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. Keep your lines efficient by redrawing them as new stations open. Decide where to use your limited resources. How long can you keep the city moving?
User reviews: Overwhelmingly Positive (1,095 reviews)
Release Date: Aug 11, 2014

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Mini Metro has been in open development since September 2013. We've had such a positive experience throughout the alpha that we decided to continue development in Early Access.”

Approximately how long will this game be in Early Access?

“We expect to release the full version in early 2015.”

How is the full version planned to differ from the Early Access version?

“We would like to add the following features and content throughout the Early Access period:

  • procedural audio by Disasterpeace
  • the unlockable Rush Hour mode, for the ultimate challenge
  • achievements
  • trading cards

You can see the full list of tasks, including plans for possible post-release features, on our Trello board.”

What is the current state of the Early Access version?

“Both the classic scored game and endless zen mode is fully playable in ten cities, with leaderboards for each.

We'll be adding the remaining functionality and content, tweaking game balance, and fixing bugs (not that we plan on adding any, but ... you know) every week or two.”

Will the game be priced differently during and after Early Access?

“Mini Metro will be available at a reduced price while it remains in Early Access. The base price after release will be $8.99.”

How are you planning on involving the Community in your development process?

“We have an active community that we stay in touch with through Twitter, Facebook, and our own discussion forums. The community has already helped us shape the design of Mini Metro through the alpha, and we plan on continuing that through Early Access and post-release.”
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Recommended By Curators

"It’s my favourite game about stretchy lines in a very long time."
Read the full review here.

Recent updates View all (15)

March 29

Beta 19

This is a small update, mainly bug fixes and minor changes.

Changes:

  • Added night mode toggle to the pause menu.
  • Reduced locomotives per scenic milestone in Hong Kong back to one.
  • Added alternative key controls for the clock speed. (1 / 2 / 3 as well as the left and right arrows).

Fixes:
  • Fixed interchange highlight size.
  • Pause menu is aligned correctly when playing on locales with very long strings.
  • Added some missing non-English glyphs.

3 comments Read more

March 19

Beta 18

Finally, beta18! A new upgrade type, tweaks to a couple of maps, a new user flow which will (hopefully) make the game easier to learn, and a number of other smaller changes and fixes. The staged introduction to the game seemed to help new players get the hang of the rules at PAX. We did notice a handful of misconceptions that kept popping up, so we definitely have more work to do in that area.

Changes:

  • Added interchange upgrade to first three maps.
  • Hong Kong and Cairo are more challenging, which will result in faster games.
  • Errors have been improved.
  • Completely new users now automatically play an introductory game when the game is first started.
  • Assets animate down to the asset panel when they're chosen on the new asset screen.
  • Starting a new line with none left will now attempt to extend an existing line instead.

Fixes:
  • Offscreen station spawns should no longer be an issue.
  • Blur is more consistent across resolutions.
  • Greatly reduced run-time memory allocations.

12 comments Read more
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Reviews

“Love it! Simple gameplay, deep tactics. Perfect casual game.”
MC Frontalot

About This Game

In Mini Metro, you take on the task of designing the subway layout for a rapidly expanding city. Your city starts with three stations. Draw routes between these stations to connect them with subway lines. Commuters travel along your lines to get around the city as fast as they can. Each station can only hold a handful of waiting commuters so your subway network will need to be well-designed to avoid delays.

The city is growing. More stations are opening, and commuters are appearing faster. The demands on your network are ever-increasing. You'll be constantly redesigning your lines to maximise efficiency. The new assets you earn every week will help immensely — as long as they're used wisely.

Eventually your network will fail. Stations will open too quickly. Commuters will crowd the platforms. How long the city keeps moving is up to you.

Key Features

  • Compelling, constructive, hectic, relaxed gameplay. If that makes sense. It doesn't though, aye? You just gotta play it.
  • Three game modes: Commuter for quick scored games, Scenic for stress-free sandbox play, and Rush Hour for the ultimate challenge.
  • Ten real-world cities to design subways for (London, New York City, Paris, Hong Kong, Osaka, Saint Petersburg, Montreal, São Paulo, Cairo, and Auckland). Each has a unique colour theme, set of obstacles, and pace.
  • Random city growth, so each game plays out differently. A strategy that proved successful last game may not help you in the next.
  • Each game's map is a work of art, built by you in the classic abstract subway style of Harry Beck. If you think it's a keeper, save it, tweet it, show it off or make it your desktop background!
  • Soundtrack by Disasterpeace (well, not quite yet ... but he's working on it right now!)
  • Colorblind and night modes.
  • Trains! Did we mention them yet?

