1. SubwaySim 2
  2. News

SubwaySim 2 News

A Crucial Collaboration And A Groundbraking Experiment

Today, we'll be taking a deep dive into an exciting topic. Once again, we're focusing on the Berlin route, and we'll talk about fascinating details about the HK, a modding pilot project, and much more.

We're thrilled to announce an exciting collaboration: SubwaySim 2 is being developed in partnership with the team behind U-Bahn Sim Berlin (known from https://www.u7-trainz.de). In this post, we’ll give you an overview of what this collaboration looks like and how you, as a player, will benefit from it.



[h2]Key Details and Insights into the Berlin U-Bahn[/h2]

The U-Bahn Sim Berlin team is actively supporting us by providing invaluable insights into the daily work of U-Bahn drivers. Their feedback on vehicle operation, handling, and the unique characteristics of different train types has been instrumental in making the digital versions as realistic as possible.

[h2]A Modding Pilot Project[/h2]

One of the main focuses of this collaboration is an experimental modding interface for SubwaySim 2, which we’ve been developing in the background. With the U-Bahn Sim Berlin team, we have experienced modders working with us to develop, test, and refine the interface. The goal is clear: if this pilot project proves successful, we aim to open SubwaySim 2 for modding in the future. More on that later.

[h2]Wait… Modding?[/h2]

Some of you may already know that Simuverse itself originated from a modding team. While it wasn’t railway-related back then, modding has always been in our DNA.

One thing we haven’t shared about the MEGA Update for SubwaySim 1 is that since then, we’ve been using the Lua scripting language for development, taking an important step toward modding capability. That’s why we’re especially excited to be testing a modding interface for the first time through this collaboration.

By the way, the U-Bahn Sim Berlin website is also featuring a post about this announcement today - make sure to check it out for additional insights! To their Discord-Server



Note: This is currently a pilot project. While we hope for successful results that will allow us to introduce a full modding interface for all players, we can’t make any promises yet. We’ll keep you updated on the progress!

[h2]The Sound of Berlin's U-Bahn[/h2]

Without the right sounds, a U-Bahn simulation just doesn’t feel right. That’s why working on vehicle audio has been a particularly important part of our partnership. From the acceleration sounds to the hum of the HK’s motor fan and the iconic door signals, all of SubwaySim 2’s Berlin U-Bahn sounds were directly recorded, isolated, and prepared for dynamic implementation in Unreal Engine by the U-Bahn Sim Berlin team.

We’ve already teased the HK in previous posts, and there will be a dedicated feature on it later. But for now, we’re incredibly proud of the high-quality audio we’ve achieved thanks to this collaboration.



The team’s assistance was invaluable as some members are actual U-Bahn drivers who experience these sounds every day. They understand the subtle differences in audio better than we ever could - an essential advantage when capturing and fine-tuning sound. Their detailed knowledge helped us craft an audio experience that not only sounds realistic but also dynamically responds to the train’s movement and behaviour.



[h2]The HK’s Interior Display[/h2]

As part of our collaboration, we also hold regular feedback and brainstorming sessions. During one of these, we discussed the LCD passenger display inside the HK. What seems like a simple element at first glance turned out to be far more complex.



Typically, we have two options on how to recreate such displays in the game: Either we create individual textures for every displayed text, or we need to simulate the entire functionality of the display directly in the game.

While the first option allows for precise visual detail, it doesn’t quite support dynamic text - meaning it wouldn’t work for elements like the time and date display. That's why in the end, we decided in favour of the full display simulation, even though it takes much more effort.



This approach allows us to update the text dynamically in-game and offers much more flexibility in presentation. Together with U-Bahn Sim Berlin, we developed an Unreal Engine material that uses a special mask to control individual display segments separately. The team also created several custom fonts, including various special characters, to ensure an authentic representation of the real display.



Some of you might be wondering: why not just display the text using a font?
Since Unreal Engine converts fonts into pixels internally, it would result in blurred segment edges. On lower graphics settings, the display wouldn’t meet our quality standards. That’s why we had to take this more complex route to balance quality and performance.

Developing this system required multiple iterations, as certain characters needed precise alignment within the segments. We also needed extensive references to ensure accurate representation. Additionally, different font sizes couldn’t simply be scaled - they had to be custom-made.

