
Become the last conductor and rule over the final train society in a frozen world. Gather, expand, and forge your train while building powerful synergies with mighty artifacts. Your position—and the safety of your passengers—now rests in your hands.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Frostrain 2 is a roguelike game built around synergy-building, with a touch of management elements added to the mix. In this frozen world, you take on the role of the last remaining Conductor within the train society and must lead your passengers to survival. Acquire, place, and upgrade train cars to generate Happiness, and make decisive choices to determine the direction your train will take.

Combine a wide range of train synergies with hundreds of powerful artifacts to generate more Happiness. Greater Happiness will further solidify your authority within the train society.
Upgrade your train and arrange it to suit each situation. Proper placement and enhancement of train cars will allow you to generate even more Happiness.

You are the last remaining Conductor of humanity, tasked with ruling the final train society. Each run presents you with randomly occurring events—respond to them, resolve them, and obtain the outcomes you need.

Make decisive choices and lead your train society toward the future you believe in.
As the Conductor, you must also decide the train’s direction. Travel through dozens of landmarks across diverse environments, find the optimal route, and guide your passengers to survival.

At the end of each run, you will earn Purple Coins. Spend them to unlock new artifacts.
As the story unfolds, you will uncover the tales of different Conductors. Unlock future Conductors and help fulfill their long-held aspirations.
If you prove yourself a truly exceptional Conductor, you can guide your passengers even through the harshest conditions. Challenge the “Frost Mode” and discover hidden rewards.
Fulfill certain special conditions... and you might just uncover the Conductors’ hidden stories.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean, English, Japanese, German, Greek, Simplified Chinese, Czech, Russian, Ukrainian, Polish, Portuguese - Brazil, French +2 more
Engagement
Reviews
Themes across 227 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b]큐레이터커넥트[/b] [h1]기차의 유일한 목적은 어떻게든 승객들과 함께 살아서 낙원에 도달하는 것.[/h1] 어떤분의 말씀처럼 기차가 얼음을 헤치고 낙원으로 가는 스토리입니다. 제한된 자원, 제한된 장소, 제한된 속도. 모든것이 부족하지만 기차는 달려야 합니다. 식량이 부족해서 반발이 일어나고 교육이 부족해서 반발이 일어나고 통제가 부족해서 반발이 일어나고 치안이 부족해서 반발이 일어나고 종교에 심취한 사람들이 종교적인 반발을 일으키고 쉴 자리를 못 구해서 반발을 일으킵니다. [b]이런 승객들을 데리고 어떻게든 낙원에 도달하는것이 이 게임의 최종 목적이자 유일한 목적입니다.[/b] 기차가 전진하면서 얻는 자원/유물을 사용하여 새로운 차량을 편성하고 이 차량을 강화/추가해서 승객들의 행복도를 유지해야 합니다. 먼가 욕구가 부족하지 않게 승객들을 잘 타이르기도 하고 강력한 치안력을 바탕으로 승객들을 통제하기도 하고 각종 오락거리, 교육을 통해 승객들을 만족시켜줘야 합니다. 여러 이벤트를 통해 나오는 다양한 효과 각종 유물들을 통해 나오는 시너지를 잘 활용하는것이 중요한 게임입니다. 승객들의 멱살을 잡고 선도해 나가는 아주 처절한 게임이면서도 한편으로는 마음약한 심정으로 따듯한 손을 내미는 역할을 맡을 수도 있는 게임입니다. 게임성이 상당히 괜찮고, 오랜 개발기간/거듭된 업데이트를 통해 게임의 밸런스가 아주 좋습니다. 또한 플레이 하는 동안 얻은 자원을 코인으로 환산해 다음번 플레이때 유물로서 사용할 수도 있으며 매번 플레이 할 때 마다 맵/이벤트/자원이 달라지는 로그라이트 게임이라 매번 새로운 감각으로 플레이 할 수 있습니다. [h1]설국열차의 차장을 체험해 보고 싶으신분은 한번 해보시기 바랍니다.[/h1]
I heard the game had finally left Early Access, so I figured it was time to leave a review. A friend recommended it to me, and I’ve been playing since Early Access. It’s genuinely a lot of fun. Every run requires you to constantly adapt your synergies and plan or revise your route based on the cards and artifacts you pick up along the way. Finding a way to make everything work and successfully complete a run is incredibly satisfying. The concept of a train racing through a snowy landscape is also incredibly charming. It’s been a long time since a game made me completely lose track of time like this. I haven’t had a chance to try Mimi yet because I’ve been busy with work, but I’m really looking forward to playing her soon!
