Why are there actually no third-party developers for CTS 2026 yet, even though the community is asking for them?

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Third-party developers are becoming a more frequent topic around City Transport Simulator 2026. This means external developers who could build their own buses, trams, maps or expansions and release them officially or semi-officially for the game. Especially in our simulation community, this idea makes sense, because many of us know from OMSI 2, Train Simulator Classic or other titles how strongly a game can grow through additional developers.

With CTS 2026, however, the situation is currently different. As things stand, there are no publicly available tools that third-party developers could use to work properly. That exact point also came up in a discussion about the game: The idea may be appealing, but without the necessary tools it is more of a topic for the distant future. That already defines the most important point: Before external developers can build their own vehicles or routes, a technical foundation is needed.

Because third-party content is not created simply because someone can build a 3D model. It requires export tools, documentation, interfaces, rules for sounds, physics, passenger logic, IBIS systems, displays, AI behavior, performance, patches and platform approvals. CTS 2026 in particular is not just a vehicle viewer, but combines buses, trams, lines, timetables, ticket sales, seasons and a game world that is still being developed further. If external content is allowed for that, it must be ensured that this content does not only look good, but also works in the long term.

On top of that, CTS 2026 is not only available on PC, but also for PlayStation 5 and Xbox Series X/S. That makes things more complicated. What might still be possible on PC through open modding structures has to be checked, maintained and controlled much more strictly on consoles. A third-party vehicle that stops working after an update would then not only be a problem for the creator, but also for ViewApp, support and ultimately the players.

The pricing question is still not completely irrelevant. Of course, it would be economically interesting if third-party developers could eventually offer their own vehicles or maps. At the same time, that could also put pressure on the official DLCs. If external content were sold at lower prices, ViewApp would have to clarify revenue shares, quality assurance, support, platform fees and long-term updates. A cheaper DLC is attractive for us players at first, but from a studio perspective there is an entire business process attached to it.

Still, it would be too simple to say: There are no third-party developers because nobody wants competition for their own products. The currently more important reason seems to be technical and organizational. Without official tools, without clear standards and without a reliable release process, no serious third-party developer can plan for the long term. A single vehicle is quickly requested, but a functioning third-party system is an infrastructure of its own.

Looking back is also interesting. Dovetail Games was previously involved as publisher for City Transport Simulator: Tram. On paper, one could therefore have thought: There is experience with simulation DLCs, external content and long content lifespans. But a publisher alone does not create a third-party ecosystem. In the end, it takes the developer’s own decision, the technical opening and the resources to support external content.

This is probably where CTS 2026 is at a crossroads. On the one hand, ViewApp continues to work on its own content, including vehicles, updates and Vienna as a real-world map. On the other hand, the call for more variety is growing. More buses, more tram types, more cities, more real lines and perhaps one day community projects as well. If this wish grows stronger, the topic of third-party developers is unlikely to disappear.

In the short term, however, we should remain realistic. Without tools, there will be no real third-party wave. And even if such tools arrive at some point, the first step would probably not be a huge marketplace right away, but rather a controlled exchange with selected partners, clear technical rules and perhaps individual pilot projects. Especially for a game that is still actively growing, anything else would be risky.

For us players, this means: The wish for third-party developers is completely understandable. Especially if we want more content, bringing external developers on board seems like an obvious idea. But at the moment, the foundation for that is apparently still missing. CTS 2026 does not only need more content, but above all a stable system in which such content can actually be created, tested and maintained.

Anyone who wants to support City Transport Simulator 2026 or its expansions directly can currently also use our partner link to the official CTS shop. With the coupon SIMULATORENNEWS, you get 5% off your purchase there: Go to the official CTS shop

In the end, the question is not whether third-party developers would be exciting for CTS 2026. They definitely would be. The real question is: When will the game be technically, organizationally and economically ready for external developers to enter properly?

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