
The Great War is over - the fight continues. Command a legion of soldiers, desperately trying to make their way home amidst the chaos of civil war. Lead them through the unforgiving wilderness onboard an armored train. Manage your crew and resources and try to survive.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 1.13/day in the week to Jul 21 → 6/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $39.99 | 5.5Kreviews | 87% | — | $5.4M |
| $39.99 | 83ratings | 84% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 871 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Solid strategy game with a train themed resource management system. The story is a historical fiction taking place just after World War 1. You play as Czechoslovakian Legionaries trying to get home at the end of the war. If you like city manager games and real time strategy combat, give this game a shot! A really cozy game to play in the winter time Took me roughly 30 hours to beat on the standard difficulty. A quick tip, don’t fall into the trap of trying to stealth through every single mission. Doing so will make the gameplay miserable and tedious. Unfortunately, the way you’re taught the game makes you think you need to play this way. It definitely helps to be stealthy but you absolutely do not have to be. A common gameplay tactic for me was to try and pick off soldiers with Scouts while having the rest of my unit set up in an ambush position farther back. This way, if I set off the alarm or just got caught out, I could retreat and lead the enemies into an ambush. I did this on purpose loads of times when I didn’t feel like being stealthy. You don’t use much ammo during these ambushes, as they’re usually over quick. Keep an eye on the “Equipment Spent” category at the end of each mission to get an idea of supply usage. Below is a more detailed, spoilerish review on some specific systems. Soldier Classes Riflemen This is the standard WW1 soldier. Best ability is available at level 1 with the bayonet charge. Use this often when enemies are dug in behind cover, especially when you get tankier with more fit points. They also move quite fast at later levels, which is handy for baiting enemies into a trap or just gathering supplies. Machine Gunner This soldier is exactly what you think it is. Always take at least one of these guys with you to set up an ambush as I described above. Using their set-up ability will mow down any enemy who wanders in. They use their own unique ammo too, which helps conserve ammo for other classes. Grenadier Grenades are incredibly strong in this game. They annihilate troops behind cover and are your best option vs armored vehicles. I always took 2 of these guys on each mission. Their other passive abilities are great too. As for other active abilities, I didn't use smoke bombs much. Their land mines are good in theory but enemy soldiers always wandered into them before most vehicles. Medic Always bring one (unless you’re going for that achievement) to heal up your soldiers when you make mistakes. They also have really good passive buff abilities for the rest of your troops. I never felt the need to bring more than one, two felt a little excessive and the slot seems better off for other classes. They’re also the only class to use pistols with pistol ammo. Scout Saved the best for last, this type of soldier is incredibly strong at every level. You’ll use their binoculars constantly to scout enemy positions, Their snipe and camo abilities at level 3 let you pick off enemy troops from a distance and their level 5 speed buff while stealthed will let you get away with crazy moves. I always brought 2-4 of these guys with me no matter the mission. They’re also solid behind cover with their high damage sniper rifles. They’re probably a little too strong, but the game highly motivates at least some level of stealth in each mission so you’ll always want to bring them. The Train I unlocked each car type in the following order 1. Kitchen 2. Workshop 3. Hospital I never unlocked the artillery car :( This is because I chose the fast and light train engine when the game prompts you to change from the original. This is probably my least favorite part of the game. The standard engine lets you have up to 8 cars but you’re forced to change your engine roughly halfway through. The fast and light engine seems, to me at least, way better than the slow and strong engine. It has high fuel efficiency, more storage for some reason, and is really fast in its default speed. The only good thing about the slow and strong engine is its HP and car capacity of 9. If I play the game again, I’ll try it out, but man it just seems worse. I like the order of car unlocks that I went with. The Kitchen car solves the food problem with soup, and I sold coffee for early money. Doctors pop up at stations often enough where you don't need the hospital for a while. The Workshop car is great too for upgrades to weapons and other systems. I could see an argument for going with the workshop car first because some of the upgrades are pretty sick. Bugs Most bugs I encountered were in combat missions. Sometimes soldier pathing would get wonky and enemies got themselves stuck (great for high value grenades though). Other more severe bugs occurred when loading old saves. A few times, I would load into a frozen game when trying to back track, meaning I’d have to load into a different save and hope that worked. Definitely a spooky bug, so save often during combat missions. There were also some audio bugs where I lost sound effects, but this was fixed by closing and opening the game. Miscellaneous tips - Use and abuse stims when you research them in the hospital car, the 1% chance for a negative trait will probably never proc. - Try not to sell at stations, but at the small towns off the railroad tracks. They’ll buy your supplies for more. - Herbalists can find herbs when searching abandoned villages, not just on foraging missions. - The in game guide is really solid, check it out if you’re confused about something. - You can usually craft herbs into something like coffee to sell for more money than just selling the herbs themselves. - Scour missions for supplies before leaving, I always had excess ammo from this which I could keep or sell. They’re marked as white dots on the mini map. - Already mentioned it, but don't stealth every mission! The enemy setting off the alarm is not a big deal, it just alerts all the enemies in a wider radius. Use hard cover to set up ambushes and lure enemies in with your scouts. Or just fully run away until the enemy resets. Conclusion Despite the odd bug and some tedious missions, I really enjoyed this game. The sound design in combat is really satisfying and there are some stand-out missions which I won’t spoil. The story itself isn't anything mind blowing but I was interested to see it through. Each individual soldier you pick up has a detailed bio, and each trait can affect dialogue and mission outcomes in unexpected ways. You can tell a lot of love and care went into this game and I really enjoyed my time in it!
