View the latest updates and changes to Subway Builder
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2026-09-29
Added Auckland and Wellington, New Zealand! Thanks to Max Plante for the data!
Added Zurich and Geneva, Switzerland!
Cmd+K to search through various menus.
Added right-click context menus for routes, stations, and station groups to access menus easier.
Added a route reliability tab in route analytics to view on-time performance.
Added traffic light icon to show grade conflicts in blueprint tracks.
Got rid of 15 minute lag spikes by spreading out commuter decision calculations over several minutes.
Better route capacity warning UI.
Made lots of map elements stop getting in the way of annotations when you're drawing.
Improvements to route pathfinding so it doesn't needlessly cross tracks as much.
Increased buy trains shift multiplier to 10 from 5.
Moved interline loading circle to top right.
Fixed some quad track local stations not getting a local station discount.
Fixed reliability stats not saving.
2026-09-13
Fixed an issue that caused a small number of users to be unable to start the game due to a black error screen on startup.
2026-08-30
Tokyo, Osaka, Nagoya, Sapporo, Sendai, Hiroshima, and Nagoya have been added 🇯🇵! Thanks to Mark Sustar for the data.
Light rail! You can intersect this train type with roads like commuter rail, but you can’t street-run it in mixed traffic — that will have to wait for the tram track type. This is based off the S-700 train type and the Seattle Link. Thanks to DanielD1909 for much of the data.
You can now save and load blueprints!
You can now draw fare zones!
Added a switch track direction option in the construction panel (advanced mode only).
You can now edit tracks and stations that are actively being used by routes. by “pausing” routes during construction, instead of having to delete and reconstruct the route.
Added a “route utilization” map view for seeing the load factor of your routes.
Route bullets can now have custom text colors.
Lifetime stats view in settings.
Added a grade crossing speed limit mechanic, which is also available for modded train types.
Option to disable 3d buildings for better performance.
Added another express station layout.
After weeks of work, routes that are parallel/interlined now show up parallel to each other. This makes the map much more sleek and intuitive.
Track curves are drawn using modified euler curves, allowing for higher speeds. A lot of the methodology was based around Alon Levy’s research here: https://pedestrianobservations.com/2023/10/27/setting-speed-zones/ as well as various sources sent by danielD1909.
You can now move nodes in blueprint tracks to change the shape of your track after its been drawn.
You can now draw tracks and stations that have different directions of travel than just backwards/forwards, or backwards/forwards/backwards/forwards.
Station interchange icons have improved visuals.
When connecting parallel tracks you are no longer limited to just connecting them to the outer tracks or inner tracks. By moving the cursor around the track you’re connecting to, you can connect to any valid pair of tracks.
Details like track length and curve radius are now visible when drawing new tracks.
Two digit route bullets stay circular.
Option to disable 3d buildings for better performance.
Hovering over journey option cards now shows visually which routes and walking paths are used.
Increased the flat fare cap from $10 to $100.
Option to rename all stations in a station group when changing the station group name.
Added extra dwell time to trains that need reverse direction at a station.
Route distances are shown when setting distance-based fares.
Added search bar to settings.
Commuter transit path choices are now persistent in saves so they don`t get lost when you restart the game
Expanded the NYC, London, Liverpool, Los Angeles,and Portland maps.
The minimum zoom level is now determined automatically from the size of the cities bounds.
You can now right click on any station track when editing a route to add or remove all of its stations to a route.
TPH limits are now time-of-day specific, so nighttime frequency won’t affect daytime capacity, for example.
You can now drag stations around in the route stations list when manual routing is enabled to change the order that stations are visited in.
The measure tool now shows preview travel times with various train types.
Hovering over routes in the "route load" map view now shows how many commuters traverse that route section.
Changed the platform reservation system to be more adaptable, so that trains won’t wait for an occupied station platform when another one is available.
Daily challenge maps now look like actual screenshots from the game.
Station groups can now have multiple marker dots while showing only one label.
Station markers now avoid colliding on top of each other.
Reworked how station markers are rendered under the hood, which should result in a minor performance boost.
Less lag when drawing tracks.
Restyled the route details panel.
Made light metro stations slightly cheaper.
Disallowed track intersections between different train types.
Remastered the route creation form.
Train and commuter movements are visually smoother.
Various performance improvements to how train and commuter movement graphics are calculated.
