
Since the Steam page went live, you've asked a lot of questions. Here are the answers to some of the most common and important ones.
A: The Steam version is a graphically and technically enhanced edition optimized for PC and controller support, so it is sold separately.
However, you will not need to repurchase any DLCs. All DLC content is tied to your game account and will be available on any platform where you play. Please note that while the mobile version uses a “free demo + paid Full Access” model, the Steam version includes the full game with all enhancements from the start.
A: Unfortunately, the game’s architecture and licensing terms do not currently allow us to implement support for user-created modifications. Unreal Engine 5 offers enormous possibilities, but it also comes with a very high barrier to entry. Creating mods would require advanced knowledge of programming, 3D graphics, and PBR material setup. We do not want to release a tool that would only be accessible to a small group of specialists.
A: At launch, the game will include the Kalininskaya Line with 8 stations and a depot. The next line will be the Circle Line, which is currently in active development. We will share more details about it in the next Developer Update session.
A: The base version of the game will include two types of rolling stock: the classic 81-717/714 with a rheostat-contactor control system, and the next-generation 81-760/761 with an asynchronous traction drive. These are two fully implemented trains with complete electrical and pneumatic systems, and they differ significantly in both operation and control principles.
In addition, every individual car in the game is unique: it has its own assigned number, variations in exterior paint, interior details, engine and brake sounds, and overall wear and dirt levels.
A: We are preparing fully functional station mirrors for the game’s release and are also working on enabling them for trains of the 81-717, 81-717.5, and 81-717.5M types.
A: Yes, absolutely. We plan to add VR support in one of the major updates following the game's release.
A: At launch, the game will include a Photo Mode with a free camera, allowing you to move around the train interior and exterior. One of our highest priorities after release is implementing a fully featured first-person walking mode with the ability to interact directly with the trains.
A: We understand the difficulties players face when using multiple authentication systems, so we want to give everyone the freedom to choose how they sign in and manage their account links. That's why we've decided to use an independent account system that works across all platforms.
You'll be able to sign in through Steam while keeping all purchases and progress from an account originally created using Epic Games or Sign in with Apple.
A: Our post about the Yauza was published following its retirement from passenger service. We have fully digitized both the 81-720 and 81-720.1 variants and plan to add them to the game in the future.
For now, our small team is fully focused on delivering the PC version and allowing players to experience the game as it was originally envisioned. After release, we'll shift our attention to significantly expanding the game's content, including additional rolling stock.
A: We do plan to include a general tutorial, although not in the form of scripted scenarios for now. Since Subtransit Drive features continuous, uninterrupted gameplay, creating this kind of scenario-based training comes with certain technical and design limitations.
Instead, you'll be able to use an empty map as a dedicated testing environment, allowing you to practice, experiment, and learn the game's systems at your own pace.
A: Yes, we are planning to add this type of gameplay in future updates.
A: The Steam release will introduce a complete overhaul of the progression system, which means there will be a full technical wipe of existing player progress.
We've completely redesigned the train mastery system. Advanced train controls will no longer be locked behind progression. All core trains and their control systems will be available from the start, while progression will focus entirely on competition.
A: Yes. A fully featured Photo Mode will be available at launch. You'll be able to adjust exposure, motion blur, and a fisheye lens effect to capture great screenshots. We'll continue improving these features based on your feedback.
A: Yes. Steam Deck and Linux support are planned from day one. We've already tested the game on Steam Deck, and it performs very well.
A: Yes. We're already working on it, and dynamic weather will be introduced in one of the future updates.
A: The game currently uses a 24-hour operating schedule, allowing you to drive at any time of day, whether it's rush hour or late at night, using your local real-world time. This approach works especially well in multiplayer, so no matter where you are, you can always join a session with other players or AI-operated trains.
Adding realistic service schedules with overnight shutdown periods is already in our plans. Players will be able to choose which timetable they want to use in their private sessions.
A: Since the game currently features continuous, uninterrupted gameplay, we can't simply introduce random failures that disrupt service in either single-player or multiplayer. That doesn't mean we don't want to add them. We're actively experimenting with this feature to find the right balance without disrupting progression or turning the game into a pure training simulator.
A: Not at launch. However, shared cab gameplay and multiplayer interaction inside the same train are among our highest priorities for future updates.
A: We're considering it, but first we'd like to learn more about the communication protocols commonly used by the custom controller community. We'd appreciate it if you could share your setup with us through our feedback form.
Our goal is to provide a ready-to-use interface for connecting custom hardware.
Thank you for your questions, your support, and your excitement for the game! We're looking forward to the release and to bringing our vision of a large, ever-evolving game to life. Thank you for helping us make it possible!
Subtransit Team