
Become a crew member of an Interdimensional Express Train! Discover a new world full of mysterious creatures, enemies and places. Upgrade and customize your train, gather new materials and build better weapons. Play solo or online сo-op with up to 4 people.
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.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
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): 2.86/day in the week to Sep 1 → 6.43/day in the week after.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, PlayStation, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 9.9Kreviews | 73% | — | $8.8M |
| $29.99 | 1.1Kratings | 70% | — | 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 961 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Disappointing, but with little flashes of brilliance that keep you playing. Voidtrain is a survival craft game without the open world that so many games rely on to extend content. It tries to make up for the fact that it's literally on rails with a more directed experience, but it fails to challenge the player in any way. In fact, Voidtrain actually seems like it's afraid to ask the player to take any risks or perform any game mechanics. [b]It's worth mentioning that you don't have to do [i]anything[/i] to complete this game. No building on the train, no upgrading your weapons or armor; you can just drive on rails until you finish the story without taking any actions. You are not required to engage with the game to finish the game. This is not exaggeration, and is a terrible failure.[/b] Moment to moment gameplay in Voidtrain is simple: ride your train while collecting the crap hanging in the void around it. Use the crap to build stuff on your train, so you can harvest crap better. As you get deeper into the game, new crap appears in the void, but you also increase your ability to collect said crap, so it all evens out. You can build some minor automation on your train, cutting down on your need to collect floating items. You can also decorate and expand the train. None of this matters. The game is on rails. Literally. It has no way for you to progress through an area without also progressing the story. Unlike something like [b]Raft[/b], where you have to purposefully set a course for a story-progression island and you need to prepare and upgrade to do so, Voidtrain is a linear series of maps with progression spaced out between them. So it can never, ever hamper you in a way you can't come back from, because there is no option but to move forward. To that end, you can dive the train through everything, basically. Never upgrade, never make yourself new weapons or armor. Just hit every story point and end the game. And Voidtrain is aware of this, because it goes out of its way to give you a super special just-for-the-final-boss weapon that you can't use in any other context, to make sure that someone who's blown through the game can still complete it. Upgrading is unnecessary. Exploration is unnecessary. Building is unnecessary. The game is terrified of putting anything in your way on your path to victory, and it makes the whole game bad. The one place where Voidtrain shows it has something enticing about it, some little flash of inspiration, is with the Rofleemos. Rofleemos are the small, big-eyed creatures you see in all the artwork for the game, and they're excellent. They can't speak, but they're full of incredible amounts of personality. They blink around your train, they mess with each other, if you get them in a group that play ridiculous instruments together; in short, they're awesome. Rofleemos make me wish this game was designed by whoever made them. I wish we got something that quirky and fun. All told, Voidtrain is disappointing. Its on-rails nature was never designed around, and this led to a game that literally can't challenge the player without becoming potentially unwinnable. There's a lot of potential here, but Voidtrain lived up to precisely none of it. P.S.: Go look up a Rofleemo song. You won't regret it.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 22: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 146.13/day in the week to Jul 19 → 5.14/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*, French, German, Portuguese - Brazil, Polish, Turkish, Japanese, Spanish - Spain, Korean*languages with full audio support
| $35.99 |
| 288ratings |
| 90% |
| — |
| not modelled |
| $14.99−50% | — | 90% | — | 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 968 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I wanted the game they advertised, unfortunately, it doesn't exist. The core game idea and execution is great, but its like they gave up after a month of development. There's about 3-5 hours of legitimately fun content, but then everything just repeats itself. The same generated island, the same 5 materials, the same two types of enemies in the exact same spots. Its like this game was made with the sole purpose of providing you enough content so that you pass the two hours steam refund threshold and they get to keep your money. Its a blatant money grab that tries to sell you DLC content just to squeeze even more money out of you. The DLC was likely content they pulled from the base game before release, just to add one more thing you can buy. I've played hundreds of games in my day, this is just fraud. Don't fall for the cool visuals and the trailer, it lures you in but that game you want doesn't exist. 1/10
This game falls short of its potential. It feels more like a concept than a fully developed game, as if the developers haven’t quite figured out how to expand their ideas. The gameplay becomes repetitive very quickly, and from early on, there is little incentive to engage with the different mechanics. There are essentially three resources that matter, and once you’ve stockpiled enough of them, which happens quickly, gathering anything else feels pointless. At that point, the game becomes a waiting game while traveling from one depot to the next without any real challenge or reward between. Two of the main events you can encounter are puzzle islands and arenas, which reward you with loot chests that contain the previously mentioned resources. You can also buy these resources from vending machines at each depot, so again, these events don’t provide much of a sense of accomplishment. All non-story-related depots also look the same, so there is no variety in exploration. There’s no curiosity about what might come next when everything looks the same. I cannot recommend this game at its current price, not even at a 50% discount. I also find it scummy that they added a paid DLC that feels like content that should have been included in the base game, as it addresses some of my earlier complaints. The DLC actually gives you rewards for engaging with the game’s mechanics; like solving puzzles, completing arenas, and so on. Without the DLC, there’s basically no incentive to do any of these activities.
