
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 →
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About

Subway Builder is a hyperrealistic transit simulation game built using live data from US and UK 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 and UK 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.
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 are cities available in the UK.
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
Hours played at review time, across 97 reviews with recorded playtime.
Reviews
Themes across 97 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
No lo compres, esta muy mal optimizado.
This game definitely have potential and can be pretty fun even if the execution is not perfect and that the game should not have been released in this state - or at least should have been released as an Early Access. I would love to keep playing this game and keep supporting it, unfortunately, the main dev behavior towards the players is terrible, and whining about them and fair critiscism (mainly vibe-coding allegations, online-only game, and overpriced for the experience offered) instead of adressing them, as well as them considering quitting the development of the game for a while does not give me the right feeling for the future of this game, so I'd rather refund it instead of basically gambling my money into a project that might not be well supported on the long run. I might buy it again if I see the game getting better and being well supported by its devs.
Don’t buy the game in its current state; it’s still far from complete, full of bugs and missing features. Only buy it if it’s 50 per cent off or more; it should cost no more than €15.
I was hesitant to purchase this game based on the reviews when it first came out, but I've found this game to be very enjoyable. As long as you play the tutorial it's fairly straightforward, except when you mix quad and parallel tracks together, but I imagine this will be addressed later on down the road.
I have debated on whether I wanted to do a review or not. I have elected to, for several reasons. The first is what I believe to be unfair criticism of the game. The hard requirement to have an internet connection isn't preferred for me..but one that simply doesn't have any bearing. I always have my computer on and running, and connected to the internet. Having cloud saves is part of this. If this is a show stopper, fine..but I just can't see this being a problem for any more than a small minority of players. OK. Let me preface this review with the notion that I have been playing railroad and transportation games for a very, VERY long time. Like the original Sid Meier's Railroads, and all versions. Chris Sawyer's Locomotion. In fact, just about every transit game you can point to. Is this game the best one? No...NIMBY is my personal favorite, due to the complexity, and the vast gameworld. For Subway Builder, this game comes with about 36 cities. Several hundred more are available for download. I don't forsee needing to download any additional cities, as each one is quite a project. My training map, Nashville, took about ten hours, and I wasn't 10% done. My second map, Portland Oregon, is where I was born. Pretty fun to see areas I was familiar with. I may put a stop outside my old house! OK. The gameplay. That's why you came to read this review. Heavy and light metro, trams, and commuter rail. The ones you choose to use is a function of your cities' density. Each city is completely different. Sprawling, spread out cities may not have a dense urban core, so light rails might be preferred. A location like New York City might have a MASSIVE, heavy rail network, running a large number of cars, at a very short frequency. In real life, London has one rail line where they pull in and out every single minute. It is possible to do that with this game as well. The physical mechanics of this game are relatively straight forward. The tough part is at the start of the game, and developing a game plan. Some use actual data to see where to set up the lines, I see that as kinda defeating the spirit of the game. YOU need to see where YOU want to place stations and lines. Clearly, the BIG circles of both population and workers need to be carefully considered. Airports and universities, and the areas where the people commute from are a nice start. The mechanic of having different levels of stations and tracks is terrific. You can have a station at street level, and additional stations below it. If they're close enough, the overlapping stations can allow for direct transfers between lines. A heavy metro line can have light metro lines spreading out like a fish bone pattern. The three billion dollars you start with are critical. You need to CAREFULLY spend this initial budget, in order to fund additional lines. Nashville, my first city, I messed up and blasted through some buildings, and this ate up my money pretty hard, It took one FULL hour to save up enough monies to expand my lines. There is a tremendous amount of data for an old retired scientist like me. I love me a good spreadsheet! Specific information on ridership at each station, and detailed rider and financial data, broken down into hourly increments. You're also provided warnings if a train is over-crowded, and if a line needs more cars, or a higher frequency of visits. Given that one large city will take probably 20-30 hours to complete, I believe that I will get way more gameplay than the $30 the game costs. There is good value here, and better value if they made loading the modifications into the game a little easier. That's a mild complaint for me, and it gets a little fiddly. Stability is not a concern, and neither is lag. There have been some reports that this can be an issue, but also, more recent reports have suggested that the developers have taken some recent actions to enhance the optimization. I have a good system, and zero issues with CPU/GPU running excessively, or hot. I like this game. It is very satisfying to develop a chunk of line that immediately becomes productive. The game isn't terribly difficult, so long as you put stations and track down reasonably efficiently.
I barely played this game and honestly it already started off badly, the game does not save your custom map colors! I switched the map color theme and then back to my custom one and it overwrote everything!
Ignore the people saying it doesn't mention it's always online. 1) The game uses live or near live census data, it has to get that in order to work, ergo an internet connection is needed 2) The games description mentions it's always online, albeit about 2/3 of the way down. The game is an amazing project and forces careful consideration of a wide variety of factors when planning your system, can't wait to see where it goes next!
needs work, but a great start
Хорошая задумка сделать что-то вроде NIMBY rails, но более юзер френдли, но реализация хромает. Зачем нужно постоянное интернет соединение в одиночной игре про поезда? Карта нью-йорка весит 60мб, я бы потерпел её скачивание. Иначе выглядит как издевательство. Игра очень сырая, отсутсвуют многие механики, которые мне (и думаю многим) были бы очень важны. - судя по всему, нет возможности добавить кастомные поезда, что было бы очень интересно - нет возможности делать кастомные станции (имеющие, скажем, нечётное количество путей, разъезды, тд) - очень криво работают автоматические перекрёстки (особенно для линий из 4ёх путей), если сделать вручную, то всё равно непонятно, когда работают, когда нет, игра может просто не детектить их. - нет возможности сделать расписание для линий - у меня была невозможность назвать линию/сохраниться без перезахода в игру. Просто не даёт задать название - отсутсвуют многие qol механики, например, нельзя нажать на станцию в меню линии и перенестись к ней, многие кнопки не выдают облачко текста с описанием того, что они делают - статистика бесполезна - хоть в игре и есть поддержка языков, но горячие клавиши работают только на английском - очень неудобное меню при постройке, часто приходится делать лишние движение мышью/клавиатурой (например, почему когда я рисую будущий маршрут, я не могу двигать карту? Что мешает сделать это, например, на среднюю кнопку мыши?) - эта игра могла бы быть бесплатной браузеркой на флеше в своём текущем состоянии, но не игрой за 1050 рублей (или 40 долларов) - лагает В целом выглядит очень сыро, и непонятно, почему её продают за деньги. Я бы понял, если бы сейчас это была бесплатная демка, пруф оф концепт, но игра - нет. Покупать точно не стоит
Online only. Nope -will reimburse
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Trends
Steam followers (game-group members) tracked daily from when we started recording.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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