The till is empty at the start. You fetch your money from the bank account on the start page — by transfer or with a bank loan (see the bank guide at /hilfe.php?thema=bank). Everything runs in real euros, 1:1 — what you deposit is exactly what lands in the company till.
The founding (€300 in total) pays for itself quickly: the first local run earns about €33 contribution, and played actively the early game yields roughly €149 per real hour.
The exchange fills up bit by bit. New loads only come in on the tick — never at once. Wherever your lorry stands, freight is offered first as soon as the next tick is due. The more often you visit a place, the more it carries; and how fast the tick runs depends on your reputation and your advertising. At the very top of the exchange you can see how full it is right now and when the next load comes in. Right below that you can filter by place of departure: each place shows how much is already waiting there — handy when you want to know whether your lorry can pick something up again at its destination.
The button “what my fleet can carry” hides exactly those loads that none of your vehicles has the right body for (or where you are missing equipment or a licence). Loads whose vehicle is merely on the road stay in the list — with the price next to them and a note on when the next vehicle reports in. Whatever a filter takes away is always stated above the list, together with the button that brings it back.
The cards “🏭 Central warehouse runs” and “📦 Market freight” still sit above the exchange — but you can fold them away. As long as you cannot run a warehouse trip yet, they are folded by default.
Offers keep arriving at the freight exchange — even while you are away. Every offer states origin, destination, pallets and weight; both must fit your vehicle (the van takes 3 pallets / 1.2 t). Small part loads pay more per pallet — at least 35 % of the full price.
Revenue is roughly: base amount + rate × kilometres, multiplied by the freight-type factor and your regular-customer bonus. For the van that is €49 + €0.84/km, for the artic €110 + €1.69/km. The base amount covers loading time at the ramp — which is why short trips pay better per kilometre.
The real EU rules apply here (Regulation 561/2006) — to your drivers and to you. A breach is simply impossible: the driver takes the break himself, and the game tells you why the truck is standing still.
Thanks to the twelvefold game speed this stays playable: 4.5 hours of driving are 22.5 real minutes, the 45-minute break takes just under 4 minutes, the daily rest 55 minutes. The display always shows both.
The counter-move: a second driver on the same vehicle (from level 10). When one has to rest, the other takes over at once — the vehicle keeps rolling. From level 17 three drivers allow round-the-clock operation.
Every loaded trip has two ramps — one to load, one to unload. Both times the same maths applies:
Base time + time per pallet + waiting time
🏠 Your own yard is quicker. When you load in Leverkusen, at a branch or at the transhipment hall, there is no checking in, no booked slot and no backing onto someone else’s dock: the base time there is only half as long — and there is no waiting at all, because nobody queues in their own yard. At the customer the full rate applies. That is why a trip starting at home is worth more than just the saved empty run.
The freight type counts too — in two places. On the handling per pallet: palletised general cargo is the yardstick (factor 1.0), above it sit furniture (1.85 — every piece carried and lashed individually), dangerous goods (1.35), pharma (1.30) and electronics (1.25 — counted and signed for), below it beverages and chilled goods (0.95) and above all courier freight (0.55 — to the door, hand it over, done). On the base time only two act: dangerous goods lengthen it (a document check and a visual inspection are mandatory before loading — once per stop, not per pallet), courier freight shortens it a lot (there is no docking). On a mixed load the average by pallet share applies.
The trailer counts twice — once for the work, once for the wait. The swap body is merely exchanged instead of unloaded, the container chassis runs through terminals with pre-booked slots, the silo is blown out, the tipper tipped. At the other end stand the car transporter (every vehicle lashed down one by one) and the low loader (ramps, surveying, escort).
Concretely for the artic, full load out of your own yard, both ramps including waiting: swap body with general cargo 5 real minutes, curtainsider with general cargo 12, box trailer with furniture 14. Between the fastest and the slowest combination lies a factor of 2.6 — it pays to look at that before accepting a load.
For comparison, the start of the game: the van with two pallets of general cargo spends about 3 real minutes at both ramps together — most of it at the customer.
Waiting is paid for: from the 45th minute at someone else’s ramp you earn demurrage, €40 an hour. (Not in your own yard — there you are waiting for yourself.) The depot time-slot upgrade cuts the waiting, the hand pallet truck cuts the loading time by 15 %, and a driver with the “shunting ace” trait saves 30 %.
Your vehicle’s speed (van 72 km/h, artic 68) is a motorway average. Nobody reaches it on local work: shunting in the yard, traffic lights, driving through towns, the approach to the customer and finding the right gate eat a good quarter of it. So the game calculates by trip length:
A van therefore needs noticeably longer for 30 km than “30 divided by 72”. Nothing changes on long haul. This is not a penalty for local work — the short trip spends far less time at the ramp in return.