Эта игра - огромное разочарование и доказательство того, что дизайнер локаций один на себе всю игру не вывезет. Короче: 1. Вы начинаете играть и эстетика поезда в пустоте - поражает. Окружение красивое, плавать в невесомости приятно, все хорошо, от игры огромные ожидания. 2. Вы проехали до первого депо - и оказывается с точки зрения геймплея - это все. Теперь вы будете раз из раза повторять это до зеленых веников, и это напоминает не игру, а зубную боль. 3. Дерево технологий и суть повествования никак не связаны. Вы можете открыть все технологии и на тесла-поезде, набитом ресурсами под завязку, приехать в первый квест (как это сделал я), или можете на первой дрезине пройти все и приехать к последнему босу. Нарративный дизайнер либо отсутствует либо сказочный зумер без малейшего представления как это должно работать. 4. Сюжет писал этот же зумер. Он настолько дебильный насколько возможно. Начинается про фашистов, потом этому, прости господи, писателю стукает в голову, что нужны в повествовании милые создания - и нет чтобы как-то объяснить их появление - их просто налепляют в сюжет как заплатку. Потом текст начинает идти по принципу "сгорел сарай, гори и хата" и туда влетают с двух ног какие-то новые расы, жуткая мешанина скандинавской мифологии и урбан сленга, фашистов забыли, противостояние с сумасшедшим ученым, какие-то черви, змеи, призраки, арена с насекомыми. Пророчества, вельвы, падшие боги - дикая херабора без смысла и фантазии. Такое впечатление, что это либо наркоманский трип не очень умного ребенка, который только недавно освоил как гуглить, либо чат ЖПТ первых версий. И главное - сюжет выдают в час по чайной ложке - приехал в депо, прочитал текст - езжай в следующее депо, приехал, поднял в нем травинку - в следующее депо, увидел что-то мутное - давай в следующее и так без конца. В какой-то момент я бросал игру надолго потому что нет никаких сил ехать в гадское следующее депо из-за того что сраные зумеры не умеют в нарративный дизайн. 5. И вот когда казалось бы что хуже быть не может - мы выясняем что это шутер. Никто не просит, чтобы каждый шутер имел стрельбу как в Witchfire (хотя можно было бы), но хоть сделать модельки оружия, без всратой перспективы можно? В итоге мы имеем пистолет который растянуло рыбьим глазом на пол экрана, что не дает избавится от ощущения, что мы в батискафе. Про импакт, рекоил и прочие сложные шутерские слова я промолчу - их тут нет на уровне базового образования программиста, не то что в игре. В итоге стрельба это навести на модельку искусственного идиота прицел (а интеллекта ему, понятно, не завезли) и нажать курок и ждать пока у него уменьшится до нуля шкала здоровья. Причем противник, темный, тупой и малополигональный, а шкала яркая и красная - в итоге стреляешь не по противнику, а по шкале. Противников кстати децл - два вида фашистов, ♥♥♥♥♥♥ бесполезная акула, 3-4 жуков, и финальный босс. Кушайте не обляпайтесь. Да и кстати, вся гонка за лутом - то есть за пушками - бессмысленна. Вся хорошая идея про сбор пушек из запчастей, и охота на крутые запчасти сводится к нулю - потому что шлаковый автомат из серых деталей стреляет не сильно хуже чем легенда, состоящая полностью из золотых, добытых невероятным геморроем. Нахрена все эти арены, сундуки и прочее - не ясно. Хотя глобально ясно - в игре нет прогресса и разрабы его сымитировали как оргазм. Прогресс лута в игре это чистая гонка за цифрами - прикладного смысла в нем нет. И финал этого апофигея - это то, что для финального боя с боссом выдают "СПЕЦИАЛЬНУЮ ПУШКУ". Нахрена спрашивается качался, это в ноль убивает ощущения от прогресса в игре - тому кто это придумал надо выделить специальное место в аду, где он будет стоять с кайлом на взмахе, и вечность ждать возможности чтобы ударить. Итого: эту игру делает плохой не то что она плохая - масса плохих игр не заслуживает вашего внимания. Ее делает плохой именно то, что она заслуживает внимания, но обманывает ожидания - красивый мир, оказывается тупым, пустым и бессмысленным - а внимание вы уже потратили, и получается - сделали это зря, но потраченного времени уже не вернуть.