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Genres
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Spanish - Spain, Portuguese - Brazil, Traditional Chinese, Simplified Chinese, Japanese, Polish, Russian, Czech**languages with full audio support
Hours played at review time, across 876 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Opravdu doporučuji
Awesome game, love the unit dynamics, early 1900s history, management of detail, and biography behind characters. Really makes you think through the first time you enter each missions how you will complete it. Cool perspective behind main characters and so many things that can impact gameplay
Really liked it, it made me feel pride for my nationality, despite the ♥♥♥♥♥♥ leadership both of the previously "Czechoslovak" countries are under currently. Anyway the story is simple and the concise, and the gameplay genres (both the management and the rts segments) are the perfect picks for this type of game. It reminds me of the Oregon Trail; not quite a roguelike due to its length and almost guaranteed success, but short and varied enough to warrant a repeat playthrough, and maybe even more than one But it's not perfect. There are a few things that bug me. Not enough to make me not recommend it, but enough to make me feel to need to voice them. In the rts segments I have just two problems: first is that explosion circles don't accurately show the damage area of the explosion; it's always slightly larger than the prediction. Second is that the scout class is way too strong. In the rts sections there's multiple problems I have with planning and such, and most of them are solved through the scout class. I feel like some of its features should be nerfed and given to all of the classes, while making the enemy harder to defeat. For example, the mastery of the scout class grants the Legionnaire the ability to move as fast in silent mode as in normal mode and as quietly in normal mode as in silent mode. This renders the silent mode button as a button for just one function: whether to shoot on sight or not. A normal person would say this renders the mode useless, but I feel like such a mode should be made its own thing regardless of the mastery. I struggled hard with ammunition early in the game and felt like I needed to conserve ammo as much as I could, but also felt halving my Legionnaires' speed just for them to not shoot like absolute psychopaths was not worth the effort. I feel like a dedicated "don't shoot" option should be available, and if it is and I am stupid for never noticing it in my almost 50 hours of playing the game, at least have it be shown off in the tutorial or something. The scout class itself should be reworked completely in my opinion. Danger zone is an amazing skill but I feel like it should be the basis of the class, and not be overshadowed by critical shot. I feel like lining up a lethal shot to be taken all at once as a sneak attack should be a skill available to all classes using a rifle. Because the way it works right now you probably have more snipers on the front line than in the back. Increase their range, give weaker versions of their skills to all classes, and make the enemies more numerous or something. Give some enemies armor, make them impervious to the first bullet shot at them or something. Anything to even out the playing field As for the management aspect I have three problems: 1) morale system is undercooked. In my opinion it's way too rudimentary to just have Legionnaires get depressed if it's under half, and desert if it's too low. There's also way too many ways to prevent it, and some are much better than others. Every piece of food gives way too much morale, and going to the pub in some stations is just stupid. The one time I did, not because my morale was too low or anything, I just wanted to see what would happen, turned one of my best guys into an alcoholic. He never prior or after that, but his character was permanently changed by something I literally paid for because I was curious 2) resources become useless in the endgame. Wood is my main problem: it is very important in the early to mid game, but once you make all the upgrades with it it just becomes a source for fuel, with which I never had any problem (I ended the game with like 2000 fuel to spare). Metal is the inverse: it pops up mainly in rts sections and is therefore plentiful in early to mid game, but the final two or so chapters ironically don't have that many rts sections. The game would benefit greatly if vendors had more resources for trade and not just consumables that you can make yourself anyway 3) exploration failure is way too high, especially later in game. In the final 4 or so chapters I encountered maybe 1 village that wasn't burned down. In the final 2 chapters every single lake you go just outright instakills one of your Legionnaires, and you can't even save scum it; I tried. Best I could do is just