Station labels are now a separate toggle-able layer from station dots in the map layers panel.
Building collision now accounts for station platforms when the station elevation is above -4m.
Added a setting for the thickness of visually interlined routes.
You can now change a route’s train type just after creating it.
You can now use the G key to shift between track lane counts in the construction panel.
You can now filter more precisely by time of day and direction in the route load panel.
You can now right click the clock to slow down time.
Fixed cmd+z undoing construction and annotations together.
Fixed individual pop demand data unsyncing when loading existing saves (transit paths and mode share wouldn’t save).
Fixed minor bugs with grade crossing noises repeating continuously.
Fixed modded cities conflicting with future vanilla cities.
Minor fix for train graphics being weird at certain zoom levels.
Fixed a bug allowing users to point single-direction tracks at each other in opposite directions.
Fixed interface scaling slider flickering during drag.
Fixed some lag caused by road map rendering in very large maps.
Fixed “V-Merge” signals being added too aggressively by being added to tracks even when no merges existed.
Fixed zoom buttons and notification toasts interfering with the bottom bar on smaller screens.
Fixed roads z-fighting with buildings when the map is pitched.
Fixed a bug causing commuters to occasionally transfer between trains of the same route.
Fixed a bug that allowed users to draw light metro stations that were slightly too short for their designated capacity when the stations were heavily curved.
Fixed station labels sometimes being covered by station dots.
Fixed saving and loading taking too long in big cities.
Fixed pinning the construction tab causing destroyed building previews to stop showing.
Fixed long station names being cut off in departure boards.
Fixed the game allowing stations and tracks to intersect if the station was drawn after the track and snapped to it.
Fixed negative pathfinding times around midnight caused by the day changing.
Fixed station groups and bonds sometimes being lost on game save actions.
Fixed station group names and station names being different even when only one station was in the group.
Fixed the city selection screen being blocked by the country list when lots of modded maps are added.
Fixed some keyboard shortcuts not being customizable.
Made more constants mod-able that control: visual interlining zoom boundaries, station pill visuals, track arrows, and road styling.
Mode choice statistics include work to home and home to work commutes, and you can query the modding API for either one accordingly.
Fixed train type descriptions being unmodifiable by mods.
2026-08-06
Paris 🇫🇷, Lyon 🇫🇷, Marseille 🇫🇷, and Dublin 🇮🇪 have been added to the game!
You can now create complex fare systems and charge commuters differently based on how far they travel and/or what routes they take.
You can now assign station groups a separate name from the names of the stations it contains.
The game now remembers which buildings you’ve destroyed.
Added a manual toggle to fade the demand panel dots.
The trains now have cute little visuals from above.
The game now marks unconnected tracks, similar to the functionality in Slurry’s mod.
Added a city filter to the load save screen.
Added setting to auto-name stations based on both streets at an intersection rather than just the cross-street.
Added panels for viewing financial details per-route.
Added a duplicate route button
New routes list panel.
Train routes drawn in this new update can use any station track at its terminating station to turn around, whereas previously they could only use the assigned station track at the terminus.
Improved FPS performance on large maps by using a “shortcut” for calculating train signals.
Trains now appear to move much more smoothly at the slowest game speed.
The route full name is used in a few more places across the UI.
Parallel tracks now always connect to the center two tracks of quad track stations.
Station platform borders are narrower now.
Increased performance on large maps by ~15% on Windows and ~5% on Mac.
Improved map colors.
Major roads and highways are now still visible when zoomed out.
Added more route bullet options.
Unbuilt crossovers are now visually flagged to the user.
Expanded the NYC and Philadelphia maps.
Elevation gap track errors now show where tracks are intersecting.
Made right click to delete tracks only work in construction mode and for blueprint tracks.
Fixed route usage by hour chart numbers.
Fixed an issue with terminating trains picking weird alternate terminus choices on certain setups.
Fixed crowd noises lasting too long after zooming into a station.
Deleted routes no longer show in the route ridership panel.
Fixed track arrows appearing above trains.
Fixed routes not following curved stations correctly.
Fixed a bug causing the station details panel to break when you open another nav panel.
Corrected bad LODES commuter data in Honolulu.
Fixed mod storage API issues.
Fixed issues with getCurrentDay, onDayChange, and revenuePerHour in the modding API.
Made some station marker UI variables moddable.
Made various map color and UI variables moddable.
