one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

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.

relations

5 stored edges
uses

Public transit lines

The player draws colored lines between stations and assigns trains that load and unload automatically; ridership is the score.

core
uses

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.

core
uses

Agent pathfinding

Passengers ride to any station of their target shape, transferring between lines when needed.

supporting
uses

Periodic ticks

Each in-game week grants extra rolling stock and a choice of assets such as tunnels, bridges, new lines, or interchanges.

supporting
uses

Pause and speed control

Time can be paused to reroute lines or move trains.

supporting

sources

1
Wikipedia contributors (2026). Mini Metro (video game). Wikipedia

provenance

runs in log/runs
2026-10-24
created2026-10-24-catalog-gecatalog