reload a save and completely ignore it. There's also an abandoned village encounter that is somehow really good because though it makes one of your soldiers seriously ill, it also gives you a ton of loot, and the choice to not leave the soldier behind. It happened to one of my best Legionnaires, so I just left her to recover, so I got a ton of loot and also a lot of experience for my doctors. She didn't even get a permanent debuff or anything, she was completely fine despite supposedly getting tuberculosis. Almost every single location you go to after the first 2, maybe 3 chapters is some kind of trade-off. usually a rotten tree falling on one of your Legionnaires while gathering wood, injuring them, or an empty pond devoid of fish giving you literally nothing despite sending Legionnaires with all three of the beneficial traits (you do get some herbs from your herbalist as a consolation prize though). And as for the beneficial traits I feel like they almost never procced. The one that procced almost always was herbalist, especially on failed gathering locations (which was genuinely more than 90% of them, I do not even remember when I last saw that full bucket of fish image, and in hunting spots i never caught anything other than a rabbit), but the others almost never did. And most of them (especially the character ones) aren't even listed as beneficial in all parts. I know it's to make the game more immersive, but when there's only one entertainer in my whole 36 person crew and the chance for his character procc is so low, many people will probably never even see the unique interaction he may have in the forest if you send him out to gather wood. How many beneficial interactions have I never seen because the game is too vague about its own systems? How many POI are outright coded to always end in failure no matter how many times you try? I get making the game less favourable to save scummers, but when the game doesn't give me any resources in 5 POI in a row I do start to feel a bit frustrated The game is really good nevertheless. Would recommend it despite my problems
SKĚLÝ PŘÍBĚH, NUTÍ DÁL A DÁL POKRAČOVAT.
Excellent RTS narratif de stratégie, j'adore
Super strategická hra od českých vývojářů. Akorát by se hodila lepší přehlednost, když může být některý voják vylepšen, jinak je oznámení snadno přehlédnutelné. Jinak zbožňuji dobře udělaný český dabing a originální nápad cestování vlakem, jeho vylepšování a získávání různých surovin za běhu. Taky je super, že si může hráč stopnout čas a promyslet si své kroky dopředu.
Meine Eindrücke zu Last Train Home Last Train Home hat mich ziemlich schnell abgeholt, vor allem weil es sich wie eine gelungene Mischung aus Commandos und Jagged Alliance anfühlt. Genau diese Kombination mag ich, und das Spiel nutzt sie wirklich gut aus. Die Missionen sind angenehm abwechslungsreich und teilweise auch richtig knackig. Wenn man alle Nebenaufgaben erledigen möchte, kommt man oft nicht umhin, eine Mission mehrmals zu spielen. Mich hat das aber weniger genervt, sondern eher angespornt, meine Taktik zu verbessern und neue Wege auszuprobieren. Zwischen den Einsätzen verbringt man Zeit im Zug, der so etwas wie die mobile Basis darstellt. Und ehrlich gesagt: Langweilig wird es dort nie. Irgendwas gibt es immer zu tun – forschen, reparieren, Leute neu einteilen oder einfach schauen, wie man mit den vorhandenen Ressourcen am besten klarkommt. Dieser Wechsel zwischen Missionen und Zugmanagement fühlt sich für mich sehr stimmig an. Technisch lief das Spiel bei mir fast problemlos. Ich hatte zwar einen Absturz, aber ansonsten war alles stabil genug, um den Spielfluss nicht zu stören. Am Anfang fand ich Last Train Home ziemlich fordernd. Jeder Fehler wiegt schwer, und man muss sehr vorsichtig spielen. Mit der Zeit – sobald die ersten Soldaten aufsteigen und neue Fähigkeiten freischalten – wird es aber deutlich einfacher. Besonders die Aufklärer sind extrem stark. Teilweise habe ich ganze Missionen fast nur mit ihnen gespielt, während der Rest der Truppe im Hintergrund gewartet hat und nur bei größeren Gegnergruppen eingreifen musste. Das fühlt sich zwar effektiv an, macht das Spiel aber auch etwas leichter als nötig. Nach etwa 29 Stunden war ich mit meinem ersten Durchlauf durch. Dass man an zwei Stellen unterschiedliche Strecken wählen kann, finde ich gut, denn so gibt es definitiv einen Anreiz, das Spiel nochmal zu starten und andere Entscheidungen auszuprobieren. Unterm Strich: Last Train Home hat mir viel Spaß gemacht. Es ist fordernd, atmosphärisch und bietet genug Tiefe, um lange dranzubleiben – auch wenn die Balance gegen Ende etwas kippt. Für Fans von taktischen Spielen, die gerne planen und experimentieren, ist es auf jeden Fall einen Blick wert.
super udělaná hra
Excelente juego, los graficos y la narrativa estan bien diseñados, lo recomiendo
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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