
A high-speed bullet train simulation survival game.
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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/day in the week after.
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.
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a great concept but is too broken, glitchy, and irratating to be fun. I love the idea of cruising at 1000 km/h exchanging goods and passengers between cities or laying and fixing track but this is not what I got. I got a game that thinks dying for no reason is fun. A game that thinks going slow is fun. A game that thinks what I need when driving down a seemingly normal road is corkscrews and loops with breaks in them that are impossible to see. A game that breaks down when driving 1000 for too long. A game that caps your speed at 1000 such that powerups that used to boost your speed now slow you down. A game that... I don't recommend this game. It has a long way to go before its ready to come out of Early Access. A lot of bugs that need fixing and more content to be added. As it stands now there is a lot of empty space between cities that is difficult and time consuming (more the latter) to fill with track. A lot of the content in this game is more or less there to make the player's life more difficult, not to add challenge or entertainment, and takes any potential fun away. EDIT 1.2 update: Cool that there's a new update. Performance is too bad for me to play it. All the large cities and even some of the smaller ones tank my FPS to 1 and make the game unplayable, even at lowest settings. Managed to find a seed that spawned me somewhere where it wasn't an issue, but it came back anyways about an hour in.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Dutch, German, Spanish - Spain, French
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Es ist total chillig mit 1000km/h über eine Art Autobahn durch Minecraftartige Biomes zu Rauschen.. eine Art Euro Truck Simulator in der Zukunft mit Hochgeschwindigkeitszügen. Ich glaube ich bin süchtig. [+] lowspec [+] 1000+ km/h [+] EDM Soundtrack [+] Loopings & Korkenzieher [+] Nice dev [+] Future sci-fi Setting [-] Controller Support (aber kommt safe) [-] Baufunktion ist noch nicht optimal bedienbar PS: es kann nur besser werden - Multiplayer-Modus ist angekündigt usw
I bought this thing close to release, but never reviewed it. I came back to it recently for Reasons, and I got asked about it. So it's time to collect my rambling thoughts and put them to (figurative) paper. Some European developers have ambitious ideas and the execution doesn't quite match. This is one. I don't like "eurojank" as a title but this is kind of the poster child. What this is: There's a bunch of cities, most of which are connected by rail. You'll supply those cities with goods (and passengers) by train, buying more cars for your train as you go. First train to 50 cars wins! Easy as a concept. Except. Except the rail lines are insane. Imagine a rail-laying AI was hallucinating. There's corkscrews and loops everywhere. Segments are missing. And the trains can do several hundred km/hr easily. (The speedometer pegs at 2,000 km/hr.) Sure, you're travelling tens of kilometers a trip, but at these insane velocities it takes no time at all. Your gameplay is mostly weaving in and out of slower traffic, trying to avoid significant crashes. As the routes are several rail lines in parallel and you can skip between lines, it's more like a slot car than any meaningful racing sim. If you're annoyed with shipping goods, visiting cities gives you a cash bonus for the first visit, and you can always buy gun cars and attack rival trails instead. Blowing up fools can vent frustration nicely. Or, heck, you can just buy construction cars and make your own routes. Or repair the current ones, or make little bypasses to get past the worst of some sections. Trains using your routes pay you a daily toll, so putting down a lot of routes can be lucrative. But there's annoyances. Mostly, it's from surprise rail cuts hidden by little dips, and derailing your train wrecks it. There's little penalty for getting wrecked (you drop a bit of cash and respawn nearby, and can pick the cash back up) but it annoys me. The end-of-match XP factors in how many times you died in your final XP payout. Now, the XP is irrelevant unless you want different train models. I took this up again recently because I had fierce insomnia and I needed to sleep. And it is awfully fun driving a train that can break the sound barrier. The rails are insane and sometimes hostile, and that can occasion a bit of frustration. Apart from that? I enjoyed it enough to come back to it.
