Transport Fever 3 metro facts: underground mode is a toggle on tram track only, no underground heavy-rail stations, and no curved platforms at launch.
Transport Fever 3 Metro and Subway Stations: What Actually Exists
Quick answer: Transport Fever 3 ships no metro or subway class in its vehicle roster, and no official text names one: the one direct subway question on the official dev blog went unanswered, which is not a refusal, but nothing announced so far promises a metro category. The only confirmed way to run below the surface is the underground mode toggle on tram track laying, and the rolling stock that uses it is the tram and light-rail family. Curved stations are absent at launch by explicit developer statement. Per-tile excavation cost, depth limits, and gradient limits inside tunnels were never published by Urban Games and are not yet confirmed.

Three facts decide whether your metro plan is worth building at all:
- Underground mode is a tram track laying toggle, not a separate track type: "tram track laying provides a toggle for underground mode, allowing players to edit and extend sub-surface infrastructure without struggling against overground structures."
- No underground mainline station for heavy rail exists in the launch build. A player with pre-release access put it plainly: "I guess it's still not possible to do it vanilla.... :( Really disappointing. If they did it for trams they could easily have done it for trains."
- Curved stations are missing at launch, and the developer pointed at mods as the route.
What the Subway Question Actually Got Answered
Players asked for a subway directly. On the official Episode 5 dev blog comment thread, one user wrote: "I wonder if the subway will be implemented in the game? (underground stations, underground pedestrian crossings, various subway trains, and so on)". No developer replied. That leaves the metro class not confirmed either way: no official text names a metro or subway vehicle, and an unanswered question is not a refusal. Nothing announced so far promises one, so build on the tram roster rather than waiting for a category that may never arrive.
What is documented runs the other way. The Episode 3 infrastructure post describes underground as a property of tram track laying, and its tram coverage extends to "some trams can run on tram-only infrastructure, transition underground, and operate directly on railway tracks all in one".
Official source: Dev Blog Episode 3: Infrastructure
One more official line settles the train-versus-tram question. Asked whether trains could run on the tram network, a developer replied: "None of the trains that are included in the game are able to run on light/tram rail, however a modded train that is specifically designated as light rail will be able to do so."
The store page settles the same point from the other side. Its transport-type list reads "All major transport types covered, including light rail systems and dedicated cargo trams", and a full pass over that page finds no occurrence of the words metro, subway, or underground.
Official source: Transport Fever 3 on Steam
| Feature players expect | Status in the launch build | Workaround |
|---|---|---|
| Metro or subway vehicle class | Not announced, no dev answer | Use the tram and light-rail roster |
| Underground heavy-rail station | Not available | Tram-track underground, surface depot |
| Underground pedestrian crossings | Asked in the Ep5 comment thread, no dev answer | Surface footpaths to the entrance |
| Curved station platforms | Officially absent at launch | Mods, or straight platforms on curves |
| Elevated stations | Unknown, two dev-blog questions unanswered | Not confirmed either way |
| Underground running on rail track | Not documented; the toggle is on tram track | Tram underground, rail via tunnels |
Asked "What about curved stations? Is that planned?" on the Episode 5 dev blog, the developer answered: "There are no plans for curved stations for the launch of the game. They are likely to appear later in modded fashion, but it's not something we are including by default." Plan a straight platform, and if you want a curved one, budget for a mod rather than a patch.
Underground Stations, Depots, and the Traps Nobody Mentions
The workable substitute for a metro is a tram-based underground line. Three constraints shape the design, all reported by players testing pre-release builds, so treat them as community-observed and re-verify once patches settle. The most useful report describes what a metro attempt actually does: "I watched one youtube video in which one player used trams like underground/metro trains. Cargo Trams were not able to unload/load at underground passenger train stations, they could use the underground tram lines but could not load/unload at underground passenger stations. Depots had to be above ground."
| Constraint | What it means for your layout | Confidence |
|---|---|---|
| Underground lines carry trams and light rail, not heavy rail | Design the whole network on tram track | Community-observed; it may change with patches |
| Cargo trams cannot load or unload at underground passenger stations | Put freight handling on the surface leg | Community-observed; it may change with patches |
| Depots must sit above ground | Every tunnel needs a surface ramp back up | Community-observed; it may change with patches |
| Stations and signals change model inside tunnels | Cosmetic, not a layout change | Official |
Depots staying on the surface is the constraint that decides geometry. A tram-based metro is not a sealed system; it is a loop that climbs back into daylight to turn around and get serviced. A depot you cannot reach is a line that stalls at the far end of its route.