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Hours played at review time, across 229 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
玩了二十几个小时之后的一点碎碎念: 学院线很轮椅,集齐4羁绊就可以自己产生组件,不知道玩啥就玩学院。商人线也相当不错,会给很多道具。当然,推荐大家什么线都可以玩一玩。 崔顺子:普通和难度1都是随便打,难度2开始最好走右线,无人机选项-1对走什么线都挺伤的 林锡大:军队线,宗教线,民主线都可以走,不过军队线数值更强,宗教线个人觉得其实一般,民主线可以点决策最快攒出学院羁绊。就是要注意,如果不是想走紧张度线,难度3最好一开始先点胡萝卜和大棒消紧张度,不然紧张度随随便便就爆了 乔米米公测的内容很有意思,总体上和崔顺子很像,除了发放补给和列车提速两个保命国策之外,一条探索+承诺线,一条军政财线。以防你不知道军政财线点完国策可以用统治行为实现电表倒转(详细可以看我B站上的视频BV1o9N76oE5R) 希望制作组以后可以加入创意工坊,加入创意工坊之后肯定会更好玩
It's fun (and to some extent intense), but it does need some adjustments in my opinion. (Mild spoilers ahead). The biggest flaw in this game, in my opinion, is that at the base difficulty you really only will lose right at the end, and it'll be a very unsatisfying loss that is essentially failing at a DPS check. To elaborate, unless you're doing *really* well, it's not particularly transparent whether you'll make it through the end, whether that be the poison cloud, the brothers at the end, etc., and it's way worse at difficulty three. You can show up near the end with around 30k happiness banked up and 130+ speed and still barely not make it. This is more an issue for Choi Soonja than for Im Seokdae since Seokdae has the one branch that dramatically buffs late game happiness. But like it's a smidge unsatisfying when you get a full Ivory Tower setup by midgame and still lose just before the end because you didn't get enough relics that directly buff happiness. Successfully completing the build for any of the major paths by midgame should give you enough time to prepare for the endgame. The way in which you add difficulty also needs adjustment, especially for Soonja. Making the unhappiness scale stupidly fast is not an exciting way to add challenge, in part because it dramatically restricts which strategies are feasible. For example, there are tons of artifacts that try to get you to interact with the blizzard, but in my experience at difficulty 3 if you're even seeing the blizzard you're probably not going fast enough to beat the ridiculous amounts of unhappiness at the end - even if you have speed 130+. Seokdae's difficulty 1 adding speed to the blizzard is a great idea since it forces you to interact with MORE of the game. It might be more work, but I think ideally you'd also have a few events that are unique to higher difficulties as well, since that might make the challenge more interesting than a DPS check at the end. Some ideas for other ways to adjust difficulty are: - Overcrowding penalty increases to 2%/passenger; - Certain marked nodes temporarily hurt move speed; - More poison clouds scattered throughout the map; - Hand size is constrained; - Cycle length increases by 50% (multiplying through by any cycle length adjustments you may have). - Each level requires more exp to achieve. Notice that each of these demand that you interact with more aspects of the game, for example artifacts affecting contamination become more viable when there are more poison clouds, and artifacts affecting the blizzard become more viable when your train speed is reduced. Another change I'd recommend, seconding what others here have said, is that you need to change the supply system a smidge since otherwise it's tedious if you collect too many (for example if you're going a transportation strategy midgame). I'd recommend you either make supplies useful for more things or scrap them and go back to "receive a drone" rather than a currency. To elaborate, other than Joe Mimi's ability to spend supply to increase economic stability, no activities require you to have supply sitting around ready for use. Some artifacts benefit from having supply available, but no events directly interact with it but rather give you supply shortages. I feel like there should be events that could happen where an option says something like "Pay 10 supply" and it's locked unless you actually have 10 supply. This is more impactful than supply shortages, since it means you actively need to have supply available or else you might need to take a less favorable route. Another simpler route is adding the ability to purchase more expensive things with supplies (for example, 10 supplies for an artifact, or a variance reduction thing like "Spend 3 extra supplies to guarantee your choices include a red"). The choice between exp or train is a smidge boring, since after early game it's usually very obvious which you want. Another person mentioned that the identity of each individual card doesn't really matter, and I strongly agree with that; in Frostrain 1 (which I played after this), you did have to actually look at what the text on the card says. In this game, after one round you essentially could know exactly what the card does just by looking at the picture. I think having a platinum tier cards actually have special abilities like in the first game would add more depth, since otherwise the only way to boost beyond the synergies in through artifacts, but without dramatically rehauling your train to go religion you cannot use supplies to interact with artifacts and so you'd pretty much be out of luck. For example, if you're going with an academy build, getting a train with 8 tier five buildings isn't enough for Soonja difficulty 3 without additionally a swarm artifacts. But there's little-to-no incentive to branch out to other directions still besides the religion direction, since the cycle-time benefit and the train-speed benefits won't suffice. Lastly a few quality of life things are needed. To be honest, I pretty much only ever play at 10x speed or paused, since it seems there's nothing that happens that requires you to not be at 10x speed, but this means that if I don't have high sight I sometimes am a bit late to click on the next turn. Idk how the game decides which way to move you, but a solid fraction of the time it will literally move you directly towards the blizzard, and that half a second lapse is often enough to end the 30 minute run. This is stupid - if you don't select a direction, should default to move east, and then randomly amongst east-facing options, or something like that. I lost one time because the train defaulted to turn left directly in front of the tree at the very end, and I hadn't selected the direction because the limit of my vision when I had clicked it a few seconds earlier was right in front of the tree. Also, clicking a path should send you towards that path - it seems currently it's clicking nodes sends you towards a node, but that's a smidge counterintuitive to me and perhaps both options should be available. Also, there needs to be an "auto-merge hand" and "auto-sort hand" option, since otherwise academy builds are a mess merging all the ivory towers. Overall, I'd say it's a good game, and certainly if you go a purple-train or yellow-train strategy you can get the "break the game" feeling that you get with roguelike deckbuilders, but some more polishing is necessary before it's perfect.
