Manage a growing railway company in this idle clicker where you build trains, establish trade routes between expanding city districts, and gradually unlock new facilities like airports and universities. The core loop involves balancing production and demand across different zones while your trains generate revenue offline, with progression tied to strategic upgrades that unlock new areas and resources. Best suited for players who enjoy relaxed, puzzle-like resource management with a satisfying sense of city expansion.
About this game
Train Themed Idle Clicker. Build and manage your railway company, helping the city expand and thrive.
What players are saying
▲ Recommended0 hrs
edit: It seems a lot of my initial painpoints have been address by the developer. I'll edit again when I give it another go. Nice work Dev(s)!
--- Old day 1 review V
This still needs development time. There's bugs I encountered within 20 minutes, the trains that used to be profitable stopped working at a certain upgrade level. The UI elements fight with the camera to make it visually jarring to look at, and the map looks entirely piecemeal. This is an indie game at its core but this feels like an early beta more than a finished product.
I won't downvote it only because I want the devs to finish this project, but if nothing happens with it I will certainly edit this view in a few months.
Great game and definitely worth the $5 price tag. All the ui and crashing issues i've had have been fixed in the last update. Very fun 5 hour long game to play.
It is a fun, relaxing, idle game! For those who want to buy but are still thinking, these are my review:
1. The game begins on a farm and a suburb. keep sending apples to suburb by train to upgrade both, then unlock different facilities (commercial, university, airport, etc.) 2. Different facilities have different demands and production of resources, thus it is basically a kind of puzzle game with a final goal. 3. It can only use trains to transport resources. The train can roughly divided into freight train and passenger train. 4. You can treat it as an idle game as long as you set all the trains to the right destination. 5. Click does affect but I think it affects less at the mid-game to end-game stage since there are too many trains to takecare. -With a strong auto clickr (like 1ms per clicke), you might able to gain ~100M money at the beginning, this makes you a comfortable start. -But, it is completely possible to beat the game without clicking, you just need some farm and 1 suburb and keep upgrading the first train to farm the money first. 6. It is a pity that due to the upgrade icon, I often mis-upgrade the facility even I don't want to, you might need to take care of it.
Slotting InTrain Metropolis upgrades system has been adjusted to add greater challenge and depth. Plus in this devlog other minor changes are detailed: Upgraded UpgradesFor a while, I've felt like the train upgrade system in Train Metropolis was a bit undercooked. On the surface it provide lots of different choices for specialising trains and thus interesting decisions about how to spent your hard earned in-game cash. However, it never quite felt like it was really giving players reason to think. I realised that since there was no limit to the number of upgrades a train can have, players can just spend on whatever upgrade is immediately useful and affordable, and know it'll give immediate progress, plus probably pay itself back fairly quickly. In the latest update to the game, trains are now limited to 4 upgrade slots (types of upgrades). Each upgrade slot can be levelled up itself, so that part is unchanged. However now players need to really think through which upgrades they want on each train. It also makes trains less interchangeable, meaning players need to think through which trains they put on what lines, especially when it comes to upgrading districts and all the route changes that entails.Engine WorksThe game now has auto-save feature, which kicks in every 15 minutes. I've also upgraded the version of Unity the game uses to patch a recently discovered security flaw. Plus a few other minor bugs have been fixed in this patch. I'm still on the lookout for bugs and unresolved issues, so please report any problems you have here in the Bugs Thread: https://steamcommunity.com/app/955220/discussions/0/523083364935145233/ Next StationOverall I'm quite happy with the state of Train Metropolis. Technically it feels solid (though I could come to regret saying that if this latest patch proves buggier than in testing). Probably if I'm being honest though, Train Metropolis doesn't quite fulfil that fantasy of operating a train company and building a city. It feels a littl...
Works on the Line Since Train Metropolis came out, I've fixed a lot of bugs and made some major changes to the UI. Thanks for all the feedback and bug reports in the last week. Here's all the changes made: Coach Class It all started with the best of intentions. Two days before launch I had finished working on the game. It had been thoroughly tested and the stable build was uploaded and ready for launch day. So I decided to make a few minor improvements that had been annoying me personally. Big mistake! First I made carriages/wagons reflect what was actually being carried in them. This should have been a purely cosmetic change, but because of the way I was recycling carriage models when trains change cargo type, it caused players an error soon as they tried to sell a train. Embarrassing, but I managed to fix this on launch day within a few hours of it being reported. Zoom Even more problematic was the second change I made. I fixed the zoom sensitivity so that the more zoomed out you are, the larger the amount by which you zoom. Thing was, I'd spent the whole of development, testing and playtesting before launch not ever zooming out because it felt really cumbersome and annoying. Consequently, all the UIs were designed with being at the default starting zoom level, or maybe a little bit more zoomed out. Soon as the game released, the first thing people complained about was overlapping UIs when you zoom out. They looked awful and made the game difficult to play. I originally had it that the on-map UI only showed for districts the player is hovering over, but changed this to show level up and upgrade buttons when they were available so players would easily see when a district was ready for levelling up / upgrading. I quickly changed this back, as it was causing a lot of players issues, not only when zoomed out, but also with accidentally clicking on those upgrade buttons, with no way to undo, when they were trying to click on trains. I also added an option to minimise t...
Fixed bug with selling trains (sold trains carriages were not being properly recycled). Fixed issue with shortages notification. Previously there was no indication when stations ran out of goods/passengers. Trains would just run empty, not overload and earn no money. Now a popup shows when station supply reaches zero, and when the player clicks to overload.
Posts come from Steam's official announcements feed.