Key art for Back in Service: a Metro Driver

Game review

Back in Service: a Metro Driver

6.5 / 10

Developer
Dominik Vojta
Publisher
Dominik Vojta
Released
27 January 2025
Platforms
Windows, Mac
Genre
Adventure, Casual, Indie, Simulation
Players
Single-player

The short version

Biggest strengths

  • Remarkably detailed, atmospheric recreation of a real Prague metro system, verified as strikingly accurate by a reviewer who has personally ridden the actual line depicted in-game
  • Genuinely impressive visual and audio polish for a solo-developer project, repeatedly compared favourably to full-studio train and transit simulators
  • A distinctive open-ended structure letting players freely choose between driving trains, working as a ticket inspector, or simply exploring the station on foot

Biggest weaknesses

  • A very short current route of only five or six stations that a meaningful share of reviewers say becomes repetitive quickly once the timetable loop is learned
  • Reported train braking physics that oscillate between unrealistically sharp and barely functional, undermining the simulator's core promise of authentic train handling
  • No in-game tutorial at the time of review, leaving newcomers to the genre to learn systems through trial and error

6.5 / 10

An underground world built by one person

Back in Service: a Metro Driver puts players in the cabin of a historic train running Prague's actual metro system, tasked with keeping to a timetable, transporting passengers, and exploring the underground world beyond just the driver's seat. Based on the available English-language review sample of 93 reviews — 90 positive, 3 negative, landing at an overall Very Positive rating — the single most striking, most specifically verified strength in this sample is how accurately the game recreates its real-world setting. One reviewer offers a genuinely compelling piece of firsthand corroboration: "I'm not a resident of Prague, but I visited the city last year. I am also a pretty big train/metro nut. I used Dejvická station everyday to get into town. Imagine my shock to see the same station ingame just as how I remember." A separate reviewer living in a different city with its own real metro system offers a similar, independent authentication of the physics model specifically: "As a person living in Saint Petersburg, I can tell -- this whole physical and sound model is very (!) close to real trains. We still have these running in service."

A separate reviewer frames the achievement in terms of scale relative to the developer's resources: "For such a small development team this is a really impressive game. The attention to detail for an early access release is really quite exceptional." A third reviewer makes the solo-developer comparison even more directly: "Physics, graphics and optimalization are awesome. One person can create simulation game better than other full-size studios, which make them for years." Several reviewers also specifically praise the freedom the game offers beyond simply driving: "This is not a simulator. It is an arcade-y train driver simulator. The controls are super simple. But... it is one of the best games I have ever played. You have total freedom to choose whatever you want to do. Want to drive trains? Sure! Want to be a ticket inspector? Why not? Want to walk in the tunnels and get ran over? Absolutely!" — a playful summary that nonetheless captures a genuine point of distinction from more rigid, single-role transit sims.

A short, currently repetitive route

The most consistent and detailed criticism in this review sample concerns the limited amount of current content. One detailed critical reviewer breaks the complaint down specifically: "Why do I not recommend: 1. One short route (5 maybe 6 stations I was too bored to count) 2. 1 single locomotive with little to no interaction other than opening the door to get in. The rest is all keyboard input... one you have gone back and fourth a few times, the game gets boring very quickly." A separate, more positive reviewer reaches a similar conclusion about the long-term ceiling despite otherwise enjoying the game: "It's a pretty fun game at first, but with how short the route currently is and game's repetitive nature, I can only get so much enjoyment out of the game once I've unlocked the limited gadgets and accessories to add the the train, and can easily keep up with the timetable."

