
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.
Modeled estimate, not a reported figure. How we estimate →
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
"the customers are so annoying" "my fans are as*holes so f*ck them" "they're so insanely out of the loop" This has to be the worst way to manage criticism. All of these quotes have been tweeted by colin, one of the devs. I don't think I need to say much about why a dev should not call his paying customers these things. But I want find out if the "as*holes' " criticism is justified. (tldr: yes it is) Use of AI The devs have admitted to using claude to code this game. This is not disclosed on the steam page, which is more than questionable. It remains to be seen how well the devs can manage to fix bugs in this game as AI is not capable of fixing the deep issues this game has. Bugs There are quite a few bugs. From pathfinding issues to problems with the depth of tracks/buildings and more. They definitely don't make this game unplayable but are quite noticeable. Again I hope the devs can manage to resolve the issues. Online only To add to that, this game is online only for no real reason, as there is no online element to it. This means that you cannot play away from home using a steam deck (although the game is not yet declared as compatible tbf) and when the servers eventually go offline, this game and the time you put into it will get taken away. I hope the devs can make this game playable offline before this eventually happens. Performance When this game first started getting traction a few months ago, I remember the devs saying you can run this as long as you can run google maps and a chrome tab. That is not true. My PC is not bad at all and I get huge frame drops and huge loading times when I build a new line just 4 hours into a map. And sometimes I get frame drops just zooming in on the map. Gameplay (tldr: gameplay is bland) I don't dislike the gameplay. Otherwise I wouldn't have put 9 hours into it already. But after building two or three successful lines (which is not really difficult), you get enough money by putting the game on 4x speed, so that you never have to worry about the costs of a new line. So after maybe 3 hours it turns into a sandbox game, which would not be a big issue if the gameplay was a bit deeper. However the game only simulates people going to work in the morning and back home in the evening. It completely misses people going to the park in the afternoon, visiting stadiums on special occasions or traffic being more chill on the weekends. And the traffic in New York at night is somehow completely dead. I know they are relying on actual data, which simply does not contain such things. It is a cool idea, but by adding more diverse routes the game would be more realistic. And the entire premise of it is that the data is supposed to be realistic. You also don't need to manage anything besides the lines. You don't need to manage timetables, replace old trains or fix random problems. These suggestions could definitely make the game more annoying, but the point is that the gameplay is kind of bland. You place stations in a way which sort of makes sense and connect them. It feels like unseasoned chicken. It has potential to be at least good but just misses something which makes you want to play the same map for longer than 4 hours. Price The final criticism I have is the price. You are paying 30€ for open street data and open demographic data, that has been turned into what you could call a game by AI. It should not cost more than 10 - 15€ I hope the devs don't see me and others as "as*holes" for trying to get them to improve the game. It has potential and I will probably keep building new systems in new locations until I eventually get bored of that. Heres to hope that the devs realise their mistakes and improve on them and this game doesn't end up being known as the game ruined by the online behaviour of the devs. But until then I would not recommend the game unless you find it in a sale and have a couple of hours to kill. 10/10 idea 4/10 execution 0/10 management
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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
I live in a third world country where internet stability is not good what kind of single player 40 dollars google maps game needed a constant internet connection. ts crazy and yeah i thank the devs for regional pricing so at least i can buy it but damn i cannot even play this game because of the always online requrements i still dont understand the devs replies on other reviews that said it needs connection to "run the simulation" lol i 100% did not believe that lmao its just a graph from point A to point B with search for available subway lines im sure an old hardware can handle it for the "massive map file size" bruh i didn't believe a road and building map is "that" massive also just make the download optional for each city so players didn't have to download everything tl;dr make the game playable offline. not everyone have constant internet connection
I'm one of the idiots who bought this on the developer's website. That was the pitch, straight from them: buy direct for $30, because on Steam it'll be $40. And when we asked for Steam keys, the answer was that Steam doesn't allow keys when the game is cheaper somewhere else. It is now $30 on Steam. Same price. The stated reason we couldn't have keys no longer exists. What did the people who paid first and tested it for 9 months get? Nothing. If you funded the beta, congratulations: you paid full price to be unpaid QA, and your reward is watching it go on sale to everybody else. Now the product. It's a website in a electron coat. Watch the development footage on their own YouTube channel and you can see what this is assembled from. It's a browser app in a wrapper, optimised for nothing, and it shows: crashes come back as JavaScript errors, which is not a phrase you should ever encounter in a $30 simulation game. It is always online. Single-player. A subway builder. Running on census data that changes approximately never. And it will not start without a live connection to their server. This is disclosed in one short sentence buried near the bottom of the store description, where they were entitled to hope you wouldn't look. No connection, no game. Server down, no game. Developer loses interest, no game. You are not buying software here, you are renting access to somebody's hobby project. It crashes. Regularly. This is not launch-week teething; it has been doing this since beta. Updates break existing saves. Spend hours tuning a network, take a patch, lose the network. There is no faster way to make someone stop playing a builder. There is no AI disclosure on this store page. Steam asks developers to declare how AI was used in making their game. Go and watch how this one gets made on their own channel, then come back and read the store page again. I'll leave that there. Raise any of the above on the subreddit and you get silence. And then there's the developer. On his own Twitter account, about the people who had paid him money, he called us as*holes who hate him, said the customers are so annoying, and floated quitting Subway Builder for a while. The screenshots are circulating; they aren't hard to find. His follow-up post on Reddit was titled "whoops". It contained no apology to the customers he had called as*holes. It did, however, end with an edit thanking his "wordsmith, lawyer, baddie girlfriend" for proofreading it. A damage-control post, written to paying customers, that finds room to mention a lawyer. Maybe that's just a sweet thank-you note. I didn't read it that way, and I don't think I'm the only one who noticed which of those three words was doing the work. I'm refunding this. Not because the idea is bad, the idea is the best thing anyone has done with this genre in years. I'm refunding it because it's an unoptimised always-online browser app that eats your saves, sold on a pricing promise that evaporated, by someone who thinks I'm an as*hole for noticing. It deserved a better developer.
