
Subway Builder is a hyperrealistic transit simulation game. Build a new subway system from the ground up while dealing with real-world constraints and costs. Craft the subway system your city deserves.
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About

Subway Builder is a hyperrealistic transit simulation game built using live data from US, UK, Irish, French, and Japanese cities.
Real-World Passenger Simulation
Millions of commuters are generated from Census and Redistricter data and simulated using the same pathfinding algorithms you use on your phone. Your job is to design a route network that gets the most people to their destination as fast as possible. Juggle station placement, transfer dynamics, and train frequency to maximize ridership.
In-Depth Analysis
Explore how individual commuters weigh tradeoffs between wait times, transfers, income distribution, delays, and more, to pick their commute. Understand which routes, stations, and trains your commuters take and use that information to optimize your network.
You must also find the right balance between cost and time using this analysis. Too many trains on a line or an overcrowded station may cause delays or disruptions.
Authentic Data
The US, UK, Ireland, France, and Japanese census records home and workplace locations. The game generates millions of commuters with homes from that and then uses a distance-based gravity model to assign them all workplaces. They're also assigned times to leave to/from work in a distribution similar to real life. Please note that a broadband connection is required to maintain the real data used by the game.
This decision is then made based on how long each commute method takes, how much it costs, and the value of their time (different commuters can have different incomes).
If they decide to take the subway you can follow their commute (and thousands of others simultaneously) as they get to work. If a train is delayed or cancelled, it will affect their commute and future commuters will take that into account.
College and airport commuters are also simulated and they behave differently since they have different income distributions and commuting times. Federal data is used for college student counts and FAA data for airports.
Current cities in Subway Builder include: Atlanta, Austin, Baltimore, Boston, Charlotte, Chicago, Cincinnati, Cleveland, Columbus, Dallas, Denver, Detroit, Honolulu, Houston, Indianapolis, Miami, Milwaukee, Minneapolis, New York, Philadelphia, Phoenix, Pittsburgh, Portland, Salt Lake City, San Diego, San Francisco, Seattle, St Louis, and Washington in the US. Birmingham, Liverpool, London, Manchester, and Newcastle in the UK. Paris, Marseille, Lyon, in France. Tokyo, Osaka, Nagoya, Sapporo, Sendai, Hiroshima, and Nagoya in Japan, and Dublin in Ireland.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Czech, Dutch, Hungarian, Indonesian, Japanese, Korean +11 more
Engagement
Reviews
Themes across 313 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Unfinished vibe coded mess, buy NIMBY rails for a better, more polished, finished, cheaper version of this game
Is this game a complete game? Absolutely the ♥♥♥♥ not. Honestly I would call this beta 0.14.14 or something like that. Is this game enjoyable? For me, yes! I have many hours in this game on and off of steam and I've made mods for it and overall I quite like it. I will say, as a disclaimer, that this game basically requires mods since quite a few basic features are missing but added via mods. 0. Mod Installer and Manager (Railyard by the Railyard Team) (really easy to use) 1. Moving tracks after placement (Move-It by IBM11) 2. Finding track discontinuities (Missed Connections by slurry) (this is a major issue otherwise) 3. Seeing the areas around stations where pops will use them (Station Catchment Viewer by muffintime) 4. Map tacks for station planning (Map Markers by roquerodrigo) 5. Most data like line profitability and the like (Advanced Analytics by Steno) 6. Real life train networks as reference (Transit Overlay by BarKuperman) 7. Trains that are not NYC or REM (many options but DanTrains Abridged is the one I made) 8. Induced Demand / ToD (a bit OP right now but Induced Demand by martig 7) 9. Easily seeing track heights (Track Height Visualizer by seanyushoumori) 10. Starting the game paused (Pause On Start by slurry) 11. Like so many cities in many nations added by so many people, there are 135 on Railyard as I write this Yes, that is a lot of mods. As I said, this game is not complete. But the mods make it go from good but extremely frustrating to quite good with only a bit of frustration. Performance needs quite a bit of work but the devs have a test build I've played which makes the performance *much much better*. If you are asking why they didn't delay until that was ready I cannot answer that on their behalf. It also very much is not ready. This game is always online. This is an anti-piracy measure and not required for the game to function, so I would hope that, in the event of the company going under, they would disable the feature. Still, it is annoying as I would argue that they should just check license at launch and maybe every few hours? As opposed to very often. Overall, the main question many people have is: Is it worth the price? Yes, so long as you are aware this is an early access game not labeled as such, and you install many mods. It is still fun which is why I am ultimately giving it Yes. I would probably do 6 ish / 10 if that was an option. With mods it is a 9/10. P.S.: If you are a dev reading this, I've tried to be lenient but I also have to be honest.
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Hours played at review time, across 313 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Seems like a nice game, but compared to the very similar Nimby Rail, there are several very serious problems: - building lines are full of small bugs, sometimes you have the rebuild whole sections to make it work - too few statistical data about your subway system, it makes harder to plan your next step - light metro is more expensive than heavy metro, it makes no sense - a lot of serious bugs (for example once I created a commuter rail line but I couldn't allocate rail cars to it, and some save files work only if you restart your game) - generating maps doesn't work very well, it simply can't follow a complex system, and doesn't know how to deal with one-way lines There's no integrated mod support, which could solve some if these problems. I wish the developers all the best, but I'm very disappointed. I really hope I can give a good review after solving some of the most serious problems!
