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An open source re-implementation of Chris Sawyer's Locomotion. A construction and management simulation video game that simulates running a transport company.


Build Status

Windows / Linux Download
master CI GitHub release


Feel free to join our Discord server to talk about developing the game, or for help getting it to run.


1 Introduction

OpenLoco is an open-source re-implementation of Chris Sawyer's Locomotion (CSL). CSL is the spiritual successor to Transport Tycoon and OpenLoco aims to improve the game similar to how OpenTTD improved Transport Tycoon and OpenRCT2 improved RollerCoaster Tycoon.

Chris Sawyer's Locomotion was originally written by Chris Sawyer in x86 assembly, building on top of his RollerCoaster Tycoon 2 engine. Much of the code is 1:1 with RollerCoaster Tycoon 2. However, the engine has changed substantially enough that OpenLoco currently does not share its codebase with OpenRCT2.

Recent implementation efforts have focussed on re-implementing the UI, so that the data structures involved may be better understood. Once this is done, it is our hope the game logic will be easier to understand and implement.

2 Downloading the game (pre-built)

The latest releases can be downloaded from GitHub. Releases are currently provided for Windows and macOS (32-bit only). For Linux and BSD distributions, we currently do not provide any builds. Please refer to the next section to compile the game manually.

Please note that OpenLoco requires the asset files of the original Chris Sawyer's Locomotion to play the game. It can be bought at e.g. Steam or

3 Contributing

We warmly welcome any contributions to the project, e.g. for C++ code (game implementation, bug fixes, features) or localisation (new translations). Please have a look at our issues for newcomers.

For code contributions, please stick to our code style. You can use clang-format to apply these guidelines automatically.

4 Compiling the game

If you would like to contribute code to OpenLoco, please follow the instructions below to get started compiling the game. Alternatively, we have platform-specific guides for Ubuntu and macOS.

If you just want to play the game, you can just download the latest release from GitHub. Releases are currently provided for Windows and macOS (32-bit only).

4.1 Building prerequisites

The following libraries/dependencies are required:



  • cmake 3.22+
  • make or ninja
  • 32-bit versions of the libraries mentioned above

4.2 Compiling and running


Note: The game can currently only be built for 32-bit architectures.

  1. Check out the repository. This can be done using GitHub Desktop or other tools.
  2. With VS 2022 use the "Open a local folder" option to start the project file generation. This may take some time as it downloads dependencies.
  3. After successful generation of the project files open "build/windows-msvc/openloco.sln".
  4. Select a config Debug or Release and run Build -> Build Solution.
  5. Run the game from "build/windows-msvc//OpenLoco.exe" or within VS.

Alternatively using CMake use the following commands.

  1. Run cmake --preset windows-msvc
  2. Run cmake --build --preset windows-msvc-release


Due to issues with yaml-cpp package we download it during CMake generation.

The standard CMake build procedure is to install the required libraries, then:

cmake --preset linux
cmake --build --preset linux-release

Note that installing some packages can be problematic on desktop AMD64 distributions, you can use our docker images for compilation.

Running the game will need the data directory from the root of the source code next to the binary. Assuming you're in $SRC/build,

ln -s ../data
cp -r ../data ./data 


For technical reasons OpenLoco can only be built as 32-bit x86 application, for which Apple dropped support in Mac OS 10.15. We can't provide MacOS builds at this time.

5 Licence

OpenLoco is licensed under the MIT License.

6 More information