
Mini Metro is a strategy simulation game about designing a subway map for a growing city. Draw lines between stations and start your trains running. As new stations open, redraw your lines to keep them efficient. Decide where to use your limited resources. How long can you keep the city moving?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.5/day in the week to Jul 21 → 4/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Sums Steam + Google Play only; App Store, GOG, PlayStation publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 16.8Kreviews | 96% | — | $5.6M |
| $0.99 | 74.5Kratings | 93% | #20 | $5.3M | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 883 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Genius, simple and addictive.
Simple yet addicting.
train
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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, Czech, Dutch, Finnish, Greek, Japanese, Norwegian, Polish +13 more
| $3.99 |
| 31.7Kratings |
| 97% |
| #48 |
| not modelled |
| $9.99 | 232ratings | 88% | — | not modelled |
| $9.99 | 84ratings | 83% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 887 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great fun! On my way to 100% achievements, but not there yet!
Time to go for a ride. Have you ever been on a subway, looked at the lines on a map and wondered what would happen if you planned them out yourself? Well here that is basically what you have to do in order to carry passengers from different stations to their respective destinations. The trick is that both the stations and your available resources to do so appear overtime, so you have to not only solve your current layout to prevent stations from being overcrowded for too long but compensate so that it does not happen in the future. What's better is how it is able to convey all that through minimalist Helvetica symbolism. It uses plain colours for each line, shapes to distinguish between types of stations, and softer colours for the background that are visible enough to look at if you have to use a tunnel. All the while, xylophone and soft noises make their presence for every action, changing the perspective of a possibly stressful ordeal into a zen planning of routes. Moreover, as one starts to get into more and more maps trying out different strategies the game opens up with various optional challenges. Some of them are quite straightforward while others may require one to experiment with hidden mechanics. Without spoiling, let's just say that considering the gaming component there are things you can do here that you would not in real life. Ponder on it and that elusive solution might just come into view. Mini Metro was the first game I played in my very first apartment near a train station. It took a while and many coffee breaks to complete it fully. Given that experience and accomplishment and what has been said above, I cannot recommend it enough. And that is without even mentioning the daily challenges and the workshop.
Просто чил игра, очень хорошо сделана
Mini Metro is a game [i]can[/i] be fun at times and has some thought behind it. However, this game relies on RNG way too much. While it is the older brother in the Mini series of games Dinosaur Polo Club have made, it unfortunately does not hold up. However, I could see it be reworked to a similar way to how Mini Motorways plays, while still be unique enough to warrant its own game. At its core, the game is simple; connect various Shape Locations together via a Trainline. Shape Locations create Passenger Shapes that need to go to specific Shape Locations. Shape Locations cannot produce a Shape Passenger of its own Shape (i.e. A Circle location cannot produce a Circle Passenger). At the end of the week, you can select between two upgrades (and sometimes the actual "Train" itself). The problem lies in how the game generates these Shape Locations: some shapes are weighted very unfairly, and usually spawn them together, meaning you have a Line that has multiple duplicates. Generally, you could get away with maybe 3 or 4 of the same Shape in a row before you start having major problems. The current record I have is 1 square 5 triangles and 18 Circle Locations. Even with multiple lines, you will struggle. It can be extremely brutal at times... This does not factor the second layer of RNG. There are also Bridges and Tunnels. They are functionally the same and only change depending on the map (unlike in Mini Motorways, in which they are both unique to each other.) These are also classed as a Weekly Upgrade and you usually get two upon choosing it. Some of the maps will eat these Bridges / Tunnels up at the start, leaving you without any spare. The Weekly Upgrade screen doesn't guarantee one of these upgrades, and you can have games in which you literally don't see any until the late game, if you even make it there. Some good things I do like is the Line themselves: a Train can be upgraded with a carriage allowing them to carry another Train's worth of passengers. Trains will ignore certain Shapes if the the Train won't make a stop at those Locations, which depends on the direction of the Train. Lines can be looped. And finally, the Bullet train is very fun to use and satisfying when you upgrade it with multiple carriages. Very cool and fun! The concept of the Interchange upgrade. How would I fix it? Take a few pages out of Mini Motorways; Upgrades "Flip-Flop" between each other, so the player can always get a Tunnel / Bridge when needed. Separate Tunnels and Bridges for another layer of gameplay. Make it so another Line can go through a Bridge or Tunnel, but "cap it" so only 2 Lines can use a single Bridge / Tunnel for balancing reasons. The ability to change Shape Locations with other Shapes. The Interchange should be the "Ace up your sleeve" upgrade, so making it can accept ANY Shape. Adding hazards such as Buildings you cannot go through or Roads, like the opposite to Mini Motorways, would be nice to spice up the maps, as currently it's more or less just where the water is.
Addictive and fun
TschuTschu in simpel und entspannt!
一度作った路線を大幅に引き直したりなどは、あまり他の鉄道経営ゲームではできないので、現実離れしている感はあるが、限られた上限の中で最大に自分の路線と車両を活用するという制約の範囲内であれば、操作も簡単でとても面白いゲームである。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.6M | 6.9K | 68% | $19.99 | |
| $5.6M | 16.8K | 88% | $14.99 | |
| $5.6M | 15.4K | 95% | $19.99 | |
| $5.6M | 26K | 94% | $5.99 | |
| $5.6M | 25.9K | 97% | $9.99 | |
| $5.6M | 25.2K | 94% | $9.99 |