
Navigate an open-world island in an old train, upgrade it over time, and use it to fight an evil spider train named Charles.
Most likely between $4.6M and $12.9M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $19.99 | 91% | approximately $7.6M |
| PlayStation | $19.99 | 89% | — |
| Xbox | $19.99 | 90% | — |
| Epic | $19.99 | 89% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $1.15 on Xbox · Türkiye (−94%). Compare 31 prices in 15 markets →
Reviews
Themes across 1397 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Интересная концепция у игры, но вот стоит ли игра 700 р., это большущий вопрос. Я приобрёл игру, конечно, не за 700, а за…70 р. и вот эти 70 р., игра полностью отрабатывает. Я бы даже сказал, что игра находится в ценовом диапазоне от 70 до 250 рублей максимум. И нет, это не только из-за того что игра короткая, но из-за того что игра выглядит как игра за эту сумму. Я бы назвал два минуса или две недоработки, из-за которых игра ну никак не может оцениваться в 700 р. Во-первых, это отсутствие лицевой анимации. Персонажи пускай и озвучены, что очень хорошо, но вот очень бросается в глаза тот факт, что лицо сохраняет неподвижность. Чтобы как-то смягчить этот недостаток, НПС и камера находятся в постоянном движении, что действительно лучше, чем, если бы НПС просто стояли бы как вкопанные. Однако факт остаётся фактом: не происходит шевеление губами, но при этом персонажи разговаривают и это создаёт ощущение…любительской модификации или даже любительского проекта. Это вот ну очень серьёзный недостаток игры, из-за которого игра вообще воспринимается как одна большая модификация (к некой другой игре, основному проекту) нежели действительно полноценный коммерческий проект. Второй недостаток или вторая проблема заключается в том, как были реализованы враги, включая бой с ними. Что-то в них не так из-за чего они на уровне ощущения выдают дешевизну проекта, т.е. как бы удешевляют проект. Я говорю не про внешний их вид, который реализован достаточно неплохо, а вот как они присутствуют в игре, как нападают на игрока и как игрок может их уничтожить. Я понимаю, что я говорю, не очень конкретно, да и по сравнению с молчащими НПС это действительно не очень большой недостаток, но если всё остальное в игре в принципе реализовано неплохо, то вот противники и условный бой с противниками выглядит совсем печально. А что же касательно положительных сторон игры? Они, безусловно, есть и это сама идея паровозика Чарльз, как он охотиться за нами, как происходит бой с ним и как он выглядит. Да, это действительно неплохо и ничего подобного я ещё не видел. Фишка в том, что у нас в распоряжении есть лишь небольшой поезд, который не только позволяет нам быстро передвигаться по карте, но главное, что лишь он способен избавить (защитить) нас от нападений Чарльза, главного антагониста игры. Чарльз, как это часто бывает в ужастиках, нападает на нас время от времени. Я не знаю, появляется ли он около нас или просто бродит по всей карте, после того как мы отобьёмся от него, но факт есть факт: через определённое время Чарльз начинает искать нас. Проще всего ему нас поймать, если мы решимся на исследование локации, далеко отойдя от нашего поезда, но и наш поезд не даёт нам 100% защиты. Дело в том, что у нашего поезда есть шкала жизней, а так же его можно модифицировать, что помимо возможности устанавливать разное вооружение, делает наш поезд де-факто нашей главной и единственной базой. В игре по всей локации разбросаны специальные предметы, которые необходимы как для улучшений нашего поезда, так и для его «лечения» или ремонта. Так же эти итемы дают НПС за выполнение квестов типа «пойди-принеси». Квестов в игре штук 10 и все они по сути одного типа (игра технически не слишком сложная). Сюда же можно отнести и лор игры, а так же наши любимые записочки, которые лишь слегка добавляют игре намёк на присутствие хоть какой-то истории. Короче, главными элементами игры является horror составляющая, ибо появление Чарльза действительно впечатляет и немного нагоняет страху его… постоянность, а так же очень простенькая система крафта (хотя слово «крафт», для этой игры, будет слишком громким наименованием). Может показаться, что игра унылая, но лично мне игра понравилась. Игра проходится за пару часов (т.е. игра очень короткая) и благодаря этому не успевает надоесть. Игра немного пугает, а отсутствие оружия непосредственно у главного героя, делает выполнение основного квеста достаточно напряжённым (да и убежать от Чарльза практически невозможно). Плюс, неплохая система улучшений нашего поезда (простенькая, но без напряга). Игра «тащит» именно благодаря своему необычному подходу в плане horror и экшена, который касается битвы с Чарльзом. Плюс, идея с самим Чарльзом, хоть и не была реализована на полную катушку в плане сюжета (т.е. что тут вообще произошло), но действительно это выглядит как что-то свежо. Поэтому игра может понравиться, но всё же я бы сказал про эту игру, что она на любителя, особенно игра подойдёт для тех игроков кого легко напугать и кто любит horror-игры. Ах да, а в чём суть игры? Суть в том, что нам нужно выполнить основной квест, а для этого мы должны путешествовать по этой довольно большой локации, усиливая наш поезд, выполняя квесты и собирая три основных итема (главная миссия). Чарльз же будет нам всячески мешать, как и те люди, о которых я писал выше, задача которых стеречь три тех самых предмета. Вот, собственно, и вся задача. Поэтому повторю: игра скорее относится к horror играм, а не к каким-то другим направлениями и вот как horror, она достаточно неплохая, но только если приобретать её за 70-250 рублей. P.S. В качестве оружия, которое устанавливается на поезд, лучше всего брать огнемёт, который пусть не сильно мощный, но зато не подпускает к нам Чарльза, позволяя держать его на расстоянии.
