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Frequently asked questions

Factual answers about WAPP's return, the new development and the original projects. Details that are undecided or not yet public are not filled in by guesswork.

About WAPP

WAPP is a game brand focused on rail and city transport simulators. It is run by David Hosek as part of the Czech studio Progity.

Long-standing player interest, recovered historical materials and today's technical possibilities created room for a new transport simulator and more open development updates.

All original projects were recovered, including project files, models, train sets, textures, most sounds and further reference materials.

They were made mainly in SketchUp for older rendering, materials, UVs and lightmaps. Their geometry, topology and optimisation do not fit modern LOD, PBR lighting or mobile-to-PC performance scaling, so they serve as blueprints for new assets.

It has not been announced as a remake of a specific older game. The project is being built from the ground up in a modern version of Unity, with new game systems, a new rendering setup, an asset pipeline and most assets, while recovered projects provide references, proportions, layouts and experience.

No binding release date has been announced. The public roadmap shows the current plan and may change as development progresses.

Target platforms have not yet been announced. The newsletter survey measures community interest and is not an announcement of supported platforms.

The city, route and platforms will be announced once they have been sufficiently validated and publishing them will not create a promise the development may be unable to keep.

No re-release has been announced. The recovered data is valuable source material, but the old technology and asset pipeline would require extensive redevelopment for a reliable modern release.

New project

Yes. The project is being built from the ground up in a modern version of Unity. We are creating new game systems, a new rendering setup, an asset pipeline and most assets; the original projects mainly serve as references and blueprints.

Original models, textures, sounds and layouts mainly serve as blueprints and references. They are generally not dropped straight into the new game, and most final assets are rebuilt.

Their geometry and topology are unsuitable for modern real-time rendering and LOD, their UVs and materials belong to an older pipeline, and their lightmaps showed artefacts. They also lack preparation for today's PBR, normal, height and metallic maps and performance scaling.

It is a manually updated estimate of progress towards the public launch of the full version, not a precise measure of code volume or progress towards the first demo.

It follows the path from interest validation and pre-production through the first public previews to the long-term goal of a full public release.

The first public showreel is a planned roadmap step. Its displayed period is indicative, not a committed deadline.

A first limited playable demonstration appears on the roadmap after the showreel. Its timing may change with development.

No. The roadmap is the current plan rather than a release-date promise; no binding date has been announced.

No. The city, route and target platforms have not yet been announced and will be disclosed later.

Subway Simulator Prague Metro

The documented platform is Android.

From the cab, the player took the driver's role on Prague metro line A, controlling acceleration, speed and station stops.

The feel of driving, stations, tunnels, train sets and operating atmosphere. Its graphics and models reflected the period, mobile hardware and the authors' experience at the time.

Long-term support was constrained by technical debt, the tools and hardware of the period, an inefficient asset pipeline and the growing cost of further development and maintenance.

Yes. The project files and related models, textures, train sets, sounds and references were recovered; for a modern game they serve as source material rather than finished assets.

Subway Simulator New York

It simulated driving a New York subway train from the driver's cab, focusing on controlling the train and travelling along the route.

The feel of driving, the character of stations and tunnels, train sets and New York's operating atmosphere within the limits of period mobile hardware and experience.

Further maintenance was constrained by technical debt, period tools and hardware, an inefficient asset workflow and the rising cost of developing the old technical foundation.

The original project and its models, textures, train sets, sounds and further materials were recovered. Today they serve primarily as references and blueprints.

City Transport Simulator

It was intended to extend the original concept with a more detailed environment, more complex track geometry and additional urban rail systems.

Its scope and technical demands exceeded the team's tools, hardware and resources at the time. Technical debt and completion costs grew faster than could be sustained.

It combined a more detailed route and environment with more complex operations, train, signalling and passenger systems, which required a much more robust technical foundation.

The original project was recovered, including code, models, textures, train sets, most sounds and further reference materials.

It helps verify proportions, layouts, route and operating logic and the original visual intent. It is a blueprint for a new implementation, not code or an asset pack ready to be imported.