An excellent gem of a game, I would highly reccomend this. Pro's: Gameplay: Drive a super fast train on a slot car style track delivering cargo and passengers from point A to B, all while navigating a randomly generated map and defending yourself from marauders and avoiding road hazards. Huge rollercoaster style roads: The road/track is incredibly varied, with plenty of giant loops and corkscrews, huge drops and sprials. Diffrent styles of play: You have a good few options for how you can play. You can be a pure cargo train, hauling goods around the map all while helping upgrade the cities you stop at. Being a passenger train is a risk/reward style of play, while carrying passengers starts out with more a mediocre reward, it can quickly add up as your "trust" bonus increases allowing you to triple your profits if you can drive fast and safely. However crashing once or damaging your passenger cars will completly reset your bonuses. Combat can be also be profitable, just mount a bunch of shield and turret wagons to your train and hunt down marauders and rival hypertrains and collecting the money they drop. Exploring is another option, maps have some cities that are unconnected to the road network, and building your own roads to these is necessary to get certain resourses to upgrade other cities sometimes (things like diamonds and oil), as not every settlement prouduces everything. You also get a huge cash reward for connecting unconnected cities. Con's: Building: While building your own tracks is necessary and usually easy, I think the tools for building are too slow as you can only build small sections of track at a time. This gets really tedious once you start building 4 lane roads, otherwise it gets clogged with traffic making it impassable without taking damage. The sound of track being built gets really painful to lisen to after a few hours, I highly reccomend turning off your volume while building for long periods of time. Road generation: While the roads that the game generates are usually fine, they can sometimes be impassable without repairs. While a minor issue, it can sometimes be annoying when you hit a tiny hole and die instantly. Unless you have the radar wagon, holes in the roads can be sometimes impossible to see in time. While these can add tension to your high speed runs on unexplored roads, I think it can sometimes break the whole high speed vibe this game has when you have to stop and repair the tracks/road for a few minutes. (if that makes ANY sense?) Overall, I would reccomend this gem of an indie game. Gets at least an 8/10 from me.
The game is certainly a little rough at the moment, but this is to be expected from a game made as a passion project by one developer from the Netherlands. However, despite the roughness that this early build has, it is already a wonderfully enjoyable game even in it's current state, and that roughness can also lead to some very interesting, hair-raisingly exciting moments. Such as the moments where you encounter a quad loop, or one of the rare spirals with a loop planted right in the middle of it, out in the wilderness, and you're so awesome by how big and impressive and cool this section of track is that you realize *almost* too late that some Mauraders have set up a roadblock in a relatively blind section of it, or a piece of the track was spawned partially underground, and you have to lock the brakes and skid to an emergency stop just before you would have crashed into the barriers at the break in the track. (This IS actually pretty fun, and it really gets the blood going) Now granted, there are still some bugs and weird features, which is to be expected from a game in such an early stage of Early Access being made by one Developer, Mr. Roy van Ophuizen. For example, there is always a fixed "front" to your train that you can't change. When want to add cars to your train with the current system, it will add them to the relative rear of the train, but if you accessed the station with the "rear" locomotive, it will do this once and then forcefully move your train so the front locomotive is accessing the station, even if this means that your train will then plow it's way through a dozen innocent motorists' cars and tank your reputation. This also means that presently it is annoying, but not impossible, to customize the order of your Hypertrain' carraiges to an extent (like having all your passenger wagons in one string at one end of the consist by only adding them one at a time to the "front" of the train by accessing stations with the "rear" locomotive), but this specifically is essentially a non-issue because, in the next update (v0.4.5, coming in about a week or two ATTOW), Roy/NKM will be adding another UI element in stations where you can manually rearrange the order of your train's cars and sell ones you don't want anymore. However the best part of this game, in my opinion, has four main elements to it: 1. There is a huge amount of potential contained within this seemingly tiny package, and the places that it could go are basically limitless within the game's concept. 2. NKM is active and passionate about the game he's building and the experience it will be able to give the players. 3. NKM is actively connected with the game's budding and growing playerbase and is very open to suggestions and feedback, positive and otherwise, about what the players feel that they want/need and what they are displeased with. 4. The game's community is active, excited, and supportive of NKM's efforts and progress, but we also recognize and understand that he's just one human being and he has a more "conventional" life outside of working on Hypertrain. He really enjoys working on the game, but he IS only really able to do it in his spare time, rather than more or less doing this continuously. I purchased Hypertrain when it was 25% off during the first weekend of its Early Access release, so I got it for $7.49, but with what I have experienced already in my ~23 hours (ATTOW) of playing Hypertrain, I wouldn't hesitate to pay $20 for this, and with how passionate and involved the relationship is between NKM and the community, I personally wouldn't be too opposed to spending $25 or $30 on this game. TL;DR: Give this wonderful man your money and support. Get this game, its well worth the price. Love it for what it is and be eager for what it could easily mature into, and spread the word to your friends, especially anyone who likes trains. 8/10 in its current state (ea V0.4.4), 9.2/10 taking into account the speed, progress, and quality of the ongoing development.