There is no payment up front: diesel, AdBlue, toll, wear, fixed costs, wages and allowances are settled against the revenue at the end of each trip — you see the full maths of every run. Before accepting, the exchange shows the expected contribution margin.
Refuelling happens by itself: when fuel runs low on the road, the driver makes a fuel stop at a service station (12 minutes of game time, wages keep running) — at the current road price. Whenever a vehicle returns to the depot it is filled up at the depot price.
Vehicles are not here — they have their own tab, 🚚 Trucks & trailers. The 🛒 Equipment tab offers one-off purchases with a permanent effect. The first three prevent real losses:
Later on, the pallet truck (−15 % loading time), truck navigation (−4 % distance) and the tool box (€250) pay off: with the tool box the driver often fixes minor breakdowns himself instead of waiting hours for recovery.
At first you dispatch every trip by hand. Every trip you plan yourself unlocks dispatching levels that take work off your hands — your business then runs even while you are away:
Only trips you dispatched yourself are counted — so what your office picks up on its own does not unlock its own next level.
Up to level 6 the automation reaches about 85 % of what careful manual work achieves — dispatching yourself still pays, but is never required.
From the first dispatching level you can plan follow-up trips in advance per truck: after picking a trip (or via the “📋 Chain” button on the vehicle) you chain up further orders. Offered first is whatever is waiting at the destination of the last chain entry (“📍 straight from …, no empty run”), then the nearest loads with their approach shown — plus always “🏠 Then empty run home”. When a trip ends, the next wish starts by itself.
| Dispatching | plannable trips per truck |
| no dispatching | 1 (no chain) |
| 📒 Order book & telephone | 5 |
| 💻 Freight exchange access | 6 |
| 🧑💼 Part-time dispatcher | 8 |
| 🧑💼 Dispatcher (full time) | 10 |
| 🗺️ from route planning software | 12 |
The running trip counts — “order book 5” therefore means 1 running plus 4 chained. Chain trips count as hand-dispatched trips for the dispatching progress.
What the dispatcher does on his own (many players do not know this): from the first level the office dispatches part of your trips from the depot by itself. From the 🧑💼 part-time dispatcher (level 3) it also looks for return loads on the road: at first only standing freight home (search ~10 game hours), from full time any freight (~5 h), from the route planning software with no search time. If your truck is standing away from home and drives home “by itself” — that was the dispatcher, not a bug.
Every trip tells you who booked it. You see it in the arrival message, on the moving truck and — counted over the whole lifetime of the firm — under “📊 Figures & balance”:
| 🖐️ dispatched by you | you picked the load yourself |
| 🗂️ via “Dispatch all” | your bulk click in the yard – the office took the best load for each truck |
| 📋 from your trip chain | you attached the follow-up earlier, it just starts on its own later |
| 🧑💼 booked by your dispatcher, from the depot | the office loaded an idle truck at the depot |
| 🧑💼 return load, booked by your dispatcher | your truck was away from home – the office found freight for the way back |
That last line is the most common reason for the question “where does this trip come from, I never accepted anything?”. It is good news: without it the truck would have run home empty, and empty kilometres cost full money without a cent of revenue. If your truck is based in Leverkusen, Leverkusen is also the destination of the return load — which is why you often see the same route.
If you would rather not have it, there is exactly one lever: do not buy any dispatching level from the part-time dispatcher upwards. A level you own cannot be switched off — from then on the office works for you.
Every kilometre without cargo costs full price and earns nothing — about €0.60 per empty kilometre for the self-driven van (diesel, wear, fixed costs plus your owner’s pay), around €1.30 for the artic. That is why the game now shows the approach run openly everywhere:
The till never drops below zero — but an empty run eats the profit of the outbound leg. The preview shows negative contribution margins in red: if it is red, better leave it.
From level 4 you may hire staff. The applicant list refreshes every 20 minutes — good drivers are scarce. The hiring fee is 12 duty hours of pay (so €228 for a casual driver).
Where do I buy a truck? In the 🚚 Trucks & trailers tab at the top — it holds every vehicle class with its models and the trailers below them. From the 🚚 Fleet tab you get there with one tap as well: the button “🚚 Buy trucks & trailers” sits right below your fleet.
