OpenLoco Version 26.07 Release

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OpenLoco version 26.07 - OpenLoco

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OpenLoco version 26.07

Release blog post

July 26, 2026

Benjamin Sutas

OpenLoco development team

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OpenLoco v26.07 is out! This month’s release incorporates changes made both this month and last as<br>we didn’t have enough to put into a dedicated 26.06 release. As such, we’ve got some quality-of-life<br>additions to UI, bug fixes for window and chart rendering, plenty of under-the-hood engine work,<br>improvements to the codebase itself in terms of cleanliness and maintainability, updated translations,<br>and plenty of shiny new OpenGraphics objects!

Extra zoom levels

Sneaking in at the very last minute, @ZehMatt dropped us all an epic feature - extra zoom levels! Now<br>there are 2 additional zoom levels allowing you to zoom in 2x and 4x further respectively. This is<br>a huge improvement that we are sure everyone will love!

Cargo statistics

@spacek531 added some useful cargo statistics display to the towns and industries windows, giving the<br>player more info about what is happening in the game.

Jukebox and music

@LeeSpork made some improvements to the UI for music options, adding extra options to the Audio<br>settings and allowing it to open the jukebox without having to start/load a game. They also fixed<br>a bug with the jukebox window not invalidating after unchecking “Play music” from the main toolbar.

Home button in file browser

@LeeSpork added a welcome UI improvement; a button in the file browser dialogue to allow the user to<br>return to the ‘home’ folder for your locomotion files, ensuring you can always get back to the default<br>save folder, no matter where you’ve ended up.

String formatting fixes and spelling updates

Grammar and spelling aficionados, rejoice! @LeftofZen and @AaronVanGeffen added some improvements and<br>fixes to string formatting and English translations. Amongst other things, no longer to en-GB users have<br>to see ‘z’ in half their words, and no longer do en-US users need to see annexe.

One of the longest-standing spelling mistakes, and indeed a vanilla spelling mistake, is the in-game<br>track A Traveller's Serenade, which was spelt incorrectly as seranade. No longer!

Bug Fixes & Stability

A large number of visual and gameplay bugs have been resolved. @AaronVanGeffen solved the long-standing<br>issue of jittering in scrollviews in the terraform, town list and industry list windows. He also fixed<br>an issue with the population chart overflowing and thus rendering as a visual glitch, and to top it off<br>he also fixed a bug preventing windows from showing their resize handles.

Additionally, @duncanspumpkin fixed an issue with the data path when starting the game from command line.

Keybinding/Shortcut improvements

@ZehMatt added multiple improvements to shortcuts/keybinds, including a very neat keybinding previewer:

Performance and Engine Optimisation

Under the hood we have some noticeable performance gains, particularly in loop-heavy operations.<br>@ZehMatt optimised the code for yearly update cycles, improved tile element iterators, refactored<br>how the tile elements are stored, refactored the startup process of the game to separate out<br>CLI logic from the rest of the game logic, and improved the widget system allowing easier future<br>improvements, expansion and safety.

@LeeSpork refactored some window events and @AaronVanGeffen improved how custom mouse cursors are<br>stored, as well as a bug being fixed by @LeftofZen around those custom cursors not being rendered<br>properly.

Codebase Cleanup & Refactoring

The codebase itself received a lot of attention and refactoring to improve development ease and compile<br>times. @spacek531 and @LeftofZen continued the long project of providing human-readable names for<br>previously-unknown variables in the code base, stemming from the reverse-engineering efforts.<br>@AaronVanGeffen and @duncanspumpkin improved null pointer checking, which should hopefully result<br>in less crashes. Transitive header dependencies in the codebase were improved by @AaronVanGeffen and<br>@LeftofZen, and @ZehMatt improved the Visual Studio CI/CD setup to handle VS 2026. @duncanspumpkin<br>improved the code surrounding how tree removal is handled, and last but not least, new contributor<br>@killerdevildog added some useful helper functions around iterating over in-game objects, something<br>which is done frequently.

OpenGraphics

Over the last 2 months we have had an enormous number of contributions from @shusaura85 and<br>@phosphorus551. We also fixed some issues with some very old PRs, so we were able to merge some<br>vehicles from @glenjimen as well. We are now up to a total of 150 OG objects, bringing us over 25%<br>mark of vanilla’s 545 objects! Additionally, a number of vehicles were updated with new stats in<br>anticipation of a rebalanced US vehicle set.

Vehicles

Trains

@phosphorus551 added no less than 19 trains since the last OG update, and...

game from improved openloco improvements added

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