Mods can now access the game session ID, a stable identifier for saves across different sessions.
The modding API allows people to unsubscribe from hooks (e.g. onMoneyChanged) to avoid duplicate listeners.
Added API functionality to query station group data just like how you can query stations.
Added an API for modifying demand data.
Added an API hook for train schedule changes.
Improved the modding docs search function.
You no longer have to wait for the next stable build to view modding docs for the beta version of the game at subwaybuilder.com/docs/beta.
Lots of new little modding functionalities: inter-mod discovery, listeners like: onHourChange listener, onStationSelected, onTicketPriceChanged, onTrainArrivedAtStation, and station renaming abilities
Route financial details are accessible via the modding API
2026-07-28
Experimental: this build plays fully offline. Your license is checked once the first time you launch online, each city's map downloads and stays on your machine, and after that you can build with no connection.
You can now view the speed of each route on the tracks it runs on with the new route speeds panel. The panel also includes stats like route length, speed, station stop time, etc.
The measure tool now shows walking time in addition to distance.
Added border crossing demand data in San Diego (it seems there are no pedestrian border crossings in Detroit though).
The map in every city will now subtly color neighborhoods with high commercial or college worker density.
Routes can now have a “full name” in addition to their route bullet.
Huge rewrite of the pathfinding algorithm. Lots of pathfinding bugs have been solved and pops know how to transfer trains better. This new pathfinding algorithm is also much more performant. More information on this system is available in-game and at subwaybuilder.com/simulation.
Increased performance on large maps by ~35% on Windows and ~15% on Mac.
You can now make your heavy metro lines use any amount of train cars between 5 and 15 cars, unlike before where you were pinned to using either 5, 10, or 15 car sets.
Pops will now consider journeys requiring up to 4 transfers (previously it was limited to 3).
Home and workplaces will be paired together to form pops differently from before. Previously, commuting distance distributions were hardcoded into the pairing script to fit NYC and Philadelphia commuting distance patterns but now commuting distance distributions will follow the real life distributions of that cities LODES data.
Station group marker dots can be moved to make more aesthetically pleasing station markers.
Increased the distance pops are willing to walk to or from a station from 30 to 45 minutes.
Increased commuter rail grade crossing TPH limits by ~50%.
Slightly expanded San Diego
The tutorial's step chime is tuned to a pentatonic scale so it's easier on the ears.
Made the daily challenge only use transit share game mode
Made city select globe stop auto-spinning
Toggle button in the annotations layer for toggling the annotations map layer.
When panels are pinned now the panel it is split from doesn't remain anymore, similar how it functioned before the UI update
Made track drawing faster on large maps.
Added a ridership per station chart to the route stats panel.
Cities now have a difficulty level in the city select screen.
Fixed light metro acceleration being slightly too low
Slight modifications to light metro and heavy metro track costs
Reduced heavy and light metro TPH limits slightly to 42 TPH for realism
Made game start paused by default
Increased heavy and light metro max slope percentages to 5.5%.
Removed some transit-associated LA buildings from the building database.
Achievement descriptions now show in the achievements menu.
The warnings panel sits flush against the edge of the screen again.
Loading or importing a save from inside a game reloads the map and data cleanly now.
Fixed the "rockefeller exploit" in daily challenges and limited its wire size.
Fixed 'can't create crossover because the split point is at the start or end of a track.'
Fixed a bug that broke the ability to pause the game, usually on large maps while commutes were being calculated.
Fixed lag on opening station ridership panel on large maps.
Fixed route bullets on station ridership panel overflowing on bar charts.
Fixed bug causing some massive saves to refuse to load.
Fixed a batch of broken newspaper story templates that could show raw placeholder text or garbled headlines.
The modding API now lets mods pick their own titles for notifications.
Updated the modding API docs and corrected some issues with the instructions
~100 game variables are now mod-able. These variables control train physics, commuter pathfinding, track geometry, train signaling, and other parts of the game.
You can now open the dev console by pressing f12.
2026-07-20
San Diego and Detroit get cross-border demand. Riders come in from Tijuana and Windsor, the border corridors glow on the demand map, and there's a front-page story the first time you see it.
The tutorial teaches demand now. Who's travelling, and where they're going.
Hover a city on the globe for a map preview, population, and size.
Interface size slider in Settings. Scale the whole game up to 160% if it reads small on your display.