Since depots must be above ground, the cheapest metro is one that returns to the surface once per run: depot on the surface, dive underground through the dense core, come back up in open ground. One ramp pair is enough for a line that reverses, and it doubles as the maintenance access for the vehicles running through.
Official source: Dev Blog Episode 5: Highlights
Slope, Depth, and the Cost Model Nobody Has Published
You will search for a per-tile excavation price and a maximum gradient and you will not find one from any official source. Urban Games has published no excavation cost, no depth limit, and no gradient limit for tunnels. Nothing in the dev blogs contradicts the feature, so the answer is not yet confirmed rather than negative.
What is confirmed is that the construction tool exposes the parameters behind those limits. The Episode 3 post describes "the overhauled construction settings allow for the dynamic adjustment of parameters, such as height and slope". A tunnel portal is something you shape, not something the game picks for you. Community map tooling implies a height constraint exists at all: a map editor guide documents a flag called experimentalTunnelAndBridgeMinHeight that "allows you to create bridges and tunnels with any height", which is a community discovery rather than an official setting.
| Underground parameter | Public status as of launch day |
|---|---|
| Excavation cost per tile | Never published, not yet confirmed |
| Maximum tunnel depth | Never published, not yet confirmed |
| Gradient limit inside tunnels | Never published; height and slope are adjustable build parameters |
| Minimum height on tunnels and bridges | A minimum exists by implication; removing it needs a community map-editor flag |
| Portal geometry | Free-form, set by the height and slope parameters while building |
A table of underground versus elevated versus surface cost per tile would be the most useful thing on this page, and it cannot be written honestly. No official source has published an excavation price, so the only real numbers are the ones the game shows you in the build preview. Read the live cost readout for your own map before committing, and treat any published per-tile figure as unverified.
Which Vehicles Can Actually Run a Metro Line
Because the underground toggle belongs to tram track, the roster that works underground is the tram roster. Taken from the community vehicle list, these are the passenger units with the capacity and era profile that suit a high-frequency metro tunnel.
| Vehicle | From | Top speed | Seats |
|---|---|---|---|
| Italian ATM Series 4000 | 1935 | 40 km/h | 100 |
| St. Petersburg LVS-86 | 1986 | 70 km/h | 112 |
| Bombardier K4000 | 1995 | 80 km/h | 140 |
| Changchun 3000 | 2010 | 70 km/h | 240 |
| Moscow Vityaz M | 2014 | 70 km/h | 148 |
| CAF Urbos 3 | 2018 | 70 km/h | 172 |
| Stadler Citylink | 2022 | 90 km/h | 200 |
These figures are community-observed and may change with patches. Note what is missing from the table and from the whole roster: no vehicle is named metro or subway. The closest thing to a metro unit is the Bombardier K4000 at 140 seats, and the 2022 Stadler Citylink at 200 seats and 90 km/h. The same transcription spans 20 km/h for the 1890 Horse Tram to 100 km/h for the 2030 Articulated Cargo Tram.
Wider roster context, including the 52 tram entries and the rest of the 285 catalogued vehicles, sits in the vehicles overview. Cargo trams share the underground track but not the underground platforms, which is why the cargo tram and light rail guide treats them as a separate last-mile layer.
Underground, Noise, and the Municipal Area Problem
Underground running is widely believed to cut noise, and that belief is not sourced. The developers describe noise as one of six city ratings you must keep under control, and you can weight noise, pollution, or town reputation as you see fit, but no reachable official text says a tunnel is quieter than a surface line. The specific question was asked on the Episode 5 dev blog and left unanswered: "Now that emissions play a much bigger role. How could we get around placing stations closer to the centre? For example, will underground stations have less emissions?"