Five classes, each with its own licence. Everything from 7.5 t upwards pays toll. Prices: new / used — these are class averages; the individual models sit above or below them (see the paragraph under the table).
| Class | from level | Pallets | Payload | Licence | new | used |
| Panel van 3.5 t | 1 | 3 | 1.2 t | B | €46,000 | €18,000 |
| 7.5-tonne box truck | 4 | 8 | 2.9 t | C1 | €88,000 | €35,000 |
| 12-tonne rigid (curtainside) | 7 | 12 | 6.0 t | C | €105,000 | €45,000 |
| 18-tonne drawbar combination | 10 | 22 | 11.5 t | CE | €180,000 | €78,000 |
| 40-tonne tractor unit | 12 | 33 | 24.0 t | CE | €120,000 | €45,000 |
Several manufacturers per class. Behind every class there is a list of real models — tap “Show models” in the 🚚 Trucks & trailers tab. They differ in price, fuel consumption and tank size, never in what they carry: pallets, payload, licence and driving times are the same for every model of a class. A few examples: among the vans the Fiat Ducato is the cheapest way in at €40,000, the Mercedes Sprinter the dearest at €48,000 — but it also fetches the most when you sell it. Tractor units range from the Iveco S-Way (€102,000, but 30 l) to the Scania S 540 (€141,000, 780-litre tank); the Mercedes Actros 1848 is the most economical at 26.8 l. Drive a lot and a higher purchase price comes back through the fuel bill — drive little and it does not.
The tractor unit needs a trailer (curtainsider €36,000, box €42,000, reefer €80,000, tipper €50,000) — and that is where the real progress lies: access to better-paying freight. Every vehicle and every trailer takes one parking space at the depot.
Leasing is available from level 5: 20 % down payment, then 60 monthly payments (one game month = 60 real hours). If you cannot pay an instalment nothing bad happens — the vehicle pauses until there is money again. New vehicles are CO₂ class 4 and pay about a quarter less toll — almost €9,500 a year on an artic.
🪪 Personalised number plates. Every truck is registered free of charge under a company plate (LEV-SP 101, LEV-SP 102 …). If you would rather pick your own, type it into the field in the purchase dialog — or later, on the vehicle card, tap “🪪 Change plate”. A personalised plate costs €100, the same whether you order it with the truck or change it years later; leaving the field empty always stays free. The pattern is the German one: town code (1–3 letters), hyphen, one or two letters, a space, up to four digits — LEV-MA 1. Ten characters at most, hyphen and space included, because the plate is also painted under the truck on the map. Lower case, extra spaces and stray hyphens are tidied up for you. Two of your own trucks can never carry the same plate, and — exactly as at a real registration office — some letter and number combinations are simply not issued.
The factor acts directly on the revenue. Better freight — not a bigger truck — is the real lever of the game.
| Freight | Factor | from level | Special |
| Courier / express | ×1.55 | 1 | hard deadline, contract penalty when late |
| General cargo / pallets | ×1.00 | 1 | the bread and butter |
| Building materials | ×0.92 | 5 | always available, heavy |
| Beverages | ×1.05 | 5 | weight limits you before space does |
| Paper / recycling | ×0.95 | 6 | light and bulky — a good return load |
| Furniture / removals | ×1.12 | 8 | long loading time, box body only |
| Electronics | ×1.10 | 13 | box body mandatory |
| Chilled food | ×1.25 | 15 | reefer trailer required |
| Frozen goods | ×1.42 | 15 | best margin, penalty when late |
| Bulk goods | ×0.98 | 16 | tipper, short quick turnarounds |
| Dangerous goods (packaged) | ×1.32 | 14 | ADR certificate required, box or curtainsider |
| Sea container | ×1.08 | 18 | container chassis, between terminals only |
| Chemicals (tank) | ×1.45 | 21 | tank trailer + ADR certificate |
| Fuel (tank) | ×1.55 | 21 | tank trailer + ADR certificate, hard deadline |
| Cement & granulate | ×1.02 | 22 | silo trailer, empty again quickly |
| Pharma | ×1.65 | 23 | reefer trailer and temperature recorder |
| Vehicle transport | ×1.38 | 24 | car transporter, long loading time |
| Abnormal load | ×1.85 | 26 | low loader, 45 km/h, €180 permit per trip |
The ADR basic course (€3,200, 2 game days) is the one piece of training that opens a whole family of freight. From level 14 there is packaged dangerous goods — paint, varnish, batteries — on ordinary box and curtainside trailers, paying 32 % more. From level 21 the tank trailer adds chemicals and fuel, two of the best-paid loads in the game.
Only this makes the two most expensive driver grades worthwhile: the experienced long-haul driver (€31/h) and the specialist driver (€35/h) already hold the ADR certificate. Without dangerous goods in your fleet they are simply dearer than the ordinary long-haul driver (€27/h) — with it they earn the difference back.