The measure tool is on by default. Click along the map for distance and walking time.
Controller section in Settings with a switch to turn controller input off entirely. Use it if your flight stick or wheel is fighting you for the camera.
Monitor picker in Settings if you run more than one screen. Pick one and the game moves there.
The version number in Settings opens the release notes, and there's a What's new button next to it.
The globe stops spinning once you grab it.
Crossovers don't need Advanced Mode anymore. You need them to turn trains around at a terminus, so hiding them was silly.
Route errors say what's actually wrong. Which stations, and whether a stop needs both platforms or manual ordering.
Finishing the tutorial drops you at city select, with one exit confirmation instead of two.
Tutorial steps tell you why, not just which button to press.
Station clicks while editing a route are much faster on big networks.
Tutorial and achievement sounds are in key with the music now.
New games start paused so you can look around before the clock runs.
The game opens on your primary monitor. It was taking the primary display's size but not its position, so Linux tended to stick it on the left-most screen.
Load in the pause menu works when the save is from a different city. It was doing nothing at all.
Blueprints don't get refused with a licensing error anymore. That one could strand you halfway through the tutorial.
New Game doesn't drag in state from your last session.
No more stale pending save loading when you start a game without resuming.
Reloading a mod doesn't duplicate its UI.
Missing and mistranslated text across the menus and in-game panels.
Hyperloop, Loop Line, and the junction achievement actually unlock now.
Newspapers describe the day instead of the moment they print. Papers come out at midnight, when your trains are parked and nobody is riding, so a busy network kept getting written up as abandoned.
Ridership figures in the paper are right. Passengers per day, per train, and per station were all reading far too low on a long save.
Newspaper stories about crowded stations can actually run. They checked numbers that are always zero at midnight, so none of them ever printed.
2026-07-18
Fixed "cannot read undefined stops" error
2026-07-17
New cities: Los Angeles, New Orleans, Nashville, Raleigh, and Kansas City!
Fixed the game never opening a window on Linux (Steam).
Minor fix for placement of crossover nodes on tracks.
2026-07-8
Lowered bridge opacity to 50% to see tracks underneath.
Map layers toggle for showing bridges.
Hitting esc doesn't close pinned demand stats anymore.
Moving the cursor on maps with lots of tracks is much faster.
Faster track deletion on large maps.
Faster quad track track construction when attatched to express stations.
Fixed lag when placing blueprint stations and tracks.
Fixed the mouse back button sending users back to the home page.
Fixed speed limits on quad tracks being too low when attached to express stations.
Fixed double track island platform speed limits being too low.
Fixed stations not able to curve.
Fixed quad track pathfinding issue. This patch will only work for new quad tracks drawn not ones drawn before this update.
2026-07-5
Bridges and tunnels for roads! Tracks can now freely cross over or under them, and they render properly on the map. This feature will be rolled out map-by-map over the course of the next week.
Community theme store: browse, vote on, and apply color themes shared by other players — or publish your own.
Scissors crossovers can be placed anywhere along parallel tracks, and stations have a configurable platform width.
A toggle in the Delete tab to turn off right-click-to-delete.
New Achievements view in the escape menu — view your achievements in-game without the Steam overlay.
New in-app update UI with a download progress bar. You can keep playing while an update downloads.
Big performance pass: no more long freezes when drawing tracks or placing stations on large networks, and smoother menus and map rendering.
Cleaner station rendering: constant-width platforms with squared ends, and trains sized to meet the platform edge.
Track builder selectors are now dropdowns as well as cycle buttons.
Increased grade crossing trains/hour limits for commuter rail slightly and decreased grade crossing maintenance costs significantly
Toggle for auto-crossovers in advanced mode when drawing tracks. Auto-crossovers now default to off.
City modders: generated map tiles no longer drop features or labels to fit a size limit.
Fixed track geometry issues introduced in 1.4.0.
Fixed a crash when starting a New Game with certain modded cities.
City-select globe now focuses every country tab, not just US/UK.
Country filter bar no longer clips off-screen when many countries are present.
Achievement notifications no longer re-fire every session on non-Steam builds.
The "Don't tilt map on drag" setting no longer fully locks pitch in 3D.
Measure tool no longer leaves orphaned points, and right-click finishes a measurement instead of deleting track.
Holding Shift while ending a track on a snapped node no longer detaches it.