Choo Choo Charles is slop, but in a good way. It has all the telltale signs of a mascot horror game that's trying to be the next big cash grab, but somehow it still feels like it has a soul. It's unique, short, and fun. It doesn't overestimate what it can achieve, and it never drags things out just to stretch the playtime. I'll also admit that reimagining Thomas the Tank Engine as a horror icon is a pretty fun idea. Obviously, the story is pretty bad, and the game relies heavily on Unreal Engine free assets, but that's okay. The game knows exactly what it is and never tries to pretend it's something bigger. Would I recommend it? Yes and no. If you're just looking for a fun, silly game to waste a few hours with, then absolutely. If you're looking for a genuinely scary horror game or a well written story, then definitely not. But for what it is, I had fun with it.
Symulator PKP INTERCITY
This review is gonna sound like a complete rant lmao but honestly, it's a valid crashout fr So, I have been I would say a follower of TwoStar (Gavin) for quite some time now, especially on his YouTube channel where he posts most of his game dev logs about Choo Choo Charles and other titles, but the one I, along with many others were most invested about, was of course Choo Choo Charles. Now, let's get to the review. I liked the premise of a scary ahh monster train chasing player, that does sound cringe and scary, but mostly scary. I also liked the hand-drawn aesthetic which was a staple of how Gavin designed the art of all his other games, it's an icon, a signature. And Gavin executed the idea well enough for it to be entertaining and scary. Now I don't mind the island being bit over-sized, as there really isn't much content you can do on the island (Don't tell me finding all the different colors of paint for your train is a fun quest), except for the NPC's quests, which I would say were enough to keep the player playing for a few hours. Now, what I do VERY MUCH MIND is, the FRICKING AI of the monsters and all those cultists. Once them cultists spot yo a*s, you basically have to start running nonstop, cuz for some reason they have an impeccable sense of direction and attention span, of which I think they shouldn't have. Like what were you smoking when you designed the logic of the AI Gavin???? You don't give player weapons to fend themselves from cultists whenever they aren't on train, and you just expect them to run forever? You can't even hide from the cultists and have their aggro wear off. Bruh. Not only cultists man I'm telling you, even Charles himself is just as much of a pain in the butt! If you ever leave your train and Charles spots you doing that, you are basically dead cuz bro has the ability to one shot you. Like come on, a game focused on the aspect of encouraging the player to explore and salvage resources to upgrade gears and understand the island more, yet it actively punishes the player for the exploration. Thankfully the saving system makes it so that you don't have to do the same quest for 5 years, but the loading time is absurdly long too whenever you do end up dying (Not sure if that is the case for me only) Overall, what seems like a promising premise of a game with to some extent a few well executed parts, the game quickly goes from enjoyable and fun to being frustrating and annoying. Thus sadly, I can't recommend this because I don't feel like this being an experience that deserves much of your time. It's a good game sure, and the dev really did put lots of time in to make it as optimal as he could, I think we all can testify that. But the AI is really what sealed it for me. It's completely cooked lmao And Nightmare Mode, are you serious Gavin? I don't even bother with the 100% completion for this game lol For me, this game is a 6/10. If the AI is not that penalizing, it would be an 8/10
Игра супер! Задачи просты и понятны. Есть чувство прогресса когда прокачиваешь поезд и главное - желание собирать скрап по острову для этого. Можно находить новое оружие, что тоже прис к прогрессу и разнообразию. Интересно изучать локации, встречать новых персонажей и выполнять их поручения. Юмор встерчается, мастами имеются эпичные моменты. Сам Чарльз не такой страшный как кажется по трейлерам, но для меня это скорее плюс :) В общем игру советую!