Important: the vehicle needs a driver holding the ADR certificate and the matching licence. Without one the load still appears on the exchange, but with no vehicle suggested — the line then reads “☢️ ADR certificate required”.
Abnormal loads carry the highest factor in the game at ×1.85. But the low loader travels at no more than 45 km/h and every trip costs a €180 abnormal-load permit. Per hour on the road it therefore earns barely more than a reefer. It is a goal, not a money lever — and that is written here so the disappointment never happens.
Refrigerated freight from level 15: The reefer trailer costs €80,000 and its cooling unit burns 2.4 l of diesel per hour — in return frozen freight pays 42 % more. Regular customers (from level 8): repeated trips for the same customer earn up to 5 levels of +5 % revenue each. ↩️ Standing freight makes barely any profit — but it beats driving empty.
A truck does not last forever. Sooner or later comes the major failure — engine, gearbox or driveline. That is neither bad luck nor a punishment, it is the normal course of things, and you see it coming a long way off.
The threshold depends on the vehicle class, because a van covers 45,000 km a year and a tractor unit 120,000. The figures are based on the tax depreciation life of 9 years; from 5 years on the risk starts to rise:
| Vehicle | risk from | on average |
|---|---|---|
| Panel van | 225,000 km | 405,000 km |
| 7.5-tonne box truck | 275,000 km | 495,000 km |
| 12-tonne rigid | 325,000 km | 585,000 km |
| 18-tonne drawbar | 400,000 km | 720,000 km |
| Tractor unit | 600,000 km | 1,080,000 km |
“On average” means exactly that: some die noticeably earlier, others run well beyond. A van lasts somewhere between roughly 290,000 and 530,000 km. Letting the condition drop below 40 % quadruples this risk too — a careful driver lowers it.
The current run is completed and paid in full: the truck is towed, the freight transferred, it arrives. Only then does the vehicle stand idle. Standing costs you nothing — take your time deciding. You have three options:
If you are short of money for the overhaul you can draw on your current account as everywhere else — the button is in the dialog. Mind the 24-hour window though: after founding the firm, at most 500 € per 24 hours can flow into the company till from outside, which often will not cover an overhaul on its own. That is exactly what patching up is for.
From your very first trip the road has a clock and the sky has a mood. Both appear as a band at the top of the fleet tab and above the freight exchange — before you accept a trip.
None of it is rolled. Weather and traffic are calculated from the game clock. The same moment always gives the same conditions — on the phone as on the computer, live as when your time away is caught up afterwards. That is why you can plan around it.
Conditions change every 6 game hours (30 real minutes). On top of that runs a slower weather wave of 3 game days (6 real hours): there are wet spells and dry ones. There are deliberately no seasons — a game winter would be 180 real hours in a row, and three months of ice is not a challenge, it is a punishment.
| Conditions | Share | Speed | Surcharge |
| ☀️ Clear / 🌤️ Fair / ☁️ Cloudy | 68 % | — | — |
| 🌧️ Rain | 16 % | −6 % | +3 % |
| 💨 Storm | 7 % | −10 % | +6 % |
| 🌫️ Fog | 5 % | −15 % | +7 % |
| 🧊 Ice | 4 % | −25 % | +9 % |
The hardship surcharge exists in real freight contracts, and here it is calculated so that a trip in the rain earns roughly the same per hour as one in the sun. Bad weather is therefore neither a loss nor a jackpot, but a genuine choice: drive now and be longer on the road, or wait half an hour. The surcharge applies to loads you accept while the conditions last.
🛞 Winter tyres (€340) are the most rewarding small item in the 🛒 Equipment tab: they cut the speed loss on ice from 25 % to 7 % — while the surcharge stays in full. On icy days you then earn about a fifth more than usual. They pay for themselves after roughly 44 real hours per vehicle, and that is before counting the trips that would otherwise tip into an extra rest period. ❄️ Snow chains (€120) take out the rest, together with the tyres. Storms hit curtainsiders, swap bodies, car transporters and low loaders extra hard — large side area.
Unlike the weather, congestion is entirely avoidable — which is why there is no surcharge for it. It follows five rules:
And then there is what cannot be planned for: a crash on a motorway. Unlike roadworks an accident arrives without warning — but it is short and clears by itself.
📡 Telematics (€600, from level 10) shows you the forecast: the next three weather blocks and the roadworks to come. The current conditions are visible to everyone — what you can see out of the window costs nothing. Not even telematics can predict an accident.
What it costs in the end: anyone who changes nothing earns about 2 % less per real hour than before. Buy winter tyres and you are already slightly ahead; drive at night and dodge the roadworks on top and you reach a good 6 % more. So it does not get slower — it gets predictable.