Short tracks and tight curves can be built again when auto-crossovers are off.
Scissors crossovers no longer fail with "curve is too sharp" on wide track layouts.
Null Island sandbox loads again and shows a reference grid.
Settings no longer silently revert when changed right after launch.
Leaving route editing now asks about unsaved changes instead of discarding them.
Fixed bug causing unedited route changes to persist in the map even after being discarded.
Corrupt or legacy saves now self-heal on load instead of freezing the game.
Fixed a stutter on the home menu while checking saves.
Removed a duplicate mode toggle above the bottom toolbar.
Daily Challenge screen title is now localized.
Fixed city data download popup disappearing behind loading window on game start.
2026-05-29
Grade crossings are here! You can now build commuter rail tracks that cross roads.
No more crossover placement! Crossovers are automatically placed when drawing stations, but there is an "advanced mode" to allow manual placement.
A new tunnel boring machine mechanic for deep-bore tunnels for more realistic costs.
New city: Sacramento!
Portal costs have been added for realistic costs for tracks transitioning from at-grade to tunneled and ramp costs for at-grade to elevated.
“Trenched” and “ramp” elevation categories for non-at-grade elevations between -5m and 5m.
Another daily challenge game mode: transit share!
Platform layout system with quad-express, retroactive track adjustment, and preview improvements.
Tracks have realistic capacity limits now so you can only run so many trains on the same tracks.
Auto-generate schematic maps for your games with the "Schematic Maps" button in the escape menu.
A toggle in settings to skip future updates
Expanded the maps for New York, Chicago, San Francisco, Boston, Atlanta, Philadelphia, Charlotte, Houston, Portland, Miami, Cincinnati, Milwaukee, Baltimore, St Louis, and Austin.
Improved UI/UX
Shorter stations that accommodate fewer trains are cheaper, and when drawing stations an indicator shows its cost.
Removed scissors crossover costs and added more station costs to compensate.
Daily challenge map previews include a coastline silhouette.
A new and improved color palette picker with new default options and better custom theme saving.
Daily challenge submission maps now have coastlines.
Reduced vanilla commuter rail speeds from 90MPH to 80MPH to meet class 4 US regulations.
Route groups can be organized and moved around much easier. You can also set their order relative to other routes in the same group.
Can now see stats for multiple demand points after holding shift + dragging to select points.
The demand stats page now shows departure/arrival times for all pops on the default page.
Demand bubble sizes are exposed to the modding API now.
Crossovers now have a constant speed limit.
Added lots of missing buildings in all cities.
Ability to disable 3D tilt from drag/touch in settings.
Better looking train schedule table
City select page now has a globe with cities and countries.
Moved morning commute rush an hour ahead from 6-8AM to 7-9AM.
Hover indicators for deleting tracks
Fixed road crossings being allowed at non-0 elevations between -4m and 5m.
Fixed issue where pressing “undo” after creating a crossover causes the creation of un-deletable tracks
Fixed bug causing work->home and home->work commute times to distribute equally at both rush hours instead of each peaking at their own times.
Modding API: new popTiming controls let mods tune how flat the student and airport-worker commute distributions are (dampening 0–1), plus per-window getters/setters/reset for editing individual demand windows (hours and home/work multipliers) without replacing the whole schedule.
2026-04-08
Participate in daily challenges with other players and compete for the top spots on the leaderboard.
New "Annotations" tool to design your network before building.
Community translations! The community tab in settings can be used to help us translate the game into many many more languages. So far we’ve added 18 new languages!
View how popular various station and route pairs are with the "Route Loads" map tool.
Tracks and stations now have ongoing maintenance costs. Previously, train operational costs were higher to account for untracked station and track maintenance costs, but now those costs have been lowered to more realistic levels.
Export stations and routes to geojson through the escape menu save settings.
You can make shorter stations than previously allowed that can only handle trains with fewer cars.
Ability to pay off part of a bond instead of the whole thing all at once.
New Bloomberg-Terminal-inspired styling for the financial dashboard.
Stations can be more curved than previously allowed.
Fixed pinned demand stats breaking when route ridership panel is open.
Fixed a bug that broke modifying station groups with very long route icons.
2026-03-05
Commuter rail!
Hold shift when drawing tracks to force them to be straight.
Stations can now be curved.
🏃 👮♂️
Better colors for visualizing track speed limits and elevations.
