Worldwide sandbox
Start in thousands of cities on real population data and build without artificial boundaries.
Lay stations and track on a worldwide OpenStreetMap-based map, plan the service, move the trains, and watch a real population and your finances react to every decision.
A transit-network sandbox with a serious simulation underneath. Start in any of thousands of real cities, using real population and activity data. Build ground, elevated, and tunnel track; place stations and signals; then define how the line actually runs — stopping pattern, headway, operating hours, fares, and fleet.
Every commuter has a real origin and destination and chooses between your network, walking, and driving based on time, transfers, waiting, crowding, and price. Ridership, revenue, and operating cost move in response, in real time. It is a private alpha: expect bugs and save migrations, and duplicate a network you care about before updating.
Start in thousands of cities on real population data and build without artificial boundaries.
Stopping patterns, headways, operating windows, fares, fleets, and ground / elevated / tunnel infrastructure.
Passengers weigh jobs, destinations, transfers, waiting, crowding, and price on every trip.
An hourly P&L per line, cost drivers laid out, and a plain-language read on what is sinking it.
This is the order work happens in, not a schedule. There are no dates, and the later entries will move as the earlier ones land and as player feedback comes in.
Collecting feedback from the first players and folding the clearest wins back in: bug fixes, rough edges in the build and service tools, and the small missing pieces people run into first.
Roads, buildings, and other ground features that track has to route around, bridge, or tunnel under — so a network has to answer to the city it is drawn on instead of being laid straight over it.
New modes beyond rail, in two phases:
A working private alpha. The core loop — build, plan service, run trains, watch demand and money respond — is all there. Some features are thin, some things will change, and saves may need migrating between versions. The release notes track every build.
A licence key for the Windows build, all updates during the alpha, and whatever the roadmap above delivers. Pay more than $15 if you want to back the work; it does not unlock anything extra.
Yes — within 14 days if the key has not been activated on a machine. Email the address in the footer. Payments and refunds are handled by Lemon Squeezy as the merchant of record. Full terms on the refund policy page.
Deactivate the old machine from your Lemon Squeezy order portal (or ask support), then activate the new one. One active machine at a time.
The app checks on launch, downloads a new build in the background, and installs it on the next restart. A banner tracks progress.
Not yet. It is on the list, but the paid alpha is Windows-only for now.
No analytics or telemetry. Your licence key and a machine fingerprint are stored locally and sent to the licence server to activate. Feedback you submit becomes a private issue with your email attached. The map contacts OpenFreeMap for tiles. See the privacy policy.
This build is not code-signed yet, so Windows treats it as coming from an unknown publisher and blocks it by default. Here is how to run it anyway. Download only from this site.
.exe → Properties → tick Unblock on the General tab if it is there → OK.published on the Releases page for each buildCity search runs locally and does not transmit your search text. The game contacts OpenFreeMap to load map tiles. Diagnostic reports are exported only when you explicitly request one and are never uploaded automatically.