Such a cool concept, and such a letdown. [u][b]PROS[/b][/u] - Trains - Atmosphere (to an extent) - UX-wise everything is in order, controls are intuitive, the tutorial and UI do their job, no bugs I also considered listing Charles as a pro, but that would imply that it's a fun enemy as a whole, and while the design and spidery animation are super cool, it seems like it's where all the effort and creativity went, and unfortunately also where they ended. I was so hyped for this game that, when I finally got the time, I bought it at full price without hesitation. And so, while I understand the number of reviews (clearly I wasn't the only one hyped), it's mind-boggling to me now that 92% of them are positive. I mean, if it was truly fun for so many people, who am I to negate their experience. But to me, it seems like the dev cashed in on the hype, and only pushed the game to... well, I cannot even say "bare minimum", because honestly it's not even that at times. [u][b]CONS - MY EXPERIENCE (FIRST 15 MINUTES)[/b][/u] So, for the cons, I don't even know where to start. Perhaps I'll just retrace my experience from the beginning. - Starts with an exposition cutscene, where a character calls us to come to the island to help with the monster (Charles). We close in on the NPC in a phone booth. As the camera zooms in, I realize... the character's mouth isn't moving as he speaks. "Haha, it's actually refreshing to see that in 2026, I guess the dev focused all the effort on gameplay and story, instead of going for form over substance. Good for him!" - You arrive at the island. The graphics are pretty simple, but totally appropriate for such a game. Lighting and fog make up for it - as long as the atmosphere is there, I'm happy. - You follow the NPC during the tutorial. He then sends you alone to fetch a key from a shack. Earlier he said "Stay close; Charles isn't the only thing to fear around here" and now he sends you alone, so, you know, "ooo, the horror part begins!". While walking through the grass, I started hearing noises all around me, as if some creatures were sneaking up on me. Quickly realized there are no creatures, it's just literally the SFX of walking through the grass. "Well, it's pretty blatant, but totally expected of a horror game". Carry on. - You unlock the shack where the train is. The building is pretty large, with some crates and an upper floor. Naturally, before getting to the objective, I explore the building, but there's literally nothing to find there. "I guess it's still the tutorial, straight to the point, I can respect that". - You start the train. Stuff happens, no spoilers, but it's pretty cliched. But also short, so at this point I'm still like "Cool, the game is not pretending to be something that it's not. Let's get to the gameplay!" - For a moment, it feels great. It's you, your train, and an open world in front of you. How cool is that! Well... I could go on, but hopefully the pattern is clear. You keep stumbling upon half-baked elements, which, if I just listed them, you could say that I'm nitpicking. But they keep piling up, and you keep telling yourself "OK, the dev skipped this part, probably to focus on that other part", but at some point you realize the good part isn't coming. [u][b]CONS - LIST[/b][/u] A couple of other negative reviews already explain the issues pretty well, but here's my list. Disclaimer: I didn't even reach half of the game before refunding, but looking at the reviews (and skimming a playthrough video), I didn't miss much, it's mostly the same until the end. - Lazy sound design (constant rustling to a point where you just stop paying attention to it, sometimes an animal howls somewhere, and that's it). - Lazy writing, everything is just spelled out and cliched. - Lazy objectives. "You're here to help us? Thank you. Go there, fetch me something, and I'll give you scraps to upgrade your train". Repeat. - Lazy graphics. Low fidelity can be totally fine if done right (Witch Hunt or early Frictional titles are on a similar level, and I got totally immersed in them and loved them). And I actually like the crudely hand-drawn style. But when you see wooden walls that look more like mud, a metal tank with an ugly, obvious texture seam running straight through it, blatantly repeating patterns on water and bridges, or an NPC with a huge texture glitch on both his shoulders, which makes him look like a mannequin (in case the dev reads this, I mean Daryl), it doesn't really help with immersion. I mean, in 2022 there were already dozens of techniques which could fix these in 15 minutes (even for a self-taught solo dev), if only the author cared. So at some point you realize that NPCs not moving their mouths is not "cute", it's just lazy. - Empty world. While I hate typical collectibles and having to press the use button constantly to gather all the junk