Demo

You can check out Mini Metro for yourself and play a game on the London map in the demo. The demo uses the Unity webplayer, so you'll need the Unity plugin (Windows and OS X only unfortunately).

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS: Windows XP, Vista, 7, 8 or later
    • Processor: 2 GHz or faster processor
    • Memory: 512 MB RAM
    • Graphics: Shader Model 2.0
    • DirectX: Version 9.0c
    • Hard Drive: 150 MB available space
    Minimum:
    • OS: OS X 10.7 Lion or later
    • Processor: 2 GHz or faster processor
    • Memory: 512 MB RAM
    • Graphics: Shader Model 2.0
    • Hard Drive: 150 MB available space
    Minimum:
    • OS: Ubuntu 12.04 LTS or later
    • Processor: 2 GHz or faster processor
    • Memory: 512 MB RAM
    • Graphics: Shader Model 2.0
    • Hard Drive: 150 MB available space
Helpful customer reviews
12 of 14 people (86%) found this review helpful
3 people found this review funny
2.3 hrs on record
Posted: March 8
Early Access Review
Wonderful game! Great way to pass the time, frustrate the hell out of yourself and make you wonder why anyone ever decided that designing public transport was a brilliant career path. This game is perfect for you!

If you want a game with endless entertainment that concludes with you yelling at circles, that one guy that wants to go to the other side of the map and purple train lines, this is it!
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4 of 5 people (80%) found this review helpful
8.1 hrs on record
Posted: March 26
Early Access Review
I bought this game, installed it and then forgot about it.
Yesterday, I clicked 'play' to just have a look.
Played 8 hours straight.
This is basically like a smartphone game that gets more and more addicting but doesn't include pay to win/micro transactions... by the way, this game would probably go down really well on the app store. Just a thought.
ANYWAY....
Buy this game. Have Fun.
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8 of 13 people (62%) found this review helpful
1 person found this review funny
1.5 hrs on record
Posted: March 6
Early Access Review
Your city comes to life in this fun game which doesn't suprise me
Manage your city, overcrowding commuters can be continued as scenic

I Truly Recommend Mini Metro

Just buy this in Early Access for £4.99 it's worth it
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3 of 4 people (75%) found this review helpful
41.6 hrs on record
Posted: March 13
Early Access Review
Great little game. Not really a puzzle, more like a real time brain teaser. If you like games like minesweeper you should love this game.
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1 of 1 people (100%) found this review helpful
19.7 hrs on record
Posted: March 29
Early Access Review
It's a fun strategy logic game. The price is right, and it needs some cleaning up (no sound track yet), but the premise of the game is solid, and the graphics are clean.
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4 of 7 people (57%) found this review helpful
0.5 hrs on record
Posted: March 26
Early Access Review
I love casual games, but I have to say this game is really boring. I know I haven't put much time in it, but that is because I got bored really quickly.

This game feels like a more boring version of "Pipe Dreams", which for the younger crowd is a game where you have to build a piping system before liquid would flow and points were rewarded for the length of pipe the water traveled through before flooding out of the pipes.

I digress. This game is about setting up a "metro" system to pick up shapes and deliver them to a station of the same shape. While you are setting up your "tracks" new shapes randomly appear as well as patrons. Those shapes have to be integrated into your system before the patrons get frustrated and leave at which point you lose.

The bigger problem I have with this game is that there is no way of planning your system as the shape locations appear at random. There is a way to restructure your system but the interface feels unintuitive and I'm never sure if when I remove tracks/trams that they return to my inventory. From what I can tell - trams do not - and therefore you are punished for a restructure that you couldn't have planned before.

This game feels like a mobile game, best experienced on the crapper.

I hesitate to say this game is horrible as it has many great reviews, but as a fan of casual games - you can skip this one. Sorry devs.