What the previous section describes — jams, roadworks, accidents — the game works out for itself. On top of that, since 16 August 2026, comes the real traffic situation from outside. If the traffic service reports a jam, roadworks, an accident or a closure on one of your routes, it shows up in exactly that place in your game.
Where you see it:
Where the data comes from: TomTom (traffic incidents across Europe) and, if that service does not answer, the German Autobahn GmbH for motorways in Germany. It is fetched roughly hourly, more often around the Rhineland and the Benelux countries. Everything is retrieved through our own server — your browser never talks to a traffic service, and nothing about you goes there.
How current it is: next to the heading you see the time the situation was fetched. It is valid for a few hours; after that the game goes back to its own traffic model — including for time you spent offline or away. That is deliberate: a trip you started yesterday should not suddenly be settled differently today.
If nothing arrives: if the traffic service cannot be reached or you are offline, a quiet line says „Live traffic unavailable — the game is using its usual traffic model". Nothing ever stops, and you lose nothing.
Live data covers the motorways and trunk roads around the cities you have already unlocked. Everywhere else the game keeps doing the maths itself — and rightly so: otherwise a closure on the Cologne ring road would suddenly be the reason things are slow between Warsaw and Riga.
Once fully built, your yard in Leverkusen has ten parking bays — and that is the end of it. An articulated combination takes two of them (tractor and trailer). Run the big class and you never get beyond five vehicles. That is exactly where a haulage firm stops growing.
From level 16 you can open a second location. There are six, each with parking bays of its own:
| Location | from level | Price | Bays |
| 🏭 Cologne-Niehl | 16 | €45,000 | +4 |
| 🏭 Dortmund | 20 | €60,000 | +4 |
| 🏭 Hamburg | 24 | €110,000 | +5 |
| 🏭 Frankfurt | 27 | €140,000 | +5 |
| 🏭 Munich | 29 | €180,000 | +5 |
| 🏭 Rotterdam | 30 | €320,000 | +6 |
All six together add 29 parking bays — ten become 39, and five articulated combinations become nineteen.
What a location of your own means beyond that:
An honest word: Cologne-Niehl is only 15 km from the yard — so the first branch does almost nothing for your empty running (2 %). You buy it for the four parking bays, and at €45,000 that is the cheapest route to more vehicles there is. The network only really starts to pay from Hamburg onwards.
Your head yard in Leverkusen stays exactly as it is — workshop, time-slot booking and driver lounge keep working for the whole firm, wherever a vehicle happens to stand.
A carrier drives the load itself. A freight forwarder arranges the carriage and may pass it on — that is how real haulage firms grow beyond their own fleet.
From level 18, with the 🧑💼 full-time dispatcher, every load on the exchange gets a second button: 🤝 Pass on. You get 12 % of the revenue straight away — no diesel, no driver, no time. In return you do not drive the trip: the load disappears from the exchange.
How many per game day? Your dispatcher decides:
| Dispatcher | Brokered per game day | roughly |
| 🧑💼 Full time | 4 | €119 per real hour |
| 🗺️ Route planning | 8 | €238 per real hour |
| 🌙 Second dispatcher | 14 | €416 per real hour |
| 🛰️ Telematics & fine dispatching | 22 | €654 per real hour |
Why there is a cap, and we say so plainly: without one you could push dozens of loads an hour through eighty exchange slots and earn more than your entire fleet. Nobody would drive anything themselves — and the game would have abolished itself. With the cap, brokering is a side dish of about 12 %, not the main course.
It can go wrong. Another firm sometimes delivers late or damages the load — about 8 % of the time at first. When that happens your fee is gone and the regular customer in that city drops one level. You are liable to the customer, not your partner. Money is never taken from you — as everywhere in this game, only a bonus is lost.
The partner register. There are four firms. The more often one has driven for you, the more reliable it gets: from 8 % down to 3 % risk after ten joint trips. So sticking with one pays off better than spreading the work around. You can see where you stand in the Figures tab.
From level 10 customers get in touch who are not after a single trip but after several weeks: „Two trips Cologne → Dortmund every game day for eight game weeks." The offer appears at the top of the Freight tab and stays on the table for two game days.
It is a real trade-off. The rate per kilometre is below what you can get at the top of the spot market. In return you get three things that cost money on the exchange:
The diesel escalator. You choose when accepting. Without it the rate is fixed. With it the base rate is 3 % lower, but the rate follows the diesel price: if diesel gets dearer you earn more, if it gets cheaper you earn less. The break-even sits at about €1.37/l — above that the escalator paid off, below it the fixed rate would have been better. If you think diesel will rise, take it — and sometimes you will be wrong. That is the bet.