The honest reading: underground running plausibly reduces the surface footprint of a line, but the reduction has not been quantified and is not yet confirmed. If noise is your reason for going underground, treat it as an unverified benefit and validate it with the noise data layer, the same tool the noise and pollution guide recommends.
What is officially confirmed is the reporting boundary. The game world is divided into municipal areas, and pollution is recorded across the entire municipal area, so "since this is recorded across the entire municipal area, it is not possible to simply build around the city". A tunnel that dives under a city still reports into that city's municipal area.
Official source: Dev Blog Episode 4: Tycoon
The municipal area also sets the scale for what an underground line is worth. Settlements run through 18 growth levels, from hamlets of fewer than 100 inhabitants up to metropolises, and a tunnel is a serious expenditure against a hamlet. One motivation is officially solid: tunnels let a line take the short way through terrain instead of detouring around it. Everything quieter, cleaner, or denser is either unquantified or, for emissions, still unanswered on the dev blog.
The most repeated community claim about underground lines is that they are quieter, and no official source states it. Build a short test tunnel past housing, switch on the noise layer before and after, and compare. If the reading does not move, the tunnel is still worth building for space, but it is not buying you the rating.
Frequently Asked Questions
Does Transport Fever 3 have metro trains?
No metro or subway vehicle class has ever been announced, and the direct question on the official Episode 5 dev blog was left unanswered. The closest vehicles are high-capacity trams such as the 1995 Bombardier K4000 at 140 seats or the 2022 Stadler Citylink at 200 seats.
Can I build an underground station in Transport Fever 3?
Not for heavy rail. Underground mode is a toggle on tram track laying, and players with pre-release access report that no underground heavy-rail station exists in the vanilla game. Community-observed, and it may change with patches.
Do I have to keep my tram depot above ground?
According to the same pre-release report, yes. Depots had to be above ground, so a tram-based underground line needs a ramp back to the surface for turning and maintenance. That fact drives most of the sensible metro layouts.
Are curved stations in the game?
No, not at launch. The developer answered on the Episode 5 dev blog that there are no plans for curved stations for the launch of the game, and that they are likely to appear later in modded fashion.
Can cargo trams use underground lines?
They can run on underground tram track, but the same report says they could not load or unload at underground passenger stations. Put freight handling on the surface leg.
How much does digging a tunnel cost per tile, and does it cut noise?
Neither number is published. No official source gives an excavation cost, a depth limit, or a gradient limit, and no reachable official text says tunnels are quieter, so any figure you read is unverified. Read the live build preview cost for your own map, and check the noise data layer before building a network around the assumption.
Related Guides
- Trams, Light Rail and Cargo Trams covers the vehicle family that actually runs on underground track, plus the tram-train rules.
- Train Signals and Double Track matters underground because path-based signaling still governs every junction in a tunnel.
- Noise and Pollution Guide sets out the six city ratings and the confirmed mitigation tools, including where the underground claim is still unverified.
- City Growth Explained gives the 18 growth levels that tell you when a town can justify a tunnel.
- Mods Guide covers the route the developers themselves named for curved stations and light-rail-capable trains.
More Transport Fever 3 Guides
How Transport Fever 3 pays for cargo: distance, speed, complexity, and on-time delivery windows that decide profit per load.
Transport Fever 3 city growth explained: 18 levels, XP, six ratings and hamlet-to-metropolis planning. Pre-launch guide.
TF3 hit PS5 and Xbox Series X|S on September 29, 2026 alongside PC: console prices, Game Pass status, save transfer, and why Xbox search fails.
Survive Transport Fever 3 hard mode: strict openers, loan discipline, and cashflow rules that keep a brutal start from ending early.
Helicopters are new in Transport Fever 3, with the Sikorsky S-76 confirmed. What they are good for, what they cannot do, and costs still unconfirmed.
How money works in Transport Fever 3: delivery income, running costs, full loads, and the route habits that turn thin lines profitable.
Transport Fever 3 industries: the density setting is a map slider, no closure timer is confirmed, and boosters replace TF2 density targets.
Transport Fever 3 landmarks grant area bonuses tied to headquarters and company rank. Confirmed landmarks, how bonuses work, and subsidy details still pending.
