
Travel by train through a dying world. Look after your passengers, keep your train operational, and make sure you can always reach the next station. Make your way through swarms of infected at each station. Explore mysterious and abandoned stations looking for supplies and survivors.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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.
About

Genres
Sums Steam only; Xbox, PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.74−75% | 6.7Kreviews | 88% | — | $538.7K |
| $14.99 | 1.7Kratings | 80% | — | not modelled | |
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 849 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
终于玩上小时候楼主玩的了,等了将近十年了,但童年已经回不去了
给童年那个坐在电视机前的自己补完了,我终于知道除了重播的那几集之后的内容了
GTV圆梦,楼主之前玩的,好几年才想起来买个玩
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 0.67/day in the week to Aug 5 → 2.14/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Italian, German, Spanish - Spain, Polish, Portuguese - Portugal, Portuguese - Brazil, French, Simplified Chinese
| $14.99 |
| 878ratings |
| 86% |
| — |
| not modelled |
| $4.99−75% | — | — | — | 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.
Hours played at review time, across 851 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
原来不只是我一个人是小时候在电视上看过别人玩才来玩的啊,24年末的时候用模拟器通关了,今年买了第一台电脑又花钱买个正版重玩一遍
Went down into this manhole and as I got off the ladder, I got gang banged by at least 20 of those black creatures.
小时候看楼主玩,觉得很有意思,长大有电脑后自己玩着,感觉在游玩的时候享受游戏的剧情,越到后面越被末日的窒息感所笼罩,DLC的感觉更加强烈。强烈建议
• A post-apocalyptic adventure about travelling a dying world on a train. • I bought this game expecting some survival horror experience based on that -being in a moving homebase and maintaining it, making stops to scavenge supplies, to find survivors, all while fighting zombies along the way. Maybe something similar to This War of Mine, where you get a map with various locations, with various danger levels and interact with them because you need supplies to survive, and it is also how you get the story moving. What I got instead is a fully linear, barebones sidescroller. • Maintain your train in operating condition and craft valuable items from the resources you scavenge Scavenge for loot at stations and craft useful supplies. • The "train maintenance" mechanic is, as I've seen someone else describe it, a mildly annoying game of whack-a-mole. Basically there's like three types of levers -one of them will be malfunctioning on each ride, you just camp it and keep the numerical value in the green range with a click. That's the full extent of "maintenance" the train requires, no resources or anything like that. • Pick up survivors along the way, gaining perks (and hindrances) for your troubles. • The "survival" mechanics are limited to survivors you pick up, in the form of two bars - Health and Hunger. During the linear train rides, you just drag 1 Food or 1 Medicine to whichever survivor needs it and that's about it, that's the extent of that mechanic. If either bar depletes you don't get a grace period or anything, they just drop dead instantly, you hover over them while holding a button and they disappear while you get some cash. I also have no clue what the devs mean by perks and hindrances, as far as I could tell there's no such thing in the game. If there is, it is poorly communicated if at all. • A story that goes through 5 chapters, with large inhabited stations at the end of each one. Sell your loot at inhabited stations for useful upgrades to your weapons. • "Large inhabited stations" with just filler NPCs who you can get a text bubble from once and even that doesn't happen with every one of them, you also usually get a Food, Medicine and Ammo shop and of course you progress the story, that's all there is to the large inhabited stations. "Useful upgrades" like extended gun mags, which I never even came close to needing, that are also seemingly given by just keeping certain survivors alive until the next large inhabited stations. Yeah... • Don't expect to shoot your way through the crowds of infected. Supplies and ammo are very limited. • I did not even notice there was a crafting mechanic until the very end of the game and finding it was by total accident. I don't know if I missed a tutorial or if the game just doesn't tell you there is one -in the main terminal of the train, one of the icons you click brings up a crafting menu. Still managed to clear the game with 0 issues, with a ton of leftover supplies and ammo even though I was blasting through everything in my way, so that should tell you how relevant the bit I quoted is. • The real question is whether or not you'll help the survivors get to their destinations.... or let them die and loot their bodies. • Other than missing the cash rewards there are literally zero repercussions to just ignoring and letting the survivors die, doesn't affect the story in any way whatsoever, hell the NPCs standing next to them don't even react nor does it affect their rewards. And as I mentioned, the cash rewards are really not a huge deal if you miss them as you can get by in this game so easily by just scavenging as I did. And then you have the writing. Everything reads like vagueposting in an attempt to be mysterious, didn't do much beyond being serviceable for me. Overall I can't stress enough just how painfully barebones and linear this game is, as I've already mentioned it is a sidescroller shooter, not a survival horror game by any means. The way the devs describe the game, in my experience at least, is just not what The Final Station is. If I had to pick things I definitely enjoyed about it, the art style is very nice, there's a fair bit of atmosphere. The overall gameplay is also fine if you are okay with an extremely simplistic game for some mindless action while doing whatever else on your other monitor(s). I wouldn't recommend it but if you are really curious, maybe grab it on sale.
初中的时候看gtv楼主玩的,现在终于有机会补票了。游戏无论是画质还是剧情都做的很优秀,操作上面也属于优质水准,唯一的缺点就是太短了,故事流程太短
童年啊…… 小时候在GTV上天天看楼主玩这个
这个游戏就是我的童年回忆,在18年我看楼主和杨玩,小时候我就想玩这个游戏,现在我也有电脑了,还是小时候的感觉
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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