There is no penalty clause. That matters, and it is deliberate. If you do not drive a promised trip, nothing happens: no deduction, no invoice, no blocked account. The trip is simply over at the end of the game day. The only consequence is that the customer does not extend at the end of the term — and he tells you three game days in advance. Drive most of the trips and you get a follow-up offer, usually at a slightly better rate.
The office will not take on more than three contracts at a time. You can spot committed trips in the freight list by the 📑 Contract note; they are never pushed out, even when the exchange is full.
At the start you deliver in the Rhineland: Leverkusen, Cologne, Düsseldorf and Wuppertal. Each level adds cities — Bonn (2), Essen (3), Duisburg (4), Dortmund (5), then Frankfurt (9), Hanover (11), Hamburg (13), Berlin (15), Munich (19) … The distances are real motorway kilometres.
Europe opens up from level 23 with Rotterdam and Antwerp, followed by Prague (25), Zurich (27), Vienna (28), Milan (29) and Warsaw (30). From level 30 there is a permanent +10 % on all revenue (Europe bonus).
From level 31 the map spans the continent — one new city per level, ordered by distance:
| Level | City | Level | City |
| 31 | 🇳🇱 Amsterdam | 41 | 🇭🇺 Budapest |
| 32 | 🇧🇪 Brussels | 42 | 🇭🇷 Zagreb |
| 33 | 🇫🇷 Lille | 43 | 🇮🇹 Verona |
| 34 | 🇫🇷 Paris | 44 | 🇫🇷 Lyon |
| 35 | 🇦🇹 Salzburg | 45 | 🇮🇹 Genoa |
| 36 | 🇩🇰 Copenhagen | 46 | 🇮🇹 Bologna |
| 37 | 🇦🇹 Graz | 47 | 🇫🇷 Marseille |
| 38 | 🇸🇰 Bratislava | 48 | 🇮🇹 Rome |
| 39 | 🇵🇱 Kraków | 49 | 🇪🇸 Barcelona |
| 40 | 🇸🇮 Ljubljana | 50 | 🇪🇸 Madrid |
Two Alpine crossings cost extra time: the Brenner (Munich–Verona) and the Gotthard (Zurich–Milan). Both appear in the congestion preview like any other bottleneck. From Europe onwards the place bar of the freight exchange is grouped by country; from 30 places on you also get a search box there — it finds cities and whole countries.
From level 51 the map reaches the edges of the continent. From level 57 on, two cities arrive per level — the levels get so large there that one city each would have stretched the expansion over months:
| Level | Cities |
| 51–56 | 🇱🇺 Luxembourg · 🇫🇷 Strasbourg · 🇨🇭 Basel · 🇩🇪 Dresden · 🇦🇹 Innsbruck · 🇵🇱 Wrocław |
| 57 | 🇵🇱 Poznań · 🇨🇿 Brno |
| 58 | 🇵🇱 Gdańsk · 🇮🇹 Venice |
| 59 | 🇮🇹 Turin · 🇫🇷 Bordeaux |
| 60 | 🇸🇪 Malmö · 🇸🇪 Gothenburg |
| 61 | 🇫🇷 Toulouse · 🇮🇹 Naples |
| 62 | 🇪🇸 Bilbao · 🇪🇸 Valencia |
| 63 | 🇮🇹 Bari · 🇷🇸 Belgrade |
| 64 | 🇳🇴 Oslo · 🇸🇪 Stockholm |
| 65 | 🇵🇹 Porto · 🇪🇸 Seville |
| 66 | 🇵🇹 Lisbon · 🇱🇹 Vilnius |
| 67 | 🇱🇻 Riga · 🇷🇴 Bucharest |
Scandinavia is reached across the Øresund Bridge: only 45 km from Copenhagen to Malmö. That makes Sweden the only land route north — without the bridge Oslo would be three times as far.
There are branches abroad too: Rotterdam (level 30), Vienna (33), Paris (37), Warsaw (40), Milan (44), Barcelona (52) and Copenhagen (60). They work like the German ones — more parking bays, cheaper diesel on site and freight waiting for you there.
The view is yours. Above the map you get the three fixed views Rhineland · Germany · Europe and next to them a “🌍 Choose a country …” picker — it takes you straight to Poland, Italy, Spain, France or any other country you can deliver to; cities that are still locked are shown there in grey as well. Zooming is free: two fingers, a double tap, or the mouse wheel on a computer — from the whole of Europe down to about 10 km across the picture. That close, the map shows roads as bands with lane markings, the street grid of a town, roadworks, accident closures and your trucks with their number plates. The ⌖ button brings you back to the view you last chose.
