
THE LAW!! Looks to be a showdown atop a train. This will be your last fight. Good luck, Train Bandit.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 Sep 1 → 0/day in the week after.
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.
About


Genres
Sums Steam only; App Store publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $0.99 | 90reviews | 89% | — | $1.7K |
| $0.99 | 138ratings | 89% | — | 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.
Engagement
Reviews
a good action/casual game for between. can recommend it. fast gameplay. you need quick reflexes. cool pixel graphic. 6 different bandits to unlock. a couple types of different enemies. the price of this game is in offer (-54%) alright.
犹豫就会败北
우거진 수풀 뒤로 석양이 지고, 달리는 열차 위에 강도 한 명이 서있다. 그의 앞뒤로 포진해있는 셀 수도 없이 많은 보안관들. 이게 정녕 [b]《열차 강도》[/b] 한 명을 위해서 투입될 병력인가. 답은 Yes다. 이 강도는 보통 사람의 능력을 아득히 뛰어 넘는 신체 속도를 가지고 있거든. 자, 그럼 이 몸의 마하킥으로 강도를 잡으러 온 선량한 보안관들을 아주 초주검으로 만들어 보자고! + 타.격.감.하.나.는.끝.내.줌 + 게임의 속도감이 빨라서 좋음 + 20킬마다 특수한 적이 랜덤으로 나옴(총 3종류) + 도전과제 올클리어는 할만한 편 - Simple is Boring 을 잘 보여주는 게임 - 서부극 느낌 나는 배경음이라도 삽입하면 어땠을까 예전에 즐긴 《원 핑거 데스 펀치》와 그 궤를 같이하는 게임이다. 문제는 이 게임은 2버튼의 단조로운 조작에, 몇 개 되지도 않는 동일한 액션 퍼포먼스를 돌려쓰는 것으로 마무리했다는 점이다. 진심, 그래서 개같이 지루하다 게임이. 같은 2버튼 조작이라도 《원 핑거 데스 펀치》는 수백 개의 액션 동작이 있어서 보는 재미가 출중했거늘. 이 게임의 목표는 [b]'단판 100킬'[/b]과 [b]'누적 10,000킬'[/b]이다. 그래야 모든 캐릭터를 다 얻을 수 있다. 그럼 남은 건 뭐다? 당연히 '1,000번 총쏘기', '1,000번 죽기' 같은 노가다지. 그래도 게임의 속도감으로 인해 진행이 빠르고, 이 정도면 게임성 대비 납득될만한 노가다라 엄지는 올리도록 하겠다.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Hours played at review time, across 40 reviews with recorded playtime.
Train Bandit is a mobile app that's been dumped on Steam as if it was a real PC game (it's not)... it's a cash grab from greedy mobile devs. The game is an ultra simple trashware 2-button Flash level QTE/reflexes game where you must respond to enemies popping up left and right on a 2D retro pixel train by tapping the left or right side of your iPhone screen. Incredibly shallow garbage, and, get this, the scumbag mobile devs are seriously trying to scam PC gamers into paying them money for this free mobile trash. Yeah. Special place in hell for mobile devs? You got it. From a technical perspective, the mobile app doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the mobile app is extremely low as a result. There's no options to change the resolution for the mobile app or customise the graphics settings. There's no way for gamers to ensure this is running at the native resolution of their displays... there's no guarantee this mobile app will look right on any PC as a result of this hamfisted design decision. There's no way for gamers to try improve the low quality graphics. The controls can't be customised, which will be an annoyance for many, but it can also render the mobile app unplayable for differently-abled gamers. Because this is a mobile app, it carries a number of deliberate design deficiencies. Compromises were made to cater to the iPhones that the mobile app was designed for. These are unfortunate handicaps and limitations that PC gamers shouldn't be forced to accept, but it's evident that PC was an afterthought for the iPhone developers who are to blame for this. The mobile app is deficient as a result of these choices, and would have been so much better without the handicaps that designing games for mobile phones forces upon a game. Once more, mobile devs have made gaming worse for everyone. I didn't spend thousands on building a gaming rig just so I could pretend it's an iPhone. These technical defects push this mobile app below acceptable standards for any modern PC game. The poor quality of this mobile app is reflected in the general public reception. At the time of this review, SteamDB shows the all-time peak player number was only 6 players. That's right, only 6. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 50,000 games for gamers to choose from, the overwhelming lack of interest in the mobile app is to be expected. Gamers just didn't take this low quality mobile app seriously, and for good reason. Once more we see greedy mobile devs trying to scam PC gamers. On Steam, this is $1 USD, on app stores, it's free. Mobile devs must learn PC gamers are not here to be gouged, and can't be expected to pay a premium for a free mobile game just because it's been lazily dumped on Steam. This is unacceptable disrespect for PC gamers. Because this can be played free elsewhere, and because of the other defects, it's impossible to recommend. Who do they think we are?
