mini-metro game sourced
Mini Metro
A minimalist subway-design game where the player draws and redraws lines between shape-coded stations under a weekly ration of trains and tunnels until a station overcrowds.
parts
5 mechanics, as Mini Metro does themcore · 2
Public transit lines
The player draws colored lines between stations and assigns trains that load and unload automatically; ridership is the score.
Service queues
Passengers wait at stations with limited capacity, typically six; interchanges raise capacity and loading speed, and a station overcrowded too long ends the game.
supporting · 3
Agent pathfinding
Passengers ride to any station of their target shape, transferring between lines when needed.
Pause and speed control
Time can be paused to reroute lines or move trains.
Periodic ticks
Each in-game week grants extra rolling stock and a choice of assets such as tunnels, bridges, new lines, or interchanges.
core loop
new stations appear -> draw or reroute lines -> trains carry shape-matched passengers -> weekly grant of new assets -> demand outgrows capacity -> a station overcrowds and the run ends
design notes
Mini Metro abstracts a metro network into station shapes, passengers drawn as the shape of the station type they want to reach, and a scarce inventory of lines, locomotives, tunnels, and bridges. New stations keep appearing while supply arrives only as a weekly grant, so the player keeps redrawing a network that is always under capacity. Failure is local and visible: a station over its limit (typically six passengers) for long enough ends the run. Modes vary the rules: Extreme fixes lines once placed, Endless removes overcrowding, and Creative is a sandbox.