Historically released
Subway Simulator Prague Metro
A simulation of driving the Prague metro on line A. The best known WAPP title.
A new transport simulator built from the ground up.
After years away, WAPP is returning to transport simulation. The setting, scope and target platforms have not yet been announced.
This indicator tracks the public launch of the full version, not the first demo.
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. This is not a port or a quick update of an old game, but a clean technical foundation designed for current hardware and long-term maintenance.
We have all original projects, project files, models, train sets, textures, most sounds, layouts and other reference material. They preserve proportions, logic and details, so the new work does not begin with a blank page.
Most original models were made in SketchUp. Their geometry and topology are not prepared for modern real-time rendering or LOD workflows, their materials and UVs belong to an older pipeline, and baked lighting produced artefacts. Modern mobile-to-PC scaling, PBR materials, lighting, normal, height and metallic maps therefore require the assets to be rebuilt and optimised.
Validating community interest and the project’s initial direction.
The first public look at the project’s direction and atmosphere.
The first limited playable public demonstration.
A long-term development goal without a committed release month.
This plan may change. It changes as development progresses. The periods shown are not committed release dates.
Released and unfinished projects that today’s WAPP builds on.
Historically released
A simulation of driving the Prague metro on line A. The best known WAPP title.
Historically released
The second city WAPP took on – a simulation of driving the New York subway.
Unfinished · unreleased
An ambitious unfinished city transport simulator that was never publicly released.
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.