In the end, we’re convinced that this effort was worth it. On top of that, we gained valuable experience with complex matrices, which will help us implement future display systems. We hope you’re as excited about this detail as we are - and we can’t wait for you to experience it in action!



All aboard - join us to gain deeper insights into the world of SubwaySim 2 over the next few weeks and months!

[h2]About SubwaySim 2[/h2]

SubwaySim 2 has been announced in August 2024 and is currently in development. In the coming weeks and months, we’ll be giving you insights into the game, its development process, and the new features. Feel free to share your feedback in the Steam Discussions, join our Discord server, and follow us on Instagram. Be sure to add SubwaySim 2 to your Steam or PlayStation Store wishlist so you don’t miss any updates!

https://store.steampowered.com/app/2707070/SubwaySim_2/

Note: This is a work-in-progress version of the game. All screenshots and videos shown are for preview purposes only and are not representative of the final product. Please feel free to share your feedback in the Steam Discussions if you like what you see or notice any specific issues!

How Platform Monitoring Works in Berlin

This week, we're looking at the Berlin route again. This time, we're focusing on platform monitoring during train dispatching. Many of you are already familiar with the system in Hamburg, where platform cameras display live footage on the left-hand screen in the DT5 cab. But how does it work in Berlin?

[h2]Using Mirrors and Monitors![/h2]

In Berlin, platform monitoring systems are permanently installed on the platform itself – in the form of mirrors and monitors. This is the perfect opportunity to take a closer look at this system while also introducing a few more stations.



[h2]Schlesisches Tor[/h2]

We begin at Schlesisches Tor, the first station after the terminus at Warschauer Straße. With its distinctive S-shape and preserved historic entrance building from the imperial era, it is one of the most recognisable stations on the line.



This station features monitors that use cameras to oversee the platform. However, not all monitors are the same – they come in different configurations, with one to three screens, and some are equipped with a glare shield for better visibility in sunlight.



[h2]Kottbusser Tor[/h2]

Kottbusser Tor, located in the heart of Friedrichshain-Kreuzberg, features both an above-ground platform for the U1 line and an underground platform for the U8. The upper level is positioned at the centre of a large roundabout.



Now, let’s take a closer look at the mirrors mentioned earlier. This station has multiple mirrors on each side since shorter train sets stop earlier than longer ones. This means the placement of the mirrors had to align perfectly with the stop markers we introduced previously. One major challenge was setting the correct angles to ensure that train drivers have an optimal view from the cab.





[h2]Prinzenstraße[/h2]

Like Kottbusser Tor, Prinzenstraße station is equipped with mirrors instead of monitors. It is located near the Prinzenbad, with its main entrance situated in an adjacent building connected to the station via a bridge over the street.



For SubwaySim 2, implementing the mirrors was a particular challenge. Until now, the player’s position never directly influenced what could be seen from a platform mirror’s perspective. Several iterations were needed to simulate mirror behaviour accurately while maintaining performance.

The best solution was to treat the mirrors similarly to the monitors by technically implementing them with cameras. This required tracking the player's position relative to the mirror to ensure realistic behaviour. A virtual camera now mimics the player’s viewpoint but in a mirrored reflection.



All aboard - join us to gain deeper insights into the world of SubwaySim 2 over the next few weeks and months!

[h2]About SubwaySim 2[/h2]

SubwaySim 2 has been announced in August 2024 and is currently in development. In the coming weeks and months, we’ll be giving you insights into the game, its development process, and the new features. Feel free to share your feedback in the Steam Discussions, join our Discord server, and follow us on Instagram. Be sure to add SubwaySim 2 to your Steam or PlayStation Store wishlist so you don’t miss any updates!

https://store.steampowered.com/app/2707070/SubwaySim_2/

Note: This is a work-in-progress version of the game. All screenshots and videos shown are for preview purposes only and are not representative of the final product. Please feel free to share your feedback in the Steam Discussions if you like what you see or notice any specific issues!

A Closer Look at Hamburg's Tunnels

We're heading back to Hamburg, and this time we're taking a closer look at the changes made to the tracks in the tunnels. As we've mentioned before, all tracks in Hamburg have been completely re-laid for SubwaySim 2. To highlight the differences, we’ve prepared some direct comparison shots. But first, we have an important announcement.