Brake physics that swing between two extremes

That same detailed critical reviewer raises a specific, concrete complaint about the core driving feel: "train physics. The train brakes are either to sharp or non-existent making it unrealistic. You get motion sway but it does not stop and again, not realistic. I took a train ride (spoiler alert) to find a red cup, when the train stooped at a station I was still swaying." A separate, more positive reviewer independently confirms the same specific issue while still recommending the game overall: "The physics are solid; braking can be a bit of an issue as many have mentioned." Given that authentic train handling is the game's central selling point, and given how favourably its overall physics and sound model were rated by reviewers with real-world metro experience above, this specific braking inconsistency stands out as a genuinely fixable gap between the game's ambition and its current Early Access execution.

A missing tutorial, and a specific accessibility gap

Several reviewers note the current absence of any in-game tutorial. "It's still very, very raw and it desperately needs a tutorial or more in-depth instructions, but for early access it's worth a look," one reviewer writes, while a separate critical reviewer confirms the same gap: "It has no tutorial (they said they're working on it), but if you played these kind of games before you'll do fine after a couple of runs." A separate reviewer raises a specific, concrete accessibility complaint about control customization: "I actually like it for what it is, but for the love of god please, let me remap movement keys. So many great games just assume that everyone is ok with WASD, and this game already implements remapping, so WHY exclude movement keys, which are arguably the most used keys in almost any game? It's a huge accessibility issue." That's a fair, specific point: the game already supports key rebinding for other functions, which makes the exclusion of movement keys specifically feel like an oversight rather than a deliberate design choice.

Passengers who don't quite match the rest of the presentation

A specific, detailed critical reviewer identifies a gap between the quality of the game's environments and its crowd simulation: "Graphics are ok until you look at a passenger... Passengers all stand and all in a bunch, no one sits and they all look the same." That's a fair, narrow criticism rather than a broad complaint about visual quality overall, since the same reviewer and many others in this sample specifically praise the stations, lighting, and train models themselves.

What the achievement data shows

The achievement structure spans five total achievements, with a wide spread from 58% completion for an early milestone down to 3.2% for the hardest, precision-driving-related goals. That spread is consistent with a game whose basic loop is approachable but whose more demanding precision-stopping challenges reward a level of mastery only a small fraction of players currently pursue.

Where this leaves it

Back in Service: a Metro Driver delivers a genuinely remarkable, independently verified recreation of a real metro system for a solo-developer Early Access project, backed by an unusually flexible, open-ended structure and rare native Mac support. Its current limitations are exactly what Early Access status would suggest: a short, currently repetitive single route, inconsistent brake physics that undercut the otherwise well-praised handling feel, a missing tutorial, and a specific, fixable accessibility gap around movement-key remapping. Recommended for train and transit simulation fans, especially anyone with a personal connection to Prague's metro, who are comfortable buying into an Early Access project with real promise but currently thin content; a harder sell for anyone wanting a large, varied route roster right now.

Pros and cons

Pros

  • Remarkably detailed, atmospheric recreation of a real Prague metro system, verified as strikingly accurate by a reviewer who has personally ridden the actual line depicted in-game
  • Genuinely impressive visual and audio polish for a solo-developer project, repeatedly compared favourably to full-studio train and transit simulators
  • A distinctive open-ended structure letting players freely choose between driving trains, working as a ticket inspector, or simply exploring the station on foot
  • Native, well-functioning Mac support, an unusually rare feature in this simulation subgenre that multiple reviewers specifically call out

Cons

  • A very short current route of only five or six stations that a meaningful share of reviewers say becomes repetitive quickly once the timetable loop is learned
  • Reported train braking physics that oscillate between unrealistically sharp and barely functional, undermining the simulator's core promise of authentic train handling
  • No in-game tutorial at the time of review, leaving newcomers to the genre to learn systems through trial and error
  • A specific, concrete accessibility complaint that movement keys cannot be remapped away from WASD even though the game otherwise supports key rebinding
  • Passenger crowd behavior and animation described as noticeably weaker than the rest of the game's presentation, with passengers standing in identical, repeated poses rather than behaving individually

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 6.5 / 10
  • Visuals 8 / 10
  • Progression 4.5 / 10
  • Originality 7 / 10