Various new customizable details for modded and vanilla trains like station stop times, parallel track spacing, lateral acceleration, and minimum turn radius.
Slightly more realistic curve speed limit calculations.
More realistic and slightly lower operational costs for all trains.
Fewer "train removed due to signal complication" warnings due to smarter signals.
The speed limits for new tracks connecting two existing tracks is slightly higher.
Map layers visibility choices persist in save files.
You can now create a station group from a single station.
You can download and delete city map data as-needed to free up hard drive space.
Fixed track snapping breaking on some maps.
2026-02-18
Map labels for cities, suburbs, and neighborhoods.
You can now manually choose which stations are manually grouped together into 'station groups' with the station group editor.
Updated US workplace/population data in most states from 2022 to 2023. Since the data is further from COVID most cities now have slightly more commuters.
Elevation distances now show in imperial units when the imperial units setting is enabled.
Translated much more game text
Patched bug that caused profits to fall if the train map layer is turned on.
Patched bug that would cause lag when clicking some demand points.
Patched bug that broke the export save button from the main save menu.
Fixed the imperial units setting.
Fixed bug causing train passenger numbers to artificially inflate.
Fixed tracks becoming black when zoomed out even when a custom color is set.
Fixed scrolling on escape menu settings.
Fixed lag from changing station and route names.
Fixed construction panel settings not loading from save correctly.
Fixed some games freezing every 15 minutes after deleting a station sometimes.
Fixed modded demand data not loading.
2026-02-10
Subway Builder is out of beta! Modding support and tons of quality-of-life improvements.
Modding API v1.0! Create custom cities, train types, and more. Go to Settings → Mods to enable installed mods. Place mods in your mods folder (next to your saves folder).
Timelapse Generator: Watch your network grow and export as GIF. Access from Escape Menu → Timelapse, or right-click any save file.
Play time counter to track how long you've spent building your transit network.
Decreased pathfinding lag by increasing size of all commuter populations to 200. When opening pre-0.11.3 saves, demand data will be paired to the wrong locations initially, but this resolves itself after letting the game run for a day.
Better UI/UX sounds. Adjust or mute in Settings.
High performance GPU settings to use more GPU resources for smoother rendering.
Save overwrite confirmation: You'll now be asked before replacing an existing save.
Smoother page transitions and faster loading screens.
56 new newspaper articles with authentic local paper voices for each city.
Light metro now runs at 100 km/h to match real REM specifications.
Hover over tracks when the track speed layer is enabled to see their elevation and speed limits.
Slightly increased light metro track costs to balance gameplay and align with realistic costs.
Placing blueprint tracks on very large maps is now faster.
Route stations list now shows transfers to routes in the same station group.
~10% decrease in simulation lag for very large maps.
Some public transport related buildings have been removed from the map so you don't need to pay to demolish them.
Construction settings persist after closing a map.
Fixed a bug that broke the ability to switch save files without restarting the app.
Fixed saves getting stuck when loading a save with no routes.
Fixed window close button (X) not prompting to save on macOS.
Fixed building layer overlap rendering issues.
Fixed imperial units not displaying correctly in build mode.
Fixed building foundation key not updating on zoom.
Fixed drag and drop for route groups not working with custom route group colors.
Fixed discrepancy in the list of hours by demand level used for train scheduling.
Fixed Windows not rendering country flags on home page.
Fixed "coordinates must contain numbers" bug when building some blueprints.
Stopped a bug sometimes causing undelete-able tracks to be created.
Fixed transfers being counted twice when viewing number of riders by station in a route.
Fixed route colors breaking when cancelling in-progress edits of route changes.
Fixed bug that broke some track deletion with an error message like "Can't delete tracks. End station not found for stNodeId"
Fixed bug breaking construction when trying to build very large blueprint tracks.
Several other stability and performance improvements.
2026-01-16
Added note on "nearby stations" to show if the distance between stations is short enough that pops will consider transferring
Slightly increased light metro track costs to balance gameplay and line up with realistic costs
Minor UI change to bottom bar
Terms of service/privacy policy update
Fixed building foundation key not updating on zoom
Fixed drag and drop for route groups not working with custom route group colors
Fixed discrepancy in the list of hours by demand level used for train scheduling
Fixed Windows not rendering country flags
Fixed "coordinates must contain numbers" bug when building some blueprints
Stopped a bug sometimes causing undelete-able tracks to be created
Fixed transfers being counted twice when viewing number of riders by station in a route
Fixed route colors breaking when cancelling in-progress edits of route changes
2025-12-10
This may be the last update for 2025 as most of the developers will be taking the remainder of December off. Merry Christmas and happy Hanukkah! 🎄
British cities 🇬🇧! London, Manchester, Liverpool, Birmingham, and Newcastle.