I will give this game more time and if my opinion changes I will update this review.
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3 of 6 people (50%) found this review helpful
0.9 hrs on record
Posted: March 20
Early Access Review
This game is Better suited for Mobile. It's terribly simple in it's current state. It has some fun replayability to it. It just feels so light on content. If this was a mobile game i wouldn't hesitate to recomend it for around $5-8.

I thought the game would be more about financially managing a subway system and managing passenger loads. It's more of a game that you just manage dots floating around the screen.
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250 of 277 people (90%) found this review helpful
10 people found this review funny
11.1 hrs on record
Posted: October 17, 2014
Early Access Review
I love this game. It takes place in an alternate universe where commuters patiently wait for the next train when the current one looks full.
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111 of 114 people (97%) found this review helpful
1 person found this review funny
97.5 hrs on record
Posted: October 24, 2014
Early Access Review
Mini Metro belongs to the category I call "Optimization Games." These are games like Banished, Prison Architect or Sim City. These sort of games are more about building the best thing you can with your resources available, and less about reaching a "win" state.

Mini Metro is a extremely minimalist version of these sorts of games. Whereas in a game like Banished you'll be trying to balance population growth, food supplies, trading resources, lumber, etc, Mini Metro just asks you to get your passengers from station A to station B.

Mini Metro doesn't have saves or anything, and you can expect a single round of the game to last about 15-20 minutes. During this time, stations of various shapes will pop up, and they'll begin to have passengers show up. Your goal is to build your rail lines in a way that gets the people to their intended station. Have too many passengers waiting too long to get somewhere and you lose.

Where Mini Metro really succeeds is that it builds a lot of tension easily thanks to the constant need to incorporate new locations, while only giving you minimal additional resources. Can your Red Train Line handle an extra circle station? Maybe you can rearrange the stations a bit to fit that new station onto your Yellow Train Line instead? You'll be juggling these decisions constantly.

Overall, I highly recommend Mini Metro. It's kept me occupied for longer than many other optimization games have. Despite it's simplicity, there's a lot of room to improve your skills in the game, and I tend to find myself thinking of new station arrangements when I'm not playing. That's the sign of a good game, and it's the same feeling games like XCom or Banished gave me. If you enjoy these sorts of games, I would very much say it's worth your money, even in it's current Alpha state.

Quick edit: As of Alpha 10, game now has all maps (two of which have some minor bugs) but the game continues to shape up well. I continue to recommend it highly.
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60 of 66 people (91%) found this review helpful
1 person found this review funny
6.2 hrs on record
Posted: November 25, 2014
Early Access Review
Mini Metro Review

Positives.
- Simple Artstyle
- Intresting Topic

Negatives.
-No Audio (Yet)
-Games Get Easy Really Fast.

Review :

Mini metro is a clean and interesting managing game, but at this moment it's missing a lot of feature... I really enjoy the interesting topic of the game and at a point a really starts caring about the little squares and circles in my Metro town, I really wanted to get my guys to there location as fast as possible, but the game fell short after about 15 minutes. the game become so easy i left it running for 10 minutes without problems or complications,

I Can't wait untill they add the audio to the game, the game feel really empty at times,
I found myself just running an Ambient radio station in the background to fill up my experiance...

Overall the game is Pretty good and i Really enjoyed almost every minute,
for 6,99 i find the game a bit overpriced... in my opinion the is worth more around 4,99
I'm Still going to Recommending the game.

Developer : Dinosaur Polo Club.
Publisher : Dinosaur Polo Club.
Category : Simulator, Indie
Website : http://dinopoloclub.com/minimetro

(Always do more research than just reading a review, to ensure that you get the right product.)

Thanks for Reading!

Follow my Curator page : http://store.steampowered.com/curator/6858371/
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48 of 52 people (92%) found this review helpful
1 person found this review funny
12.9 hrs on record
Posted: December 27, 2014
Early Access Review
So I discovered Mini-Metro about a few months ago, and was following its progress since. I finally got around to purchasing it for myself, and in short, I haven't stopped playing! I never knew a game in such early stages and unfinished could provide sooo much fun and amusement.

