SoulDesignStudio - LAST TRAIN — Stylized Abandoned Subway Station (Modular Horror Environment)

What is it?

The last stop of Ashgrove's short underground line, closed in 1991 after the night service was cut. On the final night the 23:40 train arrived on time, opened its doors and never left. The driver's cab was found locked from the inside and empty. The entrances were boarded, the escalator stopped half-way, and the station clock kept running. Walk through it straight away, or take it apart to build your own. Every piece snaps to a 1 m grid on 4 m modules, the same grid as our other horror kits.

Who is it for?

Developers of exploration, walking-sim, survival and stealth horror games, and level designers who need a believable abandoned metro station fast.

What can I build?

Underground stations, ticket halls and gate lines, island and side platforms, track beds and tunnels with refuge niches, service corridors, signal rooms and staff rooms, and a stopped train to explore.

What's included

  • 120 assets: tiled station walls (plain, grime, damaged, poster, vent, half-height, arch, end, corner fill, double doorway, refuge), service corridor walls (plain, doorway, pipes, damaged), stair core; concourse and platform floors, landing, service floor and hatch; ceiling panels, beams (plain, damaged) and service ceiling; stair flights, a stopped escalator and a track access stair; staff doors, platform gate and folding gates with moving parts; platform edges with safety strip, track beds (dry, flooded, with escape ladder), buffer stop, tunnel segment, tunnel portal, tunnel end and refuge niche, cross passage, street entrance; train car shell, driver's cab, bogie and coupler, train seats, grab poles and a fallen door; ticket booth, ticket machine, turnstile and wide gate, barriers, payphone, info pillar, benches, bins, vending machine, lost property shelf, lockers, kitchenette, table and chairs, roster board, signal desk, lever frame, PA panel, fuse box, hose cabinet; fluorescent strips, cage lamps, emergency light, work lamp, red signal; props (station clock without numerals, CCTV, convex mirror, horn speaker, cable tray, pipe run, warning lamp, cones, crates, drums, boxes, sacks, toolbox, rail spanner, step ladder, trolley, mop bucket, hand lamp, radio, kettle, mug, logbook, keys, tickets, fuse, umbrella, coat hook, extinguisher); decals (cracked tiles, torn poster, puddle, spray marks) and rubble.

  • Demo level: one terminus station on three levels:

  • Street: the boarded entrance and a stair down.

  • Concourse: ticket hall, booth, payphones and the gate line.

  • Platform: a stair core, an island platform with the stopped train, both track beds, two tunnels with refuge niches, the staff break room, the signal room and a cross passage.

  • Gameplay spaces: gameplay markers for a spawn, a safe room in the break room, hiding spots, chase loops, locked doors with their key and fuse, puzzle spots (lever frame, fuse box, PA desk, payphone), a one-way drop to the track bed, scare anchors, landmarks and collectibles.

  • Lighting: Night and Day scenes in Blender; fluorescent strips, platform lamps, the train's saloon lights, tunnel lamps and signals are real light fixtures.

  • Palettes: Ochre (default), Teal, Soot. Blender: all three, procedural. FBX: Base Color per palette. glTF (.glb): Ochre.

Formats

  • Blender 5.2 (.blend): kit marked for the Asset Browser + demo level in Night and Day scenes; one procedural master material with editable colours, wear and grime; light fixtures switch on and off per object; showcase cameras.

  • FBX, per mesh part: LOD0 (bevelled), LOD1 (lighter) and convex collision (UCX_ naming); exported Y up with the axis conversion baked into the meshes.

  • glTF (.glb), per asset: embedded Ochre Base Color, ORM and Normal textures.

  • PNG textures, per part (FBX, shipped as three additional texture archives, each with every map for one group of parts): Base Color per palette, ORM (AO / Roughness / Metallic) and tangent-space Normal; 4096 px for the tunnel, portal, street entrance and train shells, 2048 px for architecture, platform and track pieces, 1024 px for mid-size furniture, 512 px for props.

How optimised is it?

  • 120 assets (137 mesh parts), 273,058 triangles at LOD0 and 123,906 at LOD1 in total.

  • Per asset: median 1,724 triangles (LOD0) / 760 (LOD1); range 48 to 9,864 (LOD0).

  • 146 convex collision meshes (UCX_) shipped with the FBX files.

  • One master material per asset; a separate emissive material only on lights, a separate glass material only where there is glass.

How modular is it?

  • 1 m grid, 4 m modules. Walls 3.5 m high, 0.2 m thick, centred on the grid line. Storey height 3.6 m: the concourse sits 3.6 m above the platform, the street 7.2 m. The track bed lies 1.1 m below the platform edge; tunnel modules are 6 m wide and 4 m long.

  • Openings: single door 1.2 × 2.3 m, double door 2.0 × 2.5 m, window 1.6 × 2.0 m (sill 0.9 m), arch 2.4 × 3.0 m, refuge niche 1.2 × 2.2 m.

  • Pivots: walls and floors at the corner, props at the bottom centre, wall-mounted pieces at the back centre, ceiling fixtures at the top centre.

  • Moving parts are separate meshes pivoted on their hinge or axis: door leaves, gates, locker doors, turnstile arms, levers; the train doors slide along their axis.

What makes it different?

  • A finished, explorable station with its last train, not a box of loose props.

  • Horror from absence, light and state changes, not gore: doors open on an empty train, a cab locked from the inside, a clock still running.

  • Stylized, readable art direction with no photo textures, no real text, logos or brands.

  • Built for gameplay: safe room, hiding spots, chase loops, key and puzzle markers, convex collisions.

  • Same grid as our hospital, manor, school, motel, gas station, funeral home, lab and house kits.

Supported versions

  • Blender 5.2+.

  • FBX and glTF for Unity, Unreal Engine, Godot and other engines. Engine-specific projects (prefabs, material instances) are not included.

How quickly can I use it?

  • Blender: open the file and render. Drag single assets from the Asset Browser.

  • Engines: extract the FBX archive and all three texture archives into one folder (they share the top folder LASTTRAIN_v1.0), import the FBX folder, then assign the Base Color, ORM and Normal textures (Unreal: flip the normal map's green channel).