New American cities too: Columbus and Milwaukee.
2025-12-04
Phoenix! Other cities are coming soon. Technical issues with Los Angeles are being worked on.
Station/station group/route ridership by hour charts
Option to see financial stats for last 48 hours
Arrows on tracks indicating direction
Page up/page down shortcut for changing track elevation in build mode
Buy more train cars faster by holding shift and pressing the +/- buttons in the buy trains panel
Manual route ordering so you can do stuff like creating Chicago loop-style routes (experimental)
Ability to change text color for route bullets
Another preset custom map color theme
Q and E keys can be used to rotate the map
Lower bond interest rates for easier early/mid-game play-throughs
Removed bonds from operational financial numbers
Include bonds in bank balance
Unbundled city data from the application bundle so it's downloaded separately
Smoother map movements with WASD keys
Made map layers panel scrollable
Patched bug that broke modded cities in the Southern Hemisphere
Fixed the "export game" button on the main save menu
Fixed pinned demand stats view getting stuck
Fixed glitch where station labels would move to weird places right after editing
Fixed station group stats not adding up sometimes
Fixed new games not working after running another game in the same session
2025-11-21
Autosave feature with various other improvements to the save system
Game save route map thumbnails
Experimental setting to show interlined routes on the map side-by-side
More keyboard shortcuts that can be customized
Ability to view a pop's mode choice breakdown by income level
Hold shift and drag over the demand stats view to see the origins/destinations of multiple selected points
Airport taxiways/runways
Tracking time spent in-game so you can see how addicted you are
Much smarter pathfinding. No more backtracking or not detecting transfers.
Fewer lag spikes while simulating large maps
Better color picker styling
Made bonds unlock with higher revenue instead of profit
Less laggy station/route ridership panels
Stopped flash banging dark mode users on app start
More and better newspaper articles
More distinguishable dark mode colors
Roads don't fade away when zoomed out if the construction panel is open
Fixed "Station not found from stNodeId" crash
Fixed stuck pops bug
Fixed bug that would sometimes cause new tracks to not bend at an angle to match the tracks they’re connected to
Fixed saves not storing the number of owned train cars
Fixed train capacity warnings being duplicated
2025-11-04
Ocean/river floor elevations for additional real-world costs and constraints to construction (East Coast only for now)
Bonds/loans to help early-game
Road labels
Custom map colors
Editing routes is much faster now
Station names are automatically chosen based on cross streets instead of the closest streets
20% faster pop pathfinding calculations
Better input form for custom route colors (no more manually inputting hex codes)
Fixed stuck pops bug
Fixed bug causing cursor movement-induced lag
Fixed saves not storing the number of owned vehicles
Fixed train capacity warnings being duplicated
2025-10-27
The 0.7.6 release has been delayed for Mac, and all changes to the game on MacOS have been pushed to 0.8.0 due to compatibility issues with Intel Macs.
Spanish & French language support
Full screen support on Windows
Pinned demand bubbles are now transparent
Patched bug causing a white line to infinity to appear when drawing tracks
Disabled mouse forward/backwards buttons that caused crashing
A couple other minor bug fixes
2025-10-20
Undo/Redo for track construction
Pin demand stats to side
Keyboard shortcuts for action categories
Custom route colors
Follow a train as it moves along its route
Less bunching on long routes during schedule changes
2025-10-15
Realistic driving times calculated using road layout and dependent on time of day (ex: rush hour traffic is simulated). You can even view the driving/walking paths people use
Settings for imperial measurement and 24 hour time
Added DC government worker data censored by the census
Fixed bug causing the game to break with some single tracks
Fixed error loading save bug
Fixed bug allowing train cars to be added to route when there aren't enough
2024-10-12
New music
Added right click to cancel drawing tracks
You can now reset your license to switch between devices
Fixed bugs with newspaper generation
Fixed a bug causing time to freeze
Fixed San Diego