Trust buys decisions here. A decision is permanent, and it keeps paying its effect for as long as the city stands.
Statistics
The last two hours
Line
Riders
Earned
Trains
New line
·
METRO SOFIA
Build Sofia, out from Serdika.
♪ Music: Morning Rain · TAD
HOW TO PLAY
Everything the game never says out loud
The goal
Build Sofia's metro from the first 1998 tunnel to the whole network. Each era
is one real line's story: the red line west and then east, the second diameter in
2012, the branches of 2015, the third diameter in 2020, and then the city is yours
to build freely. The game is finite and has an ending, and your trains keep running
after it.
Money
Fares are in leva (lv), the Bulgarian currency. Passengers pay per kilometre
they ride, the moment they board. Every train and every station costs upkeep each
second, so a network you cannot fill is a network that drains you. Nothing is
billed until your first departure: the line is not open yet. The game keeps its
books in leva throughout, as it did when the metro opened.
Trust
The city's patience with you, earned slowly by covering more of the region with
useful service. Coverage, the percentage beside the clock, is the share of the
city within reach of a station; crowded platforms count for less. Trust cannot be bought. Trust pays for the things money alone cannot:
chartering a new line, upgrading a station into a Hub, and advancing to the next
era.
It has a ceiling: exactly what the next era asks of you, shown beside the number.
Once you are full you earn none until you spend some or move on, so trust is
something to use rather than hoard. The last era lifts the ceiling for good.
Beat the first era and the council sits. Its corner button opens a tree of
decisions that trust buys outright. A decision is permanent and keeps paying its
effect, and some decisions unlock others, so what you take shapes what you are
offered next.
Riders carried
Every passenger you have ever delivered to their destination. This is the number
the eras ask for: reach the target, spend the trust, and the city moves into its
next era.
Building
Drag either end of a line anywhere on the map. The pulsing dashed ring is the
next real station, staked out by the city with its real name and the full demand of
its neighbourhood: Vardar after Konstantin Velichkov, then Zapaden park, then Lyulin. Only the next station along a line's plan is ever staked, so you
find the line as you build it. Right-click a line end to demolish it.
The city builds to a plan. Until the 1998 line to Slivnitsa is finished, only staked stations
may be built; finish it and you may place your own stations anywhere, for whatever
the label says they are worth. Each era also expects its line complete before the
next can begin, and a demolished stop on a historic line counts against you until
it is rebuilt.
Once you may build anywhere, hovering the middle of a line segment offers a ghost
stop with a plus. Click it to splice a new station into the tunnel you already dug,
for the price of the station works alone.
Cost grows along the line you are extending, so a long line gets expensive; a
new line starts cheap again.
Chartering a line creates that service and gives it its first train. It does not
unlock general building: follow that new line's coloured end to its own staked
continuation. When two ends can reach the same stake, choose the line from the
small colour-labelled choice beside it.
On the map: every station you have built is a hollow circle, drawn larger at the
two ends of a line. The tinted disc around it, in that line's colour, is the area it
serves; it widens with the station's tier and its entrances. A thin outer ring with
a solid centre marks a Hub or a place where two lines meet, as Serdika is. A greyed circle is a
stop you placed off-anchor, between the real ones. A dashed ring with a name is a
real station waiting for you.
Running trains
Ring DEPART (or press space) to send a train out. Hiring drivers automates it.
Each line shows how often it sends a train: more trains, faster stock and a tighter
timetable all shorten that number, and a timetable also stops trains bunching into
convoys. In the Network panel, 15 s is the service interval and 14 🚆
means fourteen active trains. The number between − and + is the train
target for that line.
Time, rush and trouble
The clock by the coverage number runs the city's day. Each rush hour is graded
on how many of its would-be riders you actually carried, and a clean rush earns a
little trust. From 2012 the signals sometimes fail: the struck station stops
boarding until it passes, or you send the repair crew for a fee. None of it is
fatal; all of it is information.
The offices
Later purchases open new pages and powers: the statistics office keeps graphs,
records and a ledger per line; the works department places bulk upgrade orders
from the Network panel; service patterns let you mark stops for the express to skip
(set it in the station panel, trains then alternate full and express). Beat the
first era and the line diagram appears in the map corner, hanging your network on the
platform wall as a proper diagram. Watch the map for quiet purple diamonds, too.
The city has odd corners, and noticing them is worth something. And now and then
a golden train rides one of your lines. Catch it with a click for a small thank
you from the city.
Managing the fleet
A new train goes where it carries the most riders. With Auto on, the
fleet also rearranges itself whenever the network changes; press + or
− on a line to set its count by hand, which switches Auto off, and
Balance hands the fleet back to the automatic plan. Move them yourself in the Network
panel: + orders a train in from the line best able to spare one, − sends
one to the line that needs it most. A transfer costs a small depot fee, and if every
train is out running, the order waits and executes the moment one parks at a
terminus; click the pending marker to cancel it and take the fee back. The fleet
ceiling rises with every era, and the price of each new train is the real limit.
Mothballing parks an idle train in the depot: it carries no one and costs a
fifth of its upkeep until you reactivate it. If money runs out for a while, the
city mothballs a train by itself and says so; reactivate it once you can afford
it.
Stations
Click any station to see what it is doing: how crowded it is, where its
passengers are heading, how many gave up waiting. Upgrade it there. Entrances widen
its catchment, gates load trains faster, and a higher tier is what lets lines meet:
two lines can share a Station, and a Hub can found an entirely new line.
On the map, the dots beside a station are its waiting riders, one dot each;
past 18 they turn into rings of ten, marked ×10. A red −5 floating
off a station is five riders who gave up waiting. After each rush its grade, A
(best) to E, says how well the network held it.
Away from the game
With drivers hired, the network keeps earning while you are gone, at a fraction
of what it makes with you watching. It is safe to close the tab; progress saves
itself.
What the icons mean
ACHIEVEMENTS
SAVES
Three networks side by side. Switching parks the one you are playing in its own slot first.
CHANGELOG
Every release, newest first. The same notes the update feed carries.
ABOUT
Metro Sofia · Build Sofia ·
An incremental game about building Sofia's metro, from the first tunnel of 1998
outward.
A game by Venelin Velev. Heavily influenced by
Tunnelbana by Matthew MacLaine,
and some of its code is used with his permission.
Unofficial fan work. Not affiliated with Metropolitan EAD or Sofia Municipality.
Station names and geography are facts of the city; everything else is a game.