[h2]Good News for Console Players![/h2]

The release of SubwaySim 2 is getting closer with each passing week. While we still can’t reveal the release date today (we kindly ask for a bit more patience), we do have great news for console players. SubwaySim 2 will be available for PC, PlayStation 5, and Xbox Series S/X, and this week, we’ve launched the PlayStation Store Page – don’t forget to add SubwaySim 2 to your wishlist!

[h2]Track Halls and Tunnels Around Berliner Tor[/h2]

Let’s start with the tunnel exit after Berliner Tor station heading towards Lübecker Straße. First, here’s how this section looked in SubwaySim 1 (SubwaySim Hamburg):



In the original game, tunnels were mostly dark, especially on higher graphics settings. To give you a clearer view of the track layout, we’re showing screenshots from SubwaySim 1 on “Low” graphics settings without shadows. The focus here is on track and tunnel design rather than direct graphical comparisons (which would require identical settings).



Now you can really see the difference. In SubwaySim 2, we’ve deliberately chosen to illuminate certain tunnel sections more than in real life, allowing you to appreciate the underground structures. If you look closely, you’ll also notice changes in the track layout.

Thanks to original track plans provided by HOCHBAHN and our new track system, the tracks now match real-life layouts with impressive accuracy. Curve radii, superelevation, gradients, and more have been precisely replicated for the most realistic track design possible.



Note: This screenshot was taken with high graphics settings to highlight the lighting effects. Again, it is not meant as comparison of visual quality as such.

Let’s look at two more images of the same location from the opposite direction. Again, we’re starting with an image from SubwaySim 1 (on low settings), followed by the comparison from SubwaySim 2.





[h2]A Look at Berliner Tor's Other Side[/h2]

For the next comparison, we’re still at Berliner Tor, but this time on the other side of the station, heading towards Hauptbahnhof Süd. Here too, the track layout has shifted significantly due to the track overhaul. Most notably, the tunnel halls have been given a major visual upgrade.





Here’s one last comparison from around Berliner Tor. Pay close attention to the tracks and the arrangement of the track curves.



Thanks to our new track system, we can not only implement superelevation but also avoid unwanted, unrealistic curves. The difference is especially noticeable here, significantly enhancing both the track layout and the driving experience.



All aboard - join us to gain deeper insights into the world of SubwaySim 2 over the next few weeks and months!

[h2]About SubwaySim 2[/h2]

SubwaySim 2 has been announced in August 2024 and is currently in development. In the coming weeks and months, we’ll be giving you insights into the game, its development process, and the new features. Feel free to share your feedback in the Steam Discussions, join our Discord server, and follow us on Instagram. Be sure to add SubwaySim 2 to your Steam or PlayStation Store wishlist so you don’t miss any updates!

https://store.steampowered.com/app/2707070/SubwaySim_2/

Note: This is a work-in-progress version of the game. All screenshots and videos shown are for preview purposes only and are not representative of the final product. Please feel free to share your feedback in the Steam Discussions if you like what you see or notice any specific issues!

Historic Stations and Important Details

This week, we’d like to show you a few more stations in Berlin, many of which you haven’t seen yet. We’ll be diving into a bit of Berlin’s history while also touching on an important gameplay element. But let’s take it step by step.

[h2]Onkel Toms Hütte[/h2]

Let’s start at Onkel Toms Hütte station. Located on the U3 line, it is the second station after Krumme Lanke, situated in a rather suburban area. Opened in 1929, the station became the heart of the surrounding Onkel Tom estate. It was named after a nearby popular restaurant, which in turn was inspired by Harriet Beecher Stowe’s famous novel Uncle Tom’s Cabin. Although the restaurant is long gone, the station and a nearby street still carry its historic name.



[h2]Oskar-Helene-Heim[/h2]

Next, we move to the Oskar-Helene-Heim station, which follows Onkel Toms Hütte on the route towards Warschauer Straße. Once again, the station is named after a nearby institution – this time, it's the Oskar-Helene Home for the Treatment and Education of Disabled Children. The facility itself was named after its founders, Oskar Pintsch and his wife Helene. Although the home closed years ago, the station name still serves as a reminder of its legacy.