유물 중 행복도를 한 자릿수로 증감하는 것들은 메커니즘 개선이 필요해 보인다 행복도 퍼센트가 합연산으로 계산되기 때문에 몇 백 퍼센트를 오가는 상황에서 겨우 몇 퍼센트에 관여하는 유물은 소수점 단위에만 영향을 끼쳐 말 그대로 의미가 없는 무용지물이 되는데 문제는 이런 유물이 한 두 개가 아니라는 것 이러한 유물들은 곱연산으로 연산을 따로 빼는 게 낫지 않을까 싶다 유물이 슴슴한 것 빼곤 잘 만든 게임
プレイ時間約40時間、2キャラ裏要素クリア済[spoiler]( 諸悪の根源イベント到達、罪と罰イベントで殺されない) [/spoiler]です。 このゲームは最高に楽しめるゲームです。 StSに飽きた人や、サバイバル系のゲームが好きな人に特におすすめです。 列車、レリックとシナジーを形成しながら進めていくのが楽しいポイントになります。 ただし、日本語に関しては微妙にわかりづらい表現があるため、実際に使ってみての確認が必要なものもあります。 例:"最も重要な列車の幸福度生産サイクルを管轄します。サイクルー5秒"の場合 ×「最も重要な列車」の幸福度生産サイクルを管轄 〇最も重要な「列車の幸福度サイクル」を管轄 となり、すべての列車の幸福度サイクルがー5秒になります。
댓에 "확률을 다 뚫어버리는 우리 미미 정말 기특하지 않나요??" 처음엔 이게 무슨 의미인지 몰랐다 하지만 해보니까 이게 무슨 의미인지 존나 알겠다못해 웃음이 나온다 나만 당한게 아니었구나
这里提供一点简单的新手教程,在不破坏探索感的同时避免新手上来迷路。 车厢主要分为四类: [olist] [*] [h3][b]主力:用于生产幸福度的协同[/b][/h3] 兄弟会,骑士团,探险者,学院 [*] [h3][b]辅助:为其他协同提供帮助的协同[/b][/h3] 列车动力,中央管理局,食物,新闻,教育,娱乐 [*] [h3][b]发育:用于积累资源进行发展的协同[/b][/h3] 运输,引擎之子,暗影商人 [*] [h3][b]过渡:用于解决前期幸福度不足问题的协同[/b][/h3] 文化 [*] [h3][b]未知:???[/b][/h3] 治安 [/olist] 当然,这并不绝对,有些协同可以干多件事情,比如你可以让学院承担过渡用途,或者让暗影商人承担主力用途。这里只是标明其主要作用。 你通常需要在最终考验到来前准备好一个[h3]主力协同+其他协同[/h3]当然这并不意味着一个组合从头用到尾。 [h2]不合理的协同组合只会导致1+1<2的情况。[/h2] 虽然一开始玩大概率会沉迷于一个特定的流派,不过我还是建议多尝试尝试别的组合。 某种程度上来说,‘最稳定的选择’未必是‘体验最好的选择’。一个优秀的 Roguelike 或 Build 类游戏,乐趣往往恰恰来自于不断适应局势、临时拼接套路,以及发现意料之外的组合效果。 固定套路最大的诱惑,其实并不是强,而是省心。 一旦形成惯性,就不需要重新阅读道具、不需要评估风险,也不需要临时思考构筑方向。虽然这样能提高稳定性,但也会让游戏逐渐从‘探索’变成‘重复劳动’。
7.5/10 地图不变我倒觉得没什么,但是感觉能背板视野就没啥用了。 平衡做的不太好,商人在2难之后因为幸福给的太少经常会来不及叠羊刀就爆了,宗教三张起用还难抓,不知道是不是我太菜了反正开局很容易就公式军团,尤其是林锡大。 我试了一下那个上限是9层的,太难叠了,除了老太点黄金车厢解放容量以外几乎不可能叠的到。 女儿那关无脑叠经济就行了,经济能买其他的但其他的买不了经济,军事和政治稳定度两条线通关体验远不如经济。
최순자 할머니의 인생최종 모든걸 건 기관쇼 그리고, 인류에게 필요한것은 통제
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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