Metrostroi – Subtransit Prototype

It may be interesting to mention where Subtransit originated from. Before the development of the game started, I was working on what effectively became the prototype for the game. It was an addon for Garry’s Mod, which initially was just a fun test to see if nice trains could be implemented using Source Engine physics.

Initially, the mod only had trivial simulation of the train systems. It was a very arcade-like model, as having proper moving trains in Garry’s Mod was a huge novelty at the time. The trains utilized collisions provided by Havok to stay on the rails – effectively simulating behavior of flat wheels on flat rail heads… and very very low polygon curves.


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Introduction Post

Welcome to the official development blog for Subtransit! It is a highly detailed subway network & train simulation game we are currently developing. I’m known under the nickname of Black Phoenix – I am the lead developer, engineer and artist for this project and I will be posting about the progress of the development, as well as various engineering things related to the project.

This project is based on my prior work with writing aerospace simulation code, directly deriving from the internal systems simulation framework I originally wrote for another project. Our simulator is designed to recreate the atmosphere of the metro network, though the main functional feature is that everything is fully simulated within the train and outside of it.

All of the trains systems, electric wires, pneumatics are simulated in realtime for every wagon, replicating every intricate detail of the trains behavior. The physics are based on a rail-vs-wheel simulation code that provides detailed dynamics of motion, calculating full collision between the wheel and the rail surfaces.

That is just the basis for the simulator from though. We are working on replicating the real metro lines and their infrastructure. All of the objects in the game are based off engineering data or schematics – making this likely the most detailed train simulation ever available to the public… or possibly even the most detailed one ever!

To answer a question about the setting, we chose the former-USSR metro networks for a variety of reasons. The trains presented in our simulator are pretty much legendary to those living in the area. They are very sturdy, reliable and have been around for many years transferring people around consistently and on very tight schedules.

Everyone on the development team has been on these trains many times. The atmosphere of these metro networks is unlike any other in the world – it is the atmosphere of a workplace where rules are strict, but every rule is written out for a good reason (and often after a serious accident). The train schedules are precise down to about 5 seconds and are well-maintained. The whole transport network is incredibly efficient.

At the moment this post was written, the official website was not available yet – but when it will become available, you will find the link to it in the top menu of the website. This is not the official website for the game, only a development blog.