulative one hundred billion dollars (combined) | 0.1% |
| Bicentennial Tycoon | Have played a Free Game from 1900 until 2000 | 0.1% |
Bicentennial Tycoon punishes assumption. It asks for 1900 to 2000, a full century of play, while carrying a name suggesting two hundred years. Urban Games has never explained the discrepancy, and it is not safe to read it as a hint the game starts in 1850. Centralized is a spatial puzzle: all 10 base landmarks must sit inside one municipal area, as the landmarks and subsidies guide covers.
The hidden one
Encounter of the 3rd Kind is the only one of the 41 with a blank description on Steam, which is what makes it hidden by Valve's definition; the other 40 show visible text. It sits at the same 0.1% as the rest of the long tail. No official source explains how to trigger it, and the internal API ids cannot be reliably paired to the last 22 on-screen names, so nothing confirms what sits behind it. Treat the condition as not yet confirmed rather than repeating an unverifiable recipe.
Mods, Sandbox and Debug Mode
Sandbox versus achievements. Community-observed; it may change with patches. A launch-day player reported that sandbox mode is enabled from the main menu under the mods entry, and that doing so stops achievement progress, with a separate mod.io mod offered as a way back in. That is one report on one mod path, not a rule, and it matters because sandbox is where most players go to build a 3,000-population town fast. The sandbox versus tycoon breakdown explains why the two feel nothing alike.
Community source: Steam discussion on sandbox mode under mods
Mods in general. Whether mods disable achievements has no official Transport Fever 3 answer. A separate launch-day thread reports that a mod including achievements cannot be enabled inside campaign missions. Disabling tracking when mods are active is the well-known Transport Fever 2 behaviour most veterans carry in, but it is a TF2-era rule and TF3 is not confirmed. Delivery differs too: the official FAQ rules out the Steam Workshop, stating that it would undermine the single-destination approach to modding, so mods ship through the in-game Mod Hub on mod.io instead, as the mods guide covers.
Official source: Transport Fever 3 Support and FAQ
Official source: Transport Fever 3 Known Issues
Debug mode. No source exists. No official text, no reachable official wiki page, and no launch-day report behind this page describes any relationship between a debug mode and achievement unlocking in Transport Fever 3. Anyone claiming it unlocks or blocks achievements is guessing.
The one console-adjacent official fact. The Known Issues page still lists, as Open, that PC savegames uploaded to the mod hub are not downloadable on consoles, with the note that compatibility will be added post-launch. That is a save-transfer limitation rather than an achievement one.
Consoles and Trophies
Transport Fever 3 launched on PC, PlayStation 5 and Xbox Series X|S on the same day, officially. Whether the 41 carry across as trophies is not yet confirmed: the official support page and the Steam achievements page were both checked directly and neither mentions trophies or console achievement tracking. The console versions track campaign progress, since the star and medal systems are real, but no source ties that to a trophy list. If you are chasing a platinum, confirm the count before sinking a hundred hours into a 0.1% achievement.
Frequently Asked Questions
How many achievements does Transport Fever 3 have?
Exactly 41, confirmed by the Steam community achievements page header and the global percentages API. The store appdetails endpoint also reports total: 41, but exposes only 10 of the names and no conditions, so it cannot be used on its own to build the list.
Do mods turn off achievements in Transport Fever 3?
No official answer exists. Sandbox mode reportedly sits under mods in the main menu and stops achievement progress, but that is a player observation, not a rule. Disabling achievements with mods active is Transport Fever 2 behaviour, unconfirmed here.
How do I get the hidden achievement Encounter of the 3rd Kind?
You cannot, from published information. It is the only one of the 41 with a blank description on Steam, and no official text or verified trigger exists. Treat any recipe as unconfirmed.
Do Transport Fever 3 achievements work on PlayStation or Xbox?
Not yet confirmed. The game launched on both consoles at the same time as PC, but no official source states whether the 41 map to PlayStation trophies or Xbox achievements, so the count there is unknown.
Does debug mode affect achievements?
No source says either way. No official documentation and no launch-day report ties a debug mode to achievement unlocking in Transport Fever 3.
Which achievements should I chase first?
The top six in the first table fall during a normal opening session and cover 64.7% down to 29.0% of players. The rarest entries in that table are the ones that need deliberate, long-tail play: Globetrotter at 0.3%, Boost the Pack at 0.4%, Offshore at 0.5%, Bank's Best Friend at 0.6% and Subsidy Streak at 1.2%, in that order.
More Transport Fever 3 Guides
Transport Fever 3 city growth explained: 18 levels, XP, six ratings and hamlet-to-metropolis planning. Pre-launch guide.
TF3 hit PS5 and Xbox Series X|S on September 29, 2026 alongside PC: console prices, Game Pass status, save transfer, and why Xbox search fails.
Survive Transport Fever 3 hard mode: strict openers, loan discipline, and cashflow rules that keep a brutal start from ending early.
Helicopters are new in Transport Fever 3, with the Sikorsky S-76 confirmed. What they are good for, what they cannot do, and costs still unconfirmed.
How money works in Transport Fever 3: delivery income, running costs, full loads, and the route habits that turn thin lines profitable.
Transport Fever 3 industries: the density setting is a map slider, no closure timer is confirmed, and boosters replace TF2 density targets.
Transport Fever 3 landmarks grant area bonuses tied to headquarters and company rank. Confirmed landmarks, how bonuses work, and subsidy details still pending.
Transport Fever 3 loans and contracts explained: dynamic borrowing, risk-versus-reward deals, and rules for debt that builds instead of kills.
