What this is

Off-white paper background. A meandering powder-blue river. Stations of three core shapes (circle, triangle, square) spawn over time, weighted away from existing clusters; rare shapes (diamond, plus, star) unlock at week 4. Click and drag from one station to another to draw a colored subway line; continue dragging through more stations to extend it. Trains spawn one per line and run back and forth, picking up passengers (FIFO, smart — they only board if their destination shape exists on that line) and dropping them at matching-shape stations. Each station has a six-passenger capacity. Go over and a red ring fills around the rim — when it completes, the run ends. Each in-game week (~30 seconds) you pick a reward from a modal: a new line + train, a tunnel/bridge, or a carriage upgrade (+2 capacity for all trains). Pause with space, speed up with 1/2/3.

Why this is mind-blowing

Mini Metro is a masterclass in subtractive design — and recreating it forces you to confront how few mechanics a game actually needs. One canvas, no libraries, every system rolled by hand: spawn distribution, river crossing detection, line geometry, FIFO scheduling, weekly upgrade modal. The game still runs at 60fps when you've drawn six lines and a hundred passengers are in transit.