Now on to a proper review:

Pro's:
> Simplistic, didn't have to overdo the features to get enjoyment
> Smooth Look: Not made poorly, very good aesthetics
> Non-Repeatitive: Always a different layout on every restart of a map
> Consistant New Features: The devs are actively adding / fixing stuff all the time
> Has a Night Mode, changes White to Black, much easier on the eyes!

Con's:
> No Sound: Atleast, not yet, I know its being worked on as the next feature
> Waiting Passengers sometimes are confusing as to where they want to go
> Trains sometimes skip stations

Well thats all I can think of for now. I am still enjoying the life out of Mini-Metro and am eagerly awaiting what the devs come up with next!

(wink wink nudge nudge: maybe some more maps to play on @devs? eh? hehe)

My overall rating: 9/10. Highly recommend the game, has a few minor issues, but thats expected in a Beta game. But hey, go grab a copy and play, you won't regret it!
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26 of 27 people (96%) found this review helpful
1 person found this review funny
8.8 hrs on record
Posted: January 3
Early Access Review
I remember discovering, and enjoying, this game back when it was a free alpha release. Now it is in a (more stable) beta form, even at this stage, I still consider DPC's efforts to be more than exceptional thus far. The gameplay is simplistic and easy to pick up, but difficult to master - and that is by virtue. I think this game has the most perfect difficulty curve of anything I have played - the start is pretty simple, however, over time, the game becomes a race between land-usage (represented by the different station icons) and line-deployment.

I will give this game a pass on a few things because of its beta state, so here are the pros and cons:

GOOD:

+ Great, simple graphics (will run on anything that can display a screen. And yes, 4K 60 FPS, okay guys?).
+ Easy-to-understand gameplay.
+ Addictive gameplay
+ Gentle difficulty curve
+ Fun-strating (FUN + FRUSTRATING! Or fun + menstrating, take your pick)
+ Great location design
+ Touchscreen support (it works better with a touchscreen than a mouse!)

BAD:

- Efficiency stage (items given per # of passengers as opposed to weekly) can get boring once you reach "peak" performance
- Menus do not use keyboard keys except Enter

Overlooking because beta;
? No sound (will be introduced later, but can be plus if you like the quiet environment while playing this game)
? Menus a bit glitchy

Overall: 9/10, waiting eagerly to see finished product.
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23 of 24 people (96%) found this review helpful
1 person found this review funny
15.5 hrs on record
Posted: February 16
Early Access Review
Oddly relaxing, until suddenly it isn't. Why won't those damn triangle people stay home, you ask. And who asked the... what, pentagon?? octagon??? people to live way the hell out in Sainte-Dorothee? I don't think you really deserve subway service,

What I'd love to see is real time maps of various real-world subway stations but marked up in the Mini Metro graphical style. I could probably watch that all day.
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24 of 26 people (92%) found this review helpful
134.0 hrs on record
Posted: October 30, 2014
Early Access Review
Positives:

Though still in need of some refinement and balancing—and possibly some additional features—the core gameplay of Mini Metro scratches that city-building itch without requiring a major investment of time. You can play this on a break without worrying you'll be sucked in for hours (though you won't get bored if you did waste a day on it).

The interface is a case study in complex, context-sensitive functionality from simple interactions. Click, hover, drag and drag paths all combine to do just what you want without requiring a tutorial. Though you might spend your first game puzzling it out, it all just works how you'd expect on the first or second try. Pure, blissful affordance. If only more games thought out their interface so elegantly.

Negatives:

There is a well-known "cheat" that isn't really a cheat (it's inherent in the game rules) but that renders the leaderboards meaningless. The devs are still struggling with this issue, and I think it's resolution must lie in clarifying the game's biggest ambiguity: am I running a simulation of a real subway network (in which case, shouldn't it cost me something to re-route lines) or am I stress-testing a subway plan by iterative design under increasing load (in which case, shouldn't I have some prior information about where additional stations will appear). This ambiguity is at the heart of the game's ultimate success or failure, and the devs need to do more than apply band-aid solutions and ad hoc rule tweaks. I feel like the solution is to split the game into entirely different game modes which rest on different existential assumptions about what the game really is.