Actually pretty fun but only for a bit
Игра развивает реакцию. В этой игре на вагоне мы отбиваемся от бандитов и т.д. С каждым разом все тяжелее становится так как скорость растет. Можно в ней залипнуть)
mas adictivo q la merca
better then battlefield hardline 10/10
Funny game
Dinky Guardians, developed by Endless Loop Studios in collaboration with Code Monkey and published by Endless Loop Studios, is a surprisingly layered blend of colony management, automation building, and light defensive strategy wrapped in a colorful and approachable presentation. At first glance, it appears simple—cute creatures, compact environments, and a playful tone—but beneath that surface is a game driven by efficiency, scaling systems, and the satisfaction of turning chaos into order. It’s a title that gradually reveals its depth as players move from basic survival tasks into more complex, interconnected systems. The gameplay begins on a small scale, with players creating and managing “Dinkys,” small worker units responsible for gathering resources and keeping the colony running. Early on, the experience is hands-on, requiring players to assign tasks and ensure that basic needs such as food and resource collection are met. This stage feels almost like a traditional colony simulator, where careful planning and attention are necessary to maintain balance. However, as the game progresses, it begins to shift toward automation, encouraging players to replace manual labor with machines and systems that can operate independently. This transition is one of the game’s most satisfying aspects, as it creates a clear sense of growth and progression. What makes the experience engaging is how these systems interconnect. Machines require power, Dinkys need food, and production chains depend on a steady flow of resources, forcing players to think about the bigger picture rather than isolated tasks. Over time, the colony evolves into a network of processes that must be optimized to function efficiently. This creates a gameplay loop centered on problem-solving—identifying bottlenecks, adjusting workflows, and improving output. It’s not about reacting quickly, but about thinking ahead and refining systems until they run smoothly. As the game expands, it introduces a broader scope by allowing players to explore and establish operations on multiple planets. This adds a logistical layer to the experience, as resources must be transported and managed across different locations. Each new environment brings its own challenges, requiring players to adapt their strategies and rethink how their systems are structured. Managing these interplanetary connections adds complexity without overwhelming the core gameplay, making the progression feel natural rather than forced. Alongside the simulation and automation elements is a defensive component that introduces periodic threats to the colony. Enemies appear and attempt to disrupt operations, requiring players to build defenses and protect their workforce. While this aspect is not as deep as a dedicated tower defense game, it adds a sense of urgency that contrasts with the otherwise methodical pace. Balancing expansion with protection becomes an important part of the experience, ensuring that players cannot focus solely on growth without considering risk. The game’s presentation supports its design with a bright, low-poly art style that emphasizes clarity and charm. Environments are easy to read, which is crucial given the number of systems players must manage simultaneously. The visual style may not be highly detailed, but it effectively communicates information and maintains a cohesive tone. Animations are simple but functional, and the overall aesthetic helps make the complexity of the gameplay feel more approachable. Audio design is understated, providing feedback for actions and events without drawing attention away from the core systems. It complements the experience rather than defining it, allowing players to focus on managing their colony and optimizing their processes. While not particularly memorable, it fits the game’s overall design philosophy. One of the most rewarding aspects of Dinky Guardians is the sense of progression it offers. Watching a small, manually operated colony grow into a fully automated, multi-planet network provides a clear and satisfying arc. However, this same progression can also lead to moments of overwhelm, especially as systems become more intricate and interconnected. The game does not always guide players clearly through its more complex mechanics, which can result in confusion for those unfamiliar with automation-heavy gameplay. Despite its strengths, the game does have limitations. The core loop, while engaging, does not change significantly over time. Much of the experience revolves around scaling and optimizing existing systems rather than introducing entirely new mechanics. This can lead to repetition, particularly in longer sessions. Additionally, while the game supports cooperative play, its full potential is best realized when shared with others, and solo players may find the experience less dynamic. Ultimately, Dinky Guardians is a well-crafted indie title that successfully combines multiple gameplay elements into a cohesive and rewarding experience. It offers a satisfying balance between accessibility and depth, allowing players to gradually build and refine complex systems at their own pace. While it may not have the variety or polish of larger titles in the genre, it stands out through its thoughtful design and clear sense of progression. Rating: 7/10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.5K | 151 | 79% | $1.69 | |
| $0 | 0 | 100% | $7.99 | |
| $167 | 10 | 100% | $0.99 | |
| $147 | 4 | 50% | $1.99 | |
| $131.7K | 2.8K | 92% | $1.99 | |
| $10.7K | 570 | 93% | $0.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.7K | 54 | 69% | $2.24 | |
| $1.7K | 50 | 86% | $0.99 | |
| $1.7K | 57 | 18% | $1.59 | |
| $1.7K | 121 | 50% | $0.49 | |
| $1.7K | 58 | 62% | $2.99 | |
| $1.7K | 60 | 95% | $3.00 |