This game was vibe coded with Claude, as the devs have no real coding experience. The overall performance of the game is poor. The fact that this game requires constant internet access to play is a joke and should really deter anyone from purchasing this game. I do not have an issue with AI use if it is properly disclosed (which is not the case here). I would not be surprised if they shut the game down in 6 months when they stop making money; causing everyone who purchased the game the inability to access their own property. The developer, Colin (@Colin_d_m) released several tweets degrading paying customers for their opinions on his game while he also expressed his desire to quit this project and move to another game that he is working on.
Broken, buggy, AI coded mess of a game. Look, the game certainly has its charm and has great potential as the concept is great, but it has way too many issues at this point to recommend it to anyone.
Performance is garbage compared to pre-steam. Always on vibe coded slip Electron app. Dev hates the community that bought the game because he got valid criticism. Spend your money on a dev that doesn't actively hate their community.
Literally an electron web-app. It feels like a website, has plenty of javascript errors popping up instead of proper errors. Very poor player experience. This shouldn't cost more than $0.99 for what it is.
Before the Steam launch, several community members on the subreddit were worried and raised the red flag that the game was not ready for the Steam wide release. In the game's current state, I wholeheartedly cannot recommend purchasing it. Buyer beware, the two hours you have are not enough to truly learn all the analytics and mechanics, because you'll be bogged down (opening Google and Reddit) trying to figure out why tracks and trains aren't running correctly. The game is buggy! All on top of poor design choices like single track lines being one way only, thus eliminating the possibility of a single line terminus stations. Tracks only go one way... which isn't realistic. I loved the concept and really wanted to like this game, but it was cumbersome and I ultimately wasn't having fun. Subway Builder is half-baked at best at an absurdly high asking price for what little you get. I got very tired hearing the same background audio restart everytime I zoomed into a station. I bought this game Day 1 because I was so excited after reading articles in fall 2025 about the game. I ignored the community player warnings and got blindsided by the $30 early deal. The real kicker is one of the Dev's thin-skinned disparaging comments about the players and using AI without disclosing on the game. That was the final straw in a slew of problems to request a refund.
I want to like this game, and I do to an extent, the concept is brilliant. In terms of gameplay it gets boring fast as the is nothing to really engage you while you build money to expand the network. The game also requires you to be always online which SUCK since the is no reason for this, i've paid £20 for this, why should I not be able to play this offline?
I got the website version of the game a month or so after release, so I've been playing for a while, between 50-100 hours. The game has improved significantly since the start and i am confident that it will keep improving which is why I am OK giving this a thumbs up review. However, it is also my opinion that the game was not yet ready for a full release, as there are still major issues in the game that MUST be resolved. The biggest issues are the following (in order of importance): 1. Performance: This is the #1 issue that any and all saves that grow large enough will encounter. When playing at 4x speed, which is almost a must when playing Normal Mode, since you need to let the simulation run to generate money, the game can crawl at a snails pace, rendering it almost unplayable. Panning and zooming on the map is also very laggy, and this, for some reason, is also an issue on blank saves. 2. Always Online: This one is really unfortunate, since on its surface the game is entirely single player, and as such should be able to run completely offline, with no dependence on external servers. However, the game does require a near constant internet connection in order to play, and will not let you perform any actions if you do not have a connection. There have been several reasons given by the devs for why the game must be online, but at the end of the day it is not an excuse. A user should always have the option to run their single player games offline, even if that means a larger install size or potentially slower or less accurate simulation. At some point you will not have internet because of outages or traveling/commuting, or the game servers will be down, either temporarily or permanently, and you will be fully ♥♥♥♥ out of luck trying to play the single player game you spent $40 on. The performance issue should definitely be prioritized as it is the most disruptive to game play, but I really hope the devs put some time & effort into finding a way to allow offline play. If you do buy this game, please treat it as a work in progress, rather than a fully finished product. Other than that, as a causal NYC transit enjoyer, I am loving it
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Where this game's players are, estimated from review languages.
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