A little more information and clarity, compactly presented, would reduce some of the minor frustrations and provide greater insight into the network you've built. How many trains do I have on a given subway line? Can I see some meaningful data on throughput or efficiency? I have trouble believing the devs haven't read any of Edward Tufte's masterful works on data presentation. They'd do well to revisit his books for ideas.

[REVISED] The passenger AI is improving. Rather than being deterministically stubborn, passengers have acquired a variability that sometimes even includes whimsical train hopping in the wrong direction and then back again. This is an improvement. There's often more than one way from A to B, not to mention that sometimes B2 or B3 offer variety. It's slightly mad, but it's better than robots.

Some other minor complaints:
- why am I limited to 4 trains per line? Couldn't that limit be a function of the line's length and/or the number of stations?
- why can't a line go around a river bend rather than cutting the corner and requiring a tunnel?
- why no save feature? sometimes I'm having a very successful game, but I have to get back to work, or join friends in another game

TL;DR:

Enjoyable game. Can be played casually or obsessively. Brilliant with the potential to be an all-time classic. Well worth full price. It would be criminal to wait for a sale price.
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20 of 22 people (91%) found this review helpful
23.6 hrs on record
Posted: February 23
Early Access Review
Mini Metro, currently available in Early Access (the game can be purchased but is still in development so some elements, such as sound in this case, are missing or unfinished), is a game about moving people. If this seems like an oversimplification, I can tell you with confidence that it is not. Where other games of this sort focus on such elements as budget and specific regions, population density and specific destinations of interest to that population, Mini Metro instead focuses on the general and the deliberately vague; and this works fantastically given the style of the game. There is no budget with which to be concerned, there are no apparent city divisions or districts. The placement of stations is random, and also out of the control of the player. In many ways, this almost makes the goal more true to life of a real world occupation, albeit without feeling like work: somebody is presenting the player with a scenario, and the goal is to make it work by connecting the stations, and keeping people moving.

The player begins the game by selecting one of three difficulties, and then the city that the player would like to play. These cities are mostly without features, save for waterways. The player looks upon either an off white void or sort-of-charcoal, if night-mode is turned on, with three subway stations to connect. The goal is to connect these stations in as efficient a manner as possible by drawing lines to connect them using the limited number of lines, cars and carriages that have been provided. With the initial three stations this is a simple task. More stations are added as the game progresses, which serves to complicate matters. Where the player may have easily begun using only a single line to connect all of the stations, this method will lead to disaster if it is maintained. The player will have to add new lines, new cars, add on carriages to those cars to ensure that no station overfills; and all of these are in limited supply. At the end of each week the player is granted an additional car, and then the choice between one other addition: tunnels, which are required to traverse through waterways, carriages, which extend the length of a train, lines, which adds a coloured line with which to connect stations, and interchanges, which increase capacity and speedily load and unload passengers. Only two of these additions are presented as options. The stations are randomly placed with each play through, as are the choices of additions, so memorization will not help the player. A set of options are presented, and the player has to make that work.
The stations themselves are without names, and are instead represented by shapes. Most commonly, these shapes are squares, triangles and circles, and occasionally 'other' shapes will appear that one could regard as special stations. The idea is that a "person" who boards at a circle station will never wish to travel to another circle shaped station. These individuals are also represented by shapes: a circle shaped passenger wishes to travel to a circle shaped station, a triangle passenger wishes to travel to a triangle station, and so forth. Therein lies the strategy: a line consisting of nothing but circle stations will lead to disaster as no passenger will wish to travel from one station to another. The player must try to connect as many differently shaped stations as possible. There WILL be some overlap and stations of the same shape connecting to one another; but the goal is to minimize those occurrences to maintain efficient routes and prevent overflow.
The game begins in a very calm fashion. Simply draw lines, add lines, extend lines, watch the trains pick up and deliver their passengers. It is that way for a while: calm. And then it isn't. All players will reach a point where chaos starts to creep in. Maybe entire lines, previously perfectly placed, are no longer efficient and have to be removed and rebuilt. As the player cannot control where new stations are placed, and what form those stations will be, new stations may spawn close to lines that already have a pair of stations that are the same shape on either side of the new addition; and that reduces the efficiency of the line. The alternative is to extend one of the other lines out to this new addition; but the player cannot cross the lines except by meeting them up at existing stations, which will make that extension even longer in the event that it does need to cross a line to access the new station. While such choices represent a challenge, that challenge never feels to me to be particularly stressful. The presentation of the game simply does not allow it.
The end result could be orderly, almost a work of art where transit maps are concerned; or it could look like a scattered mess of random connections; but so long as the stations never reach capacity then presentation hardly matters to the game. It may matter to the player, mind you. During one play through I had a well functioning three-lined transit system that crossed at odd intervals and zigzagged to and fro. It worked, and I hated it. It just didn't look proper. I had nobody to blame but myself: I COULD find another way for the system to work, but I had not looked for one.

