Full notes
Full Back in Service: a Metro Driver update
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What changed
- Gameplay
- Maps
Back in Service: a Metro Driver changes
Most of you have already thoroughly tested the new 81-71 trainset. The new online leaderboard clearly shows how many successful stops some players have already achieved — hats off! That’s what we call passion and precision! We definitely didn’t expect such high scores.
You might be wondering what's next? You’ll find out in this post. Let us give you a sneak peek into the development of the next version! Next station: Skalka!
The next route expansion will, of course, include the section to Skalka. Our amazing modeler Honza is already finalizing the models of Strašnická and Skalka stations. For the first time since version one, we’ll return to shallow-built stations like Dejvická. And no wonder — we’re gradually heading above ground!
Hurá do depa!
Into the Depot!
Above ground, we’re preparing the long-awaited Hostivař depot.
This is a large-scale project involving much of the team. At the moment, we’re working on terrain and the many models needed for the area.
“Work on Hostivař is in full swing, currently in the phase of preparing 3D models and terrain. The hardest part is gathering and interpreting references – carefully analyzing available resources and transforming real objects into precise, technically accurate, and visually believable 3D models.
We’re handling this with great care – environmental authenticity and attention to detail are our priorities. When estimating dimensions from photographs, we use perspective-reconstruction software that helps us approximate real-world measurements, even when technical blueprints are missing.
The biggest challenge is the depot itself, which, due to its size, must be split into modular sections. Special attention is also given to its interior – it’s a complex space, and getting it right is key to creating a strong impression as players arrive.
At the same time, we're always thinking about optimization. Our goal is the most efficient topology possible, ensuring smooth gameplay without sacrificing detail.
For terrain creation, we use publicly available elevation and 3D map data, but since these often lack the needed precision, most of the area is manually adjusted and completed. The challenge is to design the surroundings to look natural from afar while also leaving room for future map expansions. The terrain is therefore shaped with visibility, navigation, and future connections in mind.”
— Matěj Emmer, depo Hostivař Project Lead
Wicro:
Thank you for following our development! We have many more exciting updates ahead.
— On behalf of the BiS team, Dominik Vojta
Source
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