[4] Locomotion was released to mixed reviews, with critics observing the game had a dated presentation for the time and was less user-friendly than its predecessors.
[5] The game involves the management of a transport company to construct a network of trains, trams, trucks, buses, airplanes, and ships to co-ordinate a supply chain of resources, including minerals, goods, and passengers across industries to towns and cities.
Players start with a bank loan and must build profitable networks to facilitate the supply and demand of resources to earn money and expand their company.
To transport resources, players build networks between stations using road, rail, ports, and airports, and purchase vehicles of varying cost, speed, and reliability to travel between them.
"[3] Sawyer created the game independently, responsible for the "design, programming, project management and research" himself, with assistance from a graphic artist and musician.
[6] Sawyer reflected that Locomotion was created using "large parts of the programming" for RollerCoaster Tycoon 2, which was developed during the same time.
[9] Following an extended hiatus from development, in 2013, Sawyer released an Android and iOS version of Transport Tycoon, with the game's graphics and primarily based on the design of Locomotion.
[13][14] Indicative of this reception was Dan Adams of IGN, who stated "Chris Sawyer released Transport Tycoon back in 1994.
"[15] Jason Ocampo of GameSpot stated construction was largely "trial and error" and a "frustrating experience...mainly due to the fact that you can't completely undo the mistakes you'll often make.
It wasn't as well received...with most complaints surrounding the UI, but a heap of improvements made for a solid addition to the concept all the same.
[25] The OpenLoco team aimed to fix bugs, translate the game to more languages, support custom resolutions including 4K,[26] and operating systems such as macOS and Linux.