Full screen. There is a ⛶ button in the top right corner of the map — one tap and the map fills the whole screen, so you can see at a glance where all your trucks are. The same button then reads ✕ and brings you back; on a computer the Esc key works too. Your view and your zoom are kept.
Your reputation decides how many loads sit in the freight exchange. It has two sides:
Restocking always happens on the tick — never at once. Even when a city could carry more right now, the next load only comes when the tick is due. How fast that tick runs depends on your reputation and above all on your advertising: advertising makes the tick faster. At the top of the exchange you can see when the next load arrives — and when a number has gone up, it also says why.
Wherever one of your lorries stands, has just set off or is about to arrive is served first once the next tick is due — but only in a tie: the city with the least waiting always comes first.
Your yard in Leverkusen and every branch you open are the exception — that is home, and there is always something waiting for you there.
At the start there are usually goods runs waiting at the central warehouse — that is where you earn your first money. Only if there are none right now do you get an advertising campaign as a gift: 6 hours of online advertising that only starts once you redeem it. You will then find it under 📣 Advertising above the freight exchange, right at the top. You decide when to use it; it does not expire. While it runs, loads come in briskly; after that it gets noticeably quieter unless you book one. That is exactly how you learn what advertising is good for.
Advertising is booked in real time. You can choose 6 hours, 12 hours, 24 hours as well as 2, 3, 5 and 7 days — for the newspaper ad just as for the TV commercial and online advertising. The remaining time is shown on the advertising button above the freight exchange and counts down in real time. Book longer and you pay less per hour.
All three types of advert run at the same time. Book online advertising while your newspaper ad is running and both keep going side by side — each with its own remaining time, and together they work better than either alone. Book the same type again and the new time is added to what is left. The advertising dialogue shows you how long each type still runs.
The Rheinhof farm delivers food to the arcade’s central warehouse, and from there the hotel, the apartments, the restaurant and the clinic are supplied. As soon as enough has piled up, those goods appear at the top of your Freight tab as a section of their own, “🏭 Central warehouse runs” — with a name tag on it: “🏨 Goods run for Hotel Rheinblick”, plus the direction and every item on the trailer.
Goods runs are not random freight but two halves of the same cycle. That is why it is spelled out above the section:
🚜 Rheinhof farm → 📦 Central warehouse → 🏨 Hotel · 🍽️ Restaurant · 🏥 Clinic · 🏠 Apartment
Not everything the central warehouse needs comes from the Rheinhof farm. Whatever is missing there is put out for tender by suppliers in big European cities — as a section of its own below the goods runs, with a flag and the city of origin. The destination is always the central warehouse in Cologne.
On long distances the three big classes get a small deduction on the base amount of the trip. It grows with distance and with vehicle size:
The effect on profit is clearer than on revenue, because profit is only what is left after all costs: measured with a full load and an employed driver it is roughly −1 to −3 % on medium distances and −6 to −12 % on long haul. The purchase screen in the 🚚 Trucks & trailers tab already shows the new figures — what it says is what the settlement pays.
📦 Market freight is a named delivery from the arcade’s supply contracts (farm → clinic/apartments): “200× eggs from farm X to clinic Y”. The goods have always already arrived at the recipient — you drive the bonus run with a name tag on it. It sits at the top of the Freight tab and is entirely optional: ignore it and the game plays exactly as before.
📣 Weekly event: Every now and then the arcade calls a shared event (trade fair in Cologne, rail strike …) — a banner above the view shows the text and remaining days, and trip revenue is multiplied by a factor between ×0.5 and ×2.0 (at the same spot as the freight rate index). After the end date everything returns to normal automatically.
From level 12 something can go wrong on every longer leg (over 60 km): driving time exceeded, load not secured, speeding, a rest period skipped. This is not bad luck — the risk and every single factor behind it sit on the driver card before you send anyone out. Whoever sees that and drives anyway has made a decision.
The ladder — none of it is a catastrophe:
What you can do about it — every factor on the card has a remedy:
| 🧰 Load securing (VDI 2700) | €900, 1 game day | ×0.45 — by far the best deal |
| 🦺 Hi-vis vests + 🔗 straps | €135 once | ×0.81 together |
| 🛡️ Safety bonus | €0.50 per duty hour | ×0.65 — pays off above all with cheap staff |
| better driver grade | +€4 to +€16 per hour | casual ×1.60 → specialist ×0.65 |
| 🎚️ Pace “easy” | −6 % speed | ×0.80 and −7 % consumption |
| second/third driver | wages | the driving-time factor disappears, and the hardship rule no longer applies |
| 🛋️ lounge, ☕ coffee, home runs | already there | satisfaction above 50 % — that removes the drink-driving step entirely |
| 🎓 improvement course | €950, 2 game days | −3 points, at most every 30 game days |
On top of that 1 point expires every 10 game days without a new offence. Calculated: a properly run business sees a driving ban about every 23 real hours, a carefully run one every 129 — one run into the ground every 5. The difference is a factor of 25, and every step towards it can be bought or earned.