[h2]Freie Universität (Thielplatz)[/h2]

Moving another station further, we arrive at Freie Universität (Thielplatz), previously known as just Thielplatz until 2016. This station has its own historical significance, having served as the terminus of the line from 1913 to 1929. In its earlier years, it also featured a train shed, which has since been decommissioned.





[h2]Görlitzer Bahnhof[/h2]

Now, let’s take a bigger leap along the route to the section shared by the U1 and U3 lines, right in the heart of Berlin. The proximity to the city centre is reflected in the station architecture, which is much grander and more elegant compared to those in the suburbs.

By the way, do you remember the Emmaus Church we introduced back in September? When travelling towards Warschauer Straße, the church is perfectly visible from the station.



[h2]An Important Detail: Stop Markers[/h2]

While enjoying the impressive scenery, don’t forget to keep your eyes on the tracks! Unlike in Hamburg, stop positions at Berlin's stations are not always the same. To ensure precise stopping, stations are equipped with special signs indicating the correct stop position depending on train length. Whether your train has 2, 4, 6, or 8 cars, the corresponding sign will guide you. Precise stopping is well worth it in SubwaySim 2: the closer you stop to the designated marker, the better your score. But more on that another time.



All aboard - join us to gain deeper insights into the world of SubwaySim 2 over the next few weeks and months!

[h2]About SubwaySim 2[/h2]

SubwaySim 2 has been announced in August 2024 and is currently in development. In the coming weeks and months, we’ll be giving you insights into the game, its development process, and the new features. Feel free to share your feedback in the Steam Discussions, join our Discord server, and follow us on Instagram. Be sure to add SubwaySim 2 to your Steam wishlist so you don’t miss any updates!

https://store.steampowered.com/app/2707070/SubwaySim_2/

Note: This is a work-in-progress version of the game. All screenshots and videos shown are for preview purposes only and are not representative of the final product. Please feel free to share your feedback in the Steam Discussions if you like what you see or notice any specific issues!

A Look At Hamburg's Station Improvements!

After last week's post about the Berlin route, today we’re heading back to Hamburg. This time, we’re giving you a sneak peek at the improvements we've made to the stations.



[h2]Major Station Upgrades[/h2]


As we’ve mentioned before, for the Hamburg route in SubwaySim 2, we have completely re-laid all tracks using our newly developed railway track system. As a consequence of these changes to the track layout within stations, we had to manually adjust all platforms in the game. This presented the perfect opportunity to enhance the stations by adding accessibility ramps where applicable and giving many of them a significant facelift.

[h2]Schlump Station[/h2]

One prime example of these improvements is Schlump station. As a key interchange with the U2 line, there is much to discover in real life - and now in the game too. Let’s take a look at how the station appeared in the original SubwaySim Hamburg:



At this location in real life, stairs lead down to the U2 platform. During the station facelift for SubwaySim 2, we’ve added the missing staircase – even thought it remains non-functional in the game for now.



[h2]A Crucial Detail[/h2]

One important feature had been missing from our stations until now – the emergency signal. Unlike most other signals, the emergency signal is not linked to the control centre or track occupancy detection system, but is directly connected to the emergency call point on the platform. When a passenger pulls the call point's emergency brake, the emergency signal starts flashing red, instructing approaching trains to stop before entering the platform.



Previously, this feature was implemented at just one station in the game. With the recent station upgrades, we’ve now added it to every single platform, opening up exciting new gameplay possibilities – more on that in the coming weeks.



All aboard - join us to gain deeper insights into the world of SubwaySim 2 over the next few weeks and months!

[h2]About SubwaySim 2[/h2]

SubwaySim 2 has been announced in August 2024 and is currently in development. In the coming weeks and months, we’ll be giving you insights into the game, its development process, and the new features. Feel free to share your feedback in the Steam Discussions, join our Discord server, and follow us on Instagram. Be sure to add SubwaySim 2 to your Steam wishlist so you don’t miss any updates!

https://store.steampowered.com/app/2707070/SubwaySim_2/

Note: This is a work-in-progress version of the game. All screenshots and videos shown are for preview purposes only and are not representative of the final product. Please feel free to share your feedback in the Steam Discussions if you like what you see or notice any specific issues!