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Mini Metro
March 11, 2014 - Dinosaur Polo Club

Alpha7 is now live! Changes are:

  • Tunnels (bridges?) are no longer limited.
  • Tunnels slow trains down as they’re moving through them.
  • Pressing a key during the upgrade screen or the game over screen will toggle the dialog's visibility.
  • Bug: Pathfinding better accounts for long loops.
  • Bug: Released carriages now actually release themselves properly back into the upgrade pool.
  • Bug: Straight lines no longer ignore intersections.

The big change is of course to the way tunnels work. We want them to still be a hindrance to your network, but not the hard limit they were previously.

The next alpha may take a while longer than normal. We have some big changes planned to how we handle upgrades and multiple cars on a line.

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Iviv Mar 16, 2014 @ 9:24am 
Loving the game, a couple of requests/comments from around an hour of playing.
Would it be possible to have something like the London Underground's Circle Line in the future -
It's essentially just a line, except it revisits a couple of stations it is already visiting. It isn't a complete loop, but in areas where you have a station that is getting overcrowded, it would be nice to have the ability to do something like that. Or perhaps even make a complete figure of 8; Again with a couple of stations in the middle that get pretty full to try and lighten the load there.
Also, as mentioned elsewhere, the ability to easily remove a track completely rather than having to go through all the stations one by one to remove would be easy. Perhaps have the line information pop out when you move the cursor to the right, like the upgrades do at the left, except with one click to select the line, then another click to confirm deletion.

Either way, thanks for the game!
悲 Kiriril Mar 16, 2014 @ 5:45am 
As i know on bridges trains coversely can ride faster. But, in next alpha's i waiting for sandbox mod with no limits on lines.
Sirot Mar 15, 2014 @ 10:47pm 
Super fun game!
Alpha7 currently caps at 600 riders for me. I hit a point where things become too far apart to allow 5 lines to cover them all.
Also, modifying the lines is a circle of hell. Would be nice if I could select individual lines using the number keys when lines overlap.
Mots- Mar 15, 2014 @ 4:06am 
Maybe a money by passanger system, to allow upgrading gradually (train speed, number of vagons, number of tunnels, lanes, wtvr..)
guyrandomness Mar 14, 2014 @ 5:09pm 
Will you be able to upgrade the number of trains at some point?
NaKa Mar 13, 2014 @ 8:47am 
Really interesting game, and on the mathematic logic which we have to use, which are more difficult than we can think (graph theory, perfect graphe, Robertson–Seymour theorem,..)
Ryini7 Mar 12, 2014 @ 7:59pm 
Excellent game! Reminds me of Pocket Trains for iOS but this one is easier to just pick up and play, and it excludes the long waiting.
Scrub Mar 12, 2014 @ 12:34pm 
The difficult part is just how hard it is to get across water, with limited tunnels or slower tunnels. It's usually the 2nd or 3rd station that needs you to cross water, and from that point on you have the chokepoint of your entire city layout.

Perhaps if the stations across the water could come in a bit later or something.
Kranodor Mar 12, 2014 @ 11:09am 
Actually, that sounds like a really neat idea: Make tunnels unlimited, with speed limit, but provide an upgrade for it, that removes the speed limit, but is only available in limited supply, like tunnels were before.
DofD Mar 12, 2014 @ 8:37am 
I think the tunnel change is ok but it would be more intresting if we could get bridges with no speed limitations
Let the Tunnels be endless but bridges an upgrade option
And perhaps add some more lines in
That would be awesome ^^