You collect points too — otherwise driving yourself would be risk-free. But there are no driving bans below level 12, and as the only driver of your truck the hardship rule applies to you as well.
From level 8 a pallet account runs alongside general cargo, beverages, paper and building materials. Not every consignee hands europallets back — about 2 % stay open. At the end of every game week (14 real hours) they are settled at €9 per pallet.
A 🪵 pallet store at the yard (€1,200) keeps a buffer and cuts the rate from 2 % to 0.3 %. On a full artic load of general cargo: €5.94 without the store, €0.89 with it — 2.5 % against 0.4 % of the contribution.
This is explicitly not a money lever, but exactly the kind of trade detail every real haulier grumbles about.
The biggest annoyance in the game is that part loads barely pay: five pallets over 400 km lose money even with a 7.5-tonner. That is what the 🏗️ transhipment hall at the yard is for, from level 14 (€25,000 / €70,000 / €180,000 for 6 / 12 / 20 consignments).
Calculated, six consignments of five pallets over 400 km: driven individually −€142, as a night trunk +€118 — a difference of €260. And the night hours, worth only 4 % extra speed so far, finally have a purpose.
From level 25, between two terminals (ports and rail terminals, including Cologne-Eifeltor twelve kilometres from the yard) and from 300 km upwards, a second option appears next to every load: 🚆 by rail. The whole rig rolls onto the train, the driver travels along and rests.
Calculated: 500 km cost €657 and 7.4 driving hours by road, €375 and none at all by rail. Over 800 km the train is even faster and cheaper — because the road run needs an 11-hour rest period in between.
Your business till may go into the red — but not without limit. If it drops below −500 €, the haulage firm halts and stands still.
It starts again as soon as you have topped it up from your current account so the till is back at 0 €. Neither the 24-hour window nor any waiting time applies to that — that is exactly what this exception is for.
Standing still really means standing still, in both directions:
That is the whole point of the rule: you should be able to buy your way out once and then carry on normally — not drop back below −500 € in the same moment because the standstill gets billed retrospectively.
⚠️ Your current account is not affected: rent, cost of living and loan instalments keep running. It is the business that halts, not your account.
Your haulage firm keeps working while you are away — but not forever. Once your pause time is up, the firm comes to a halt. Anything beyond that is not calculated afterwards: as far as the game is concerned it simply did not happen. As soon as you do something again, everything continues exactly where it stopped.
How long that pause time is, you decide yourself. On the start page, below the game tiles, you will find the collapsible box “⏸️ Pause setting per game” — there you set it for each business separately. If you set nothing, the default of 6 hours applies. For the haulage firm you can choose 6, 12, 18 or 24 hours, or 2 or 3 days — the long steps are harmless here, because costs only arise per trip driven and nothing at all runs while the firm stands still. Your choice takes effect the next time you open the game.
The count starts at your last click — every click restarts the clock. Opening the page counts just the same. Simply leaving a window open does not help: if you only watch and touch nothing, your firm halts after the same time just as if the page were closed. If that happens, a grey box above the view tells you so — one click is enough and it carries on immediately, with no reload.
Both sides are halted. That is the point that matters — it is not a punishment for staying away:
| Does not keep running | But neither does this |
| Trips and freight revenue | Driver wages and allowances |
| New offers on the exchange | Diesel and tolls |
| Return loads and brokering | Fixed costs of the yard |
| Experience and level-ups | Wear, condition decay, inspection deadlines |
The game clock really does stand still. Nothing in the game world ages during the pause: a mandatory break has exactly as much time left afterwards as before, a framework contract uses up none of its weeks, your advertising campaigns lose not a single day, and the vehicles do not grow a year older. You find your yard just as you left it.
What you see in the report: when you come back after a break, the “👋 Welcome back” window tells you explicitly how much of your absence was halted — for example “⏸️ Your firm stood still … 27 days of your absence were not driven”. The figures below then refer only to the time that actually ran.
Why this exists: without this cap a month of holiday would pay better than a month of playing — you would come back rich without ever having made a single decision. That takes the point out of the game. Anyone who looks in briefly every few days loses nothing at all: one click is enough and the clock runs at full speed again.
One aside: if your firm is very large, working through a long pause time can take more computing than the browser manages in one go. The remainder is then settled at a flat rate — at 90 % of the average you actually achieved during that period. That, too, appears in the report.