I really wished that the negative reviews were not so acturate and that I could work around its flaws. The game simply isnt ready for a release yet, there is a clear lack of tools in the game to properly create train lines that make sense. Changing between 4 tracks and 2 tracks is non existant with both stations and the tracks, trains seem to get stuck for no apparent reason on X changes (where 2 lines meet and then split in oposite directions) stations when they work perfectly fine in other parts of the system. Editing lines once they are operations is impossible to do if you want to expand or upgrage parts of it as you must clear all trains off the line and completely remove the line itself making it really frustrating to work with. The tutorial is non existant, it teaches nothing about where to plan your lines or even how to fix problems you might come across. If you make a mistake it is not possible to find it when the game tells you as it doesnt show you where a train has been stuck nor why. The price tag is simply unacceptable for a game that is so barebones, upwards of $50+ AUD I would expect from big game development studios not from a game that is relativley small. I wouldnt expect this game to be anymore than $15 as people who might be on the edge of buying it would be turned away from the pricetag especially after seeing the reviews. The juttering and jankyness of the camera even before you place you first line is really annoying especially when you are trying to move long distances to connect stations together. It also makes no sense this game requires you to be online, the only reason I could think would be to constantly gather data from the census but wouldnt it just be easier to only update these stats everytime an update comes out? Overall I dont recomend this game to anyone in its current form, it needs serious work before its worth the price tag the devs have put on it, I could accept if this game wasnt fully relased and still in alpha but no one should be charged this amount of money for a game that will have them frustrated within 2 hours due to its jank and lack of tutorial.
There is a good game in here somewhere, but it is just not really there yet. Whilst my short time playing I had some fun, I had plenty of frustrations which drove me up the wall at the end. - Performance on PC is very bad when you are scaling up - The UX is a mess, its like these guys have never ever looked at a city builder / transport builder. The amount of times I was looking for my list of lines - only to have to open a "toolbox" to then go to a tab for it is just poor design. There are also so many screens which give you detail, but each screen gives slightly different information but not the one you actually want. Feels a bit like feature stacked upon feature but the devs never took a step back to think - what would actually make sense here as a user? - I was playing the San Francisco map and very quickly realised - I have 0 context of my surroundings. Sure there are street names and place names, but no landmarks, no satellite background tiles (luckily there is mod support). - Why is every single ocean 4 meters deep? I was up for a challenge to cross the Bay but it ended up being very trivial. - Single rails always having only one direction - WHY? If I want to build a terminus, I still have to manually build single rails in both directions just to allow my train to turn around - even though there already was a perfectly fine rail. - I know its "Subway Builder" but building a light rail through a US National monument just to get some more people to my commuter rail feels wrong, when a bus would've done perfectly fine. Maybe something for the future. - There are these 3 distinct types of rails / trains which cannot mix at any time. This feels like an oversight, I totally understand stations not being able to be shared with other types, but the rails? I should be able to mix my trains on 1 type of track If this was in early access I'd recommend this, but knowing they are not I cannot recommend this in the current state. I am a React / front-end developer myself for 10 years now, and I cannot excuse such poor UX and appalling performance.
The idea for the game is very strong, being a highly realistic subway builder for those who think their respective (or lack thereof) subway system can be built better when the blueprints are drawn by themselves. However, the game is not ready for release yet from the players perspective. Many functions that a player may assume is basic to the game do not exist, like connecting different rail widths to each other, parallel tracks having two one way lanes instead of two two way lanes, there are many more examples that i could give. It hasn't gone through enough playtesting and time for those features to be polished. I think a game like this should be polished to the degree that a player is able to focus on the main playable feature of the game (building a custom subway system) instead of spending their time trying to figure out how to get it to work according to the game's limitations. The game also runs at a snails pace once you build a few dozen stations and a few subway lines. It is close to unplayable without the community's mods (which i think the devs should add as base features to the game). I would wait a few months for the game to be playtested and polished by the devs before purchasing it.
I really wanted to give this game a chance, but after seeing all these reviews and attention before and after this “game” released I still wanted to have some faith and give this game a shot. It’s impossible to navigate through the TUTORIAL. Like… how is that even possible? I thought i’d be crazy to even think that maybe it’s me, but so many other people are saying what I feel about this and the developer i’ve seen respond to feedback has been very snarky, comments like “lmao comment of the week”. i would never support this kind of arrogance ever and i’d rather take my money elsewhere. i hope others will see how insane this looks from a regular person’s perspective. Like many others i can say the concept is amazing but the execution is just abysmal.
Definitely not bad...but also definitely incomplete. Performance is not great, controls are a bit clunky, and there's some features I'd love to see implemented (road-running/median-running trams for example). At its current state, the game is not worth the price tag, but I'll be following the development and this review is subject to change!
Please make an offline mode, its kinda absurd a game that uses static data from every ten years cant work ofline. I understand its in the works but i bought the steam version after playing the webversion and the webversion used to let me play ofline, so i was incredibly disapointed to find out that i couldnt play offline
Just not a very good state of the game, really slow and performance has massive lag spikes.
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