Compara los precios de Subway Midnight en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Bubby Darkstar. Publicado por Aggro Crab. Lanzado el 28/10/2021. Disponible en PC. Géneros: Adventure, Indie.

A two-hour haunted house you walk through at your own pace, and the soundtrack alone is worth the ticket - if you can forgive a game that occasionally trips over its own atmosphere.

I kept thinking about the music. Not the ghost encounters, not the color-coded missing-person posters that foreshadow each spirit you meet, not even the art style that somehow holds together 2D paper-cut characters against fully 3D train cars drenched in shifting palettes. The music. Dread Central put it plainly and I agree completely: without that score, this thing would evaporate. It is the connective tissue of the whole ride, and Bubby Darkstar clearly understood that from the first frame. So what actually happens when you board? You play as a young girl working her way through roughly a hundred train cars, each one a distinct little installation. Some are simple corridor walks, pure tension-building negative space. Others flip the geometry on its head, paper you in missing-person flyers, or strand you in a 1990s-style first-person horror segment inside a ghost child's TV - a game within the game, pixelated and ugly in exactly the right way. The ghost encounters themselves are the heart of it. Each spirit has a signature color, a quiet personality told entirely through body language - a wave, a shrug, a slump - and a small problem you help resolve before they release their hold on the train. There is no dialogue, zero text except environmental hints. The storytelling is entirely visual, and mostly it works beautifully. The blank-slate protagonist is a conscious choice that will land harder for players who project readily; those who need narrative anchoring may find the ending lands softer than they wanted. Where the wheels wobble is the gameplay padding. Honest criticism: a generous stretch of cars ask you to do nothing except walk forward. The walking sim coating is thin, and when the late-game precision platforming over railingless catwalks arrives - fixed camera angle and all - it clashes badly with the loose, atmospheric mood the first half built so carefully. One infamous color-sequence puzzle with invisible barriers tripped up enough players that the solution circulates openly in community threads, which tells you something about its design. The keyboard controls feel stiff for the platforming sections; the game itself quietly nudges you toward a controller, and it is genuinely smoother for it. None of that fully breaks the spell, though. The three-ending structure - bad, good, and a best ending that requires launching the game at actual midnight as a real-world condition - rewards curiosity without punishing casual players. The whole arc runs around two hours on a first pass, maybe four to five if you dig for every ghost's closure. For a solo developer's premiere project, three years in the making, the ambition is evident in every bizarre car you step into. This is the kind of handcrafted strangeness that larger studios would A-B test out of existence. It earns its weirdness. Kai, Scout Team

Subway Midnight

Subway Midnight

28 oct 2021Bubby DarkstarAggro Crab
GamerScout opina

A two-hour haunted house you walk through at your own pace, and the soundtrack alone is worth the ticket - if you can forgive a game that occasionally trips over its own atmosphere.

PC
Steam Deck VerifiedProtonDB Platinum
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€0.00
en N/A
Mínimo histórico: €0.18

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I kept thinking about the music. Not the ghost encounters, not the color-coded missing-person posters that foreshadow each spirit you meet, not even the art style that somehow holds together 2D paper-cut characters against fully 3D train cars drenched in shifting palettes. The music. Dread Central put it plainly and I agree completely: without that score, this thing would evaporate. It is the connective tissue of the whole ride, and Bubby Darkstar clearly understood that from the first frame. So what actually happens when you board? You play as a young girl working her way through roughly a hundred train cars, each one a distinct little installation. Some are simple corridor walks, pure tension-building negative space. Others flip the geometry on its head, paper you in missing-person flyers, or strand you in a 1990s-style first-person horror segment inside a ghost child's TV - a game within the game, pixelated and ugly in exactly the right way. The ghost encounters themselves are the heart of it. Each spirit has a signature color, a quiet personality told entirely through body language - a wave, a shrug, a slump - and a small problem you help resolve before they release their hold on the train. There is no dialogue, zero text except environmental hints. The storytelling is entirely visual, and mostly it works beautifully. The blank-slate protagonist is a conscious choice that will land harder for players who project readily; those who need narrative anchoring may find the ending lands softer than they wanted. Where the wheels wobble is the gameplay padding. Honest criticism: a generous stretch of cars ask you to do nothing except walk forward. The walking sim coating is thin, and when the late-game precision platforming over railingless catwalks arrives - fixed camera angle and all - it clashes badly with the loose, atmospheric mood the first half built so carefully. One infamous color-sequence puzzle with invisible barriers tripped up enough players that the solution circulates openly in community threads, which tells you something about its design. The keyboard controls feel stiff for the platforming sections; the game itself quietly nudges you toward a controller, and it is genuinely smoother for it. None of that fully breaks the spell, though. The three-ending structure - bad, good, and a best ending that requires launching the game at actual midnight as a real-world condition - rewards curiosity without punishing casual players. The whole arc runs around two hours on a first pass, maybe four to five if you dig for every ghost's closure. For a solo developer's premiere project, three years in the making, the ambition is evident in every bizarre car you step into. This is the kind of handcrafted strangeness that larger studios would A-B test out of existence. It earns its weirdness.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayercontroller-supporttier:sub-5Environmental NarrativeSpookycuteMultiple EndingsMidnight UnlockVoiceless StorytellingGhost BefriendingGame-Within-a-GameFixed CameraSolo DevShort-Form Horror

Requisitos del sistema

Mínimos

OS
Windows 8
Memory
4 GB RAM
DirectX
Version 11
Storage
3 GB available space
Graphics
Nvidia GTX 750 or equivalent
Processor
Multi-core 2 GHz

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OS
Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
3 GB available space
Graphics
Nvidia GTX 950 or equivalent
Processor
Multi-core 2.6 GHz

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Información del juego

Desarrolladora
Bubby Darkstar
Distribuidora
Aggro Crab
Fecha de lanzamiento
28 oct 2021

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¿En qué plataformas está disponible Subway Midnight?

Subway Midnight está disponible en PC.

¿Cuándo se lanzó Subway Midnight?

Subway Midnight se lanzó el 28 de octubre de 2021.

¿Quién desarrolló Subway Midnight?

Subway Midnight fue desarrollado por Bubby Darkstar y publicado por Aggro Crab.