i'll be honest, i really love this game. it's simple to play, and very challenging. along with the super fast speed given it's a bullet train simulator. there are moments where the game can be glitchy, random roads colliding into the road, along with other bugs. for example some corp trains could block the road invisibly and their locos are fully straight. some roads colliding into walls and hills, but it gives the construction missions a purpose. the graphics are simple, yet the lighting makes it beautiful, even in a low poly game such as this. missions can be a pain even with corp trains and mauraders on you, you can either fight back or outrun em and go about getting some extra money. i recommend this to anyone that loves futuristic stuff, or train based simulators. if not now, maybe when the game has lesser issues, it's still playable regardless. stay speedy :3
Hypertrain is half slot cars, half DIY fetch quest. The gameplay basically comes in two flavors: The first is high-speed weaving and bobbing through traffic and obstacles while thumping music plays. The other is strategizing on how to enhance your train and optimizing your next route. Positives: - Once you get up to speed on the highway, the thumping music and "just right" amount of obstacles create a really cool "in the zone" kind of feel. Very satisfying! - The perk system and ability to add new types of train cars create a palpable sense of progress and add more incentive to keep playing - The clean, simplistic graphics belie a kind of dystopian future that's only hinted at. I think it's a neat juxtaposition. Negatives: - Tracks are sometimes generated in a way that abruptly stops the "in the zone" feeling I mentioned earlier. The most prominent is when every lane of track is disconnected and you must enter "build mode" to repair them. - There's a combat mechanic, but it feels at odds with the high speeds -- I often find it easy to just zoom past when I see bandits. - Around cities, there are sometimes big traffic jams that are basically impassable. Other thoughts: - There's a reputation system, but it's not well-explained. I want to know what affects reputation and how reputation affects the game. - The transport missions feel a little flat, because you get a set destination and there's no risk because you don't pay for the goods. In addition to transport missions, it might be cool to be able to buy/sell goods freely at market prices like in some other trading simulators. Overall, Hypertrain is a cool idea and I look forward to seeing where it goes when it's out of Early Access.
It's an extremely annoying game to deal with, I tried to repair the roads, but they refused to connect to each other. And getting around is extremely stressful and annoying to deal with. I never plan to play this game again.
Hypertrain Derriére son coté simpliste et son gameplay facile a prendre en main, Hypertrain est très intérresant Vous jouez un conducteur d'hypertrain, des trains pouvant atteindre de hautes vitesse, de l'ordre de 1000 Km/H (vrai valeur), dans un monde généré alétoirement, le but étant d'étre le premier à avoir 50 wagons sur votre hypertrain. Le monde contient environ 150 trains, incluant d'autre hypertrain et des Maraudeur, des trains hostile. L'IA ne brille pas et se vois juste accordé des wagons, le niveaux de L'IA changeant à qu'elle vitesse ils obtiennent leurs wagons. Mais L'IA peux être ignoré, elle ne change pas vraiment votre maniére de jouer. Vous avez plusieurs moyens de vous faire de l'argent: Livraison de cargaison, Exploration, Passager et Maraudeur. Le monde quand à lui, généré aléatoirement comme les chemins de rails entre les villes, peux aboutir à de beau paysage. On notera tout de même une obligation d'être connecté à internet pour jouer, la raison m'échappe encore. Cela dit, Hypertrain vaut le détour et ses 12,50 euro valent le coup.
Sans interêt..
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