Anywhere on Earth
Thousands of real cities, built on real population data — no invisible walls, no fixed grid. Build wherever you want.
Drop stations, draw track anywhere on a real map, and decide how the trains run. Then watch a living city — real people, real budgets — react to every call you make.
It's a transit sandbox with a real simulation underneath. Pick one of thousands of actual cities — built from real population and activity data — and start laying track: on the ground, up on a viaduct, or straight through a tunnel. Drop stations and signals, then decide how the line actually runs — where it stops, how often trains show up, what hours it runs, the fare, how many trains you're putting on it.
Every rider has a real home and somewhere real to be, and every trip they weigh your network against walking or driving: how long it takes, how many transfers, how long they'll wait, how packed the train is, what it costs. Ridership, revenue, and your running costs all move with those choices, live.
It's a private alpha, so expect some bugs and the occasional save that needs migrating between versions. Back up any network you actually care about before you update.






Thousands of real cities, built on real population data — no invisible walls, no fixed grid. Build wherever you want.
Set the stopping pattern, how often trains come, the hours, the fare, the fleet — on the ground, on a viaduct, or underground.
Riders weigh the trip time, the transfers, the wait, the crowding, and the price on every single ride.
An hour-by-hour profit and loss for every line, every cost spelled out, and a plain read on what's actually 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 still thin, some things will change, and you might have to migrate a save between versions. The release notes track every build.
A license key to play in your browser, every update during the alpha, and whatever's on the roadmap above. Pay more than $15 if you want to back the work — it doesn't unlock anything extra, it just helps.
Yep — within 14 days of purchase. Just email the address in the footer. Payments and refunds go through Lemon Squeezy as the merchant of record. Full terms on the refund policy page.
Sure — paste the same key into as many browsers or devices as you like. Each one keeps its own saves though, so a network you build on your laptop won't show up on your phone.
Every visit already loads the latest version — nothing to install or update yourself.
Anything with a modern browser and WebGL — Windows, macOS, Linux, Chromebooks, all of it. No install required.
No analytics, no telemetry. Your license key gets checked against the license server and cached in that browser's local storage — that's the only thing sent, and only for that one check. Feedback you submit becomes a private issue with your email attached, so I can follow up. The map pulls tiles from OpenFreeMap. See the privacy policy for the full rundown.
City search runs on your machine and never sends your search text anywhere. The game talks to OpenFreeMap to load map tiles, and that's about it. Diagnostic reports only go out when you ask for one — never automatically.