The visual presentation is minimalistic. This is a good thing. Its appearance is that of a subway/metro map. The blank background populated only by single, thick lines that represent the metro rails that the player is placing and moving about serve well to illustrate the real transit maps that are out there in the world. The player is, in essence, painting the metro maps that one would see at subway stations. It is perfect, and immediately familiar to anybody who has found themselves staring at a map, plotting their subway route and transfers to progress from point A to point B. That said, those who have never ridden a subway, or are simply unfamiliar with subway/metro transit maps may be at a loss as to why this game's visuals are as they are, and it may look to such individuals as little more than lines on an empty space without knowing or appreciating the context as to why that look may be fitting. This is a fault of nobody, only the result of individual experiences.

Audio. There is none. There WILL be some; but at this stage of development it has not yet been implemented. If that's a turn off for you, then back away. Otherwise just fire up some music or background noise that you feel is appropriate, and enjoy the completed music and sound effects once they are added in.

Lack of audio aside, everything, for me, just felt right. The challenge is perfect, the visual style is appealing and fitting to the context of the gameplay, and the package as a whole has a polish to it, both because of and in spite of its minimalism. It is a game as casual as the player wants it to be with its difficulty settings, and as challenging as they can handle until the end finally comes as one station finally reaches over-capacity. I recommend it to anybody who is looking for something with few rules to remember, that is satisfying, and well put together.

Edit: one of the most recent patches (as of this writing) added interchanges as available possible options for upgrades at the end of each week. I added a description of these to the paragraph that detailed these add ons.
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52 of 78 people (67%) found this review helpful
1 person found this review funny
2.0 hrs on record
Posted: October 4, 2014
Early Access Review
This game will make you hate circles. 9/10
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15 of 16 people (94%) found this review helpful
3.4 hrs on record
Posted: January 19
Early Access Review
An interesting wee sim which looks simple but once things get going it gets hard; fast! Trying to get an ever increasing and swarming maze of stations work in harmony is both fun and infuriating at the same time. I've kept coming back wtih new ideas on how to make my next play work.

What I liked most was how you I had to constantly think on my feet as to how to connect this new station in to my network but also how I could use it to ease pressure on other lines. Placing new trains required thought and adding carriages not just a straight forward decision. As the game develops I'm interested to see where this goes and what other real world locations will be included.

The game at this stage isn't without its faults. I've found it difficult at times to re-draw lines or disconnect them from stations but this is just nit-picking. Overall Mini Metro is a great game and a fantastic way to kill time, thoroughly recommended.
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21 of 27 people (78%) found this review helpful
7.2 hrs on record
Posted: October 11, 2014
Early Access Review
This Game is fantstic! It is very casual and has a very short loading time which makes it easy to jump into. It exersizes your brain but is still quite addictive. I bought this game not expecting much but I was very pleasantly surprised! 9/10!
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15 of 17 people (88%) found this review helpful
1 person found this review funny
9.7 hrs on record
Posted: February 5
Early Access Review
Light, fun, perfect to play at work !

Three game modes available for the moment, each offering different challenge. The game is easy to understand and the difficulty grows quickly while the fun stays.

Also while the game is in early access, for this price and the few bugs I've encountered it's still more polished than plenty of games being "fully" released (also there is not a single sound in the game at the moment, you might want to be aware of that)

Recommended if you like to kill some time with smoothly designed puzzles.

Tl;dr this game saved me from dying of boredom at work
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14 of 16 people (88%) found this review helpful
41.2 hrs on record
Posted: November 14, 2014
Early Access Review
All the minimalism I've ever wanted from a simulation game.

Thanks for the Linux version!
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