About the 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: Normal for quick scored games, Endless for stress-free sandbox play, and Extreme for the ultimate challenge.
- Build your metro exactly how you want to with the all-new Creative mode.
- Over two dozen real-world cities! Design subways for London, Paris, New York City, Osaka, Saint Petersburg, São Paulo, Istanbul, Auckland and many more! 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!
- Responsive soundtrack created by your metro system, engineered by Disasterpeace.
- Colorblind and night modes.
- Trains! Did we mention them yet?
- Vast library of player-created maps for you to explore in Steam Workshop!
"Mini Metro’s clean, stylish interface encourages me over and over again to make the trains run on time, and there’s a deeper amount of strategy to growing a sprawling metro system than meets the eye. I wasn’t just hypnotized by the rhythmic movement of trains from station to station, I was completely absorbed in making them perfect." - IGN
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
This update only upgrades the Unity version that Mini Metro is built on from 2022.3.60f1 to 2022.3.62f2. This ensures that Mini Metro cannot be used to exploit the recently discovered vulnerability detected in Unity. While no exploits have been picked up yet in the wild, it's strongly recommended that you update the game if you have Mini Metro installed.
- Bug fix for macOS players running Metal that caused the game to freeze when re-focusing the game window after switching to a window that covers the game window.
- Updated the credits list.
Mini Metro now runs on Unity 2022.3. This unfortunately requires macOS Mojave, and no longer supports macOS High Sierra. We have preserved the previous version of the game for players on macOS 10.13 who are unable to upgrade. If you are in this position, follow these steps to switch to that version:
- Right-click on Mini Metro in your Steam library
- Select Betas
- Open the drop-down in the top left, and select highsierra - macOS 10.13 compatibility branch
- Close the window and wait for Mini Metro to update. In your Steam library, it should show up as “Mini Metro ”
Thank you to the community members who reported the issue.
- Closing the app will properly shut it down for Steam. The recent engine upgrade caused a small change in assumed behavior for the shutdown flow, which kept the game alive from Steam’s point of view
Mini Metro now runs on Unity 2022.3. This unfortunately requires macOS Mojave, and no longer supports macOS High Sierra. We have preserved the previous version of the game for players on macOS 10.13 who are unable to upgrade. If you are in this position, follow these steps to switch to that version:
- Right-click on Mini Metro in your Steam library
- Select Betas
- Open the drop-down in the top left, and select highsierra - macOS 10.13 compatibility branch
- Close the window and wait for Mini Metro to update. In your Steam library, it should show up as “Mini Metro ”
Thank you to the community members who reported the issue.
- Resolved the Ubuntu crash on startup when running NVIDIA drivers
- Improved support for using a stylus on touch-capable Windows 10 PCs
- Handful of translation fixes, big thanks to the players who submitted these
- Fix for hard-to-see passengers on Tokyo's yellow line
- Updates to the game credits
- Unity game engine upgrade
Mini Metro now runs on Unity 2022.3. This unfortunately requires macOS Mojave, and no longer supports macOS High Sierra. We have preserved the previous version of the game for players on macOS 10.13 who are unable to upgrade. If you are in this position, follow these steps to switch to that version:
- Right-click on Mini Metro in your Steam library
- Select Betas
- Open the drop-down in the top left, and select highsierra - macOS 10.13 compatibility branch
- Close the window and wait for Mini Metro to update. In your Steam library, it should show up as "Mini Metro "
Thanks for your patience as we addressed these issues, and thank you very much to the community members who reported them!
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/6512997/ab185ea24328b1092adeb4ca0744e9ae3e269ac8.png
Other changes in this update are:
- Saint Petersburg difficulty increases more gently.
- Adding more than 100 stations in Creative mode will no longer crash.
- Editing a line with no locomotives will no longer consume a spare locomotive.
- Various achievement translation fixes.
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/6512997/d04ebe5bf3635443cdc709e8a6c6d7d58615c369.png
Here is what's new:
- Add, delete, and reshape stations, as well as control how busy they get. No more circle stations everywhere!
- Unlimited locomotives, carriages, and interchanges.
- All lines start unlocked.
- An increased per-line locomotive limit.
It's all up to you. Build your home town's network in meticulous detail, make a massive city with an equally large fleet of trains, or construct geometric patterns and record looping gifs.
We'd love to see what you come up with!
https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/6512997/de2a547f6a56be5a734670c11b164e51f59a5642.png
- You can now play the daily challenge as many time as you like - but only the first attempt will be scored.