literally on every step, I don't think the opposite extreme is good either. I'd expect some lore, easter eggs, but there's nothing. Just those scraps here and there, and a lazy note at best. - Despite all the rustling, and despite what that first NPC said, there's actually nothing to fear there. No danger, except for Charles popping up every now and then out of nowhere. - The game is not scary. - You can hear Charles from afar, but as far as I could tell, there's no actual mechanic involved. He appears, you shoot him, he retreats. If you try to reverse, he attacks the front of the train, while the gun is at the rear, so he's in the one single blind spot and there's not much you can do except die and restart. So if you hear him it's best to actually do nothing, just keep going in his direction so you pass him and then you can shoot him from the rear gun while he's chasing you, until he retreats. - It's supposed to be "open world", but the train tracks are pretty linear and, again, there's not much incentive for exploring on foot, because there's nothing to find. - The train upgrades are just speed, damage and armor, 3 progress bars that you fill linearly, nothing changes visually on the train. There are also guns you can unlock and swap, and while the system is quite OK (you have to swap them manually, manage overheating and conditions like how close Charles is), it's not enough to save the game. - Here's a good one. A slight spoiler I guess, but not really. The main objective is to collect 3 items, each in a different cave/mine, I believe. So you go into the mine, the game teaches you the leaning mechanic, but there's literally nobody there all the way through. At the very end, you hear a whistling enemy. Now, get this. He just walks in a loop around a small rectangular building, passing the item every minute. So you can literally just go behind his back, pick the item and leave. At first I thought "well, I better leave quickly, before he notices the item is gone and starts chasing me". Nothing of that sort. He just keeps walking right past the now empty pedestal, still whistling, still looping. At this point it hit me that the game is probably not getting any better. [u][b]SUMMARY[/b][/u] I don't refund games, my mind doesn't automatically go there, I don't start counting 2 hours etc. But in this case, at some point it struck me "wait, I don't want to play this". I shut it down at 2:03 h, but fortunately Steam accepted my refund. If anybody wants to play a good solo dev horror game, one that is actually scary (but not jump-scary), with great atmosphere, graphics with similar fidelity, but executed with more heart and care, with great sound design, world-building and gameplay, I highly recommend Witch Hunt from 2018. And as for Choo-Choo Charles... I really, REALLY wish someone took the concept of "riding through a scary world in a train which is your weapon, and your shield", and did it justice. But it's so specific that it would probably be plagiarism, so it's never gonna happen, which just makes me sad.
Удачи, веселья, не сдохни) Вглядывайся в лесной ночной туман, смотри влево и вправо перед выходом из укрытия. Чем ближе ты к цели, тем беспокойнее Чарли, который увидит тебя издалека. Простая механика, идеальна, чтобы расслабиться и напрячься одновременно.
Its amazing and really funny
Игра прикольная. Смотрел прохождение у одного Ютубера в своё время. Можно было бы сделать новые режимы(кроме кошмарного). Или же открыть для мастерской с разными модами или текстур паками.
You've probably seen this game featured on plenty of Youtube channels back when it came out, so I'll keep it short. You, an island, train tracks, a horrible spider train. You collect scrap to somehow magically upgrade your own train, so you deal more damage and don't die as much. Long story short, the regular game mode is fun and keeps you entertained for around 2 hours. After 90 minutes or so, expect a drop-off, however, since stuff becomes less fun with a fully upgraded train. And while that is all nice and fine, STAY AWAY FROM NIGHTMARE MODE! That is a programming attrocity. A warcrime, you might say. Besides it not being that much harder (Permadeath, so stick close to your train at all times), the final fight against Charles is straight-up ♥♥♥♥♥♥♥♥. Hitboxes mean nothing anymore. He sprints at you with Mach 5, then hits you and in the same breath teleports elsewhere. His model is gone by the time the hit connects, throwing you for a loop. Basically, because it's programmed so poorly, for 300ms, give or take, 2 Charles exist at once. One hits you, the other sprints at you from his new teleport point. The normal mode deserves an 7/10, however because the nightmare mode is so ♥♥♥♥, I'm deducting points, leaving Choo-Choo Charles with a total of 5.5/10. Something you'll play once, enjoy, then forget it exists and move on.