Anywhere on Earth
Start in thousands of real cities on real population data, and build without invisible walls or a fixed grid.
Drop stations and draw track anywhere on a real-world map, decide how the trains run, then watch a living city — real people, real budgets — react to every call you make.
A transit sandbox with a real simulation under it. You start in one of thousands of actual cities, built from real population and activity data. Lay track on the ground, up on viaduct, or in tunnel; place stations and signals; then decide how the line runs — where it stops, how often trains come, what hours it operates, the fare, and how many trains you put on it.
Every rider has a real home and a real destination, and picks between your network, walking, and driving based on how long the trip takes, how many changes it needs, how long the wait is, how full the train is, and what it costs. Ridership, revenue, and running costs all move with those choices, live.
It's a private alpha, so expect bugs and the occasional save you have to migrate between versions. Copy any network you care about before you update.
Start in thousands of real cities on real population data, and build without invisible walls or a fixed grid.
Set the stopping pattern, how often trains come, the service hours, the fare, and the fleet — on the ground, on viaduct, or underground.
Riders weigh the journey time, the changes, the wait, the crowding, and the price on every single trip.
An hour-by-hour profit and loss for each line, every cost spelled out, and a plain-English read on what's dragging it down.
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 isn't code-signed yet, so Windows treats it as coming from an unknown publisher and blocks it by default. Here's how to run it anyway. Only download 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 on your machine and never sends your search text anywhere. The game contacts OpenFreeMap to load map tiles. Diagnostic reports are only exported when you ask for one, and they're never uploaded automatically.