- We've removed the requirement to be logged on to Steam to play the daily challenge.
- If you want to find more out about Dinosaur Polo Club we've added an about page, including a newsletter sign-up.
Keep your eyes peeled for the next major update coming soon.
• Journey to the island city-state of Singapore and lay some tracks.
• More explicit tutorial text to more fully explain some aspects of the game.
• The direction of trains is shown when paused!
Happy commuting!
Build the Tunnelbana in the latest update! We've added Stockholm to Mini Metro, along with a handful of bug fixes and performance improvements.
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/6512997/8d2649188c0afd059343e6cfa587c93cf571e428.png
We've pushed a minor update to the default branch this morning. There are numerous minor performance changes including pathfinding optimisations and a complete refactor of the passenger rendering. Most importantly though we fixed the translation cock-up with gamma28, so non-English plural forms are back.
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/6512997/de2a547f6a56be5a734670c11b164e51f59a5642.png
We've made just a few tweaks since the test build went up, and have now pushed gamma26 from the test branch to the live branch. So now everyone can enjoy smarter passengers and an extra bridge in Mumbai. ːsteamhappyː
If you'd like to read more about the decision-making improvements, I went into some detail in the previous announcement.
Keep fighting the good fight.
http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/6512997/7dbb0180f4c71d8de219b842115b55f83e8de256.png
Hey all,
We were hoping to have the gamma26 build tested and live before the Daily Deal today, but unfortunately what I thought was going to be just a few days improving the passenger AI turned into a couple of weeks. So business as usual. :)
We've worked our way through every bit of the decision-making code and found and fixed numerous small errors that would result in railcars leaving stations partially full or overfull, passengers making dubious decisions about which trains to board, passengers of the same shape making different decisions at the same station, and all sorts of other odd behaviour. It's gone through testing here, but I don't feel comfortable pushing it live just yet given it hasn't had any public testing. So if you're game, please switch to the test branch and give it go. If you think you've can see anything dodgy, please take a screenshot and send that and as detailed a description as possible to [email protected].
There are a couple of AI issues that I'd like to go over. The first is that in order to make the passenger decisions more consistent, we've had to remove the old hack that would encourage passengers to leave overcrowded stations immediately if a train was available, even if that train took a much slower route to their destination. The way we got those passengers to prioritise the longer route then had to have another hack to avoid them flip-flopping routes, so the whole system is much more robust with both those hacks gone. We're working on a replacement system to discourage passengers taking routes that involve waiting at overcrowded stations instead; this will have the same result as the old code, but it'll work much more elegantly with the AI's search algorithm.
The second issue is that we've found that high-risk connections can pose a real problem with the way passengers make decisions about which route to take. By high-risk I mean passengers deciding to take a route involving a tight transfer onto a different line to get to their ultimate destination. If they miss that transfer due to either an optimistic estimate of their original train's arrival time at the transfer station, or a pessimistic estimate of the connecting train's arrival time, then the cost is potentially very high. If the connecting train is the only train on its line, or if the line is very long, then the passenger will likely flip to a completely different path once it realises it won't make the connection. This can lead to passengers going back-and-forth as they try to catch different trains. We've done what we can to address this issue by building in a threshold for tight connections that goes up and up as the search algorithm tries to predict further and further into the future. For example, if we're predicting a transfer 30 seconds in the future, then the passenger has to predict it'll get to the station at least 3 seconds before the connecting train, otherwise it assumes it'll miss the train and cost that particular route accordingly. This is as much as we feel comfortable doing without either adding state to the passenger AI (at a cost of robustness), or improving the train location prediction (at a significant cost of development time, and no doubt introducing a litany of new bugs).
Ultimately this is a problem given the odd timescale the game runs at, with few railcars hitting stations infrequently, compared to actual metros that have many more cars with far greater frequency of station visits.
Anyway, I know this has been a little long-winded, so thanks for reading through! I figured some players would appreciate a peek behind the scenes of what is by-far the most complicated algorithm in Mini Metro.
Slight non-sequitur back to gamma26; we're aware of some rendering issues on the Linux build, (the in-game UI elements are flickering on our Ubuntu machine) so we have to at least get those resolved before pushing this build out to the default branch.
Keep those cities moving!
Peter
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
178 MB
B2D045E7
86fd5bab81c7462d918d3351fc53e6ffdb2deedd0f689b29f8ee45dd3626c511
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View AllDownload Mini Metro for PC with a direct link or via torrent. Get the full version of Mini Metro for free. Mini Metro is a Indie released by Dinosaur Polo Club.