[i][h2] Survival-игры и симуляторы. Обзор №41. [/h2][/i] [hr][/hr] Voidtrain – survival-игра с линейным сюжетным миром в мире загадочной пустоты. В данной игре вам предстоит исследовать мир Войда на своем поезде. [h3] Игровой мир и его исследование: [/h3] Игровой мир представляет собой путешествие между депо на поезде с элементами выживания и исследования. Не знаю, почему для игры стоит тег «Открытый мир», ведь по сути это линейная игра где ты можешь перемещаться только по рельсам, иногда исследуя небольшие острова и депо. Игровой мир пустой и однообразный, выглядит красиво, если вы будете вертеть головой во все стороны, но потрогать, к сожалению, вы этого не сможете. В итоге, вы достаточно быстро увидите все возможные события (мины, медузы, нападение вражеского поезда, аванпосты, арена и головоломки) и продолжите свое путешествие по однообразным локациям с фармом ресурсов ради фарма. [h3] Система боя, NPC и боссы: [/h3] Система боя простая. В основном представлено в виде дальнего боя, но есть возможность подраться и вблизи, используя приклад. NPC с которыми можно взаимодействовать в плане торговли или заданий нет. Финальный босс присутствует. Также в игре представлена система модулей оружия и его создания, но по сути это бесполезно. [h3] Строительство и крафт: [/h3] Строительство базы в привычном понимании отсутствует, в данной игре вы обустраиваете базу на поезде, что, мне кажется, является особенностью данной игры и может завлечь много игроков. Крафт в игре обычный, исследуете технологию, ставите верстаки и создаете нужные предметы. [h3] Прогресс и цели игры: [/h3] Сюжет игры имеется, но подается очень рвано, с юморком от рассказчика, что тоже на любителя. В конце игры вам расскажут историю более подробно, но все равно маловато как-будто. [h3] Графика и звук: [/h3] Графика достаточно красивая. Звуковое сопровождение создает мистическую атмосферу. [h3] Мультиплеер / Сервера сообщества: [/h3] Игра поддерживает мультиплеер до 4 человек. [h3] Плюсы и минусы: [/h3] [i] Плюсы: [/i] • Строительство базы на поезде, достаточно увлекательно и уникально. [i] Минусы: [/i] • Очень не понравился интерфейс (слоты под оружие, молот для строительства, кольца, бинты и тд, можно же сделать обычную панель с выбором инструмента от 1 до 9 и не делать замудренный интерфейс и это касается и других интерфейсов тоже) • Странные хитбоксы построек на поезде, сундуки, верстаки, начинают открывать с определенного положения мыши, а сундуки так вообще чуть ли не в центр надо навестись, чтобы открыть его. • Однообразие геймплея, малое количество активностей. В определенный момент станет очень скучно, вы едете по прямой, собираете ресурсы и иногда вам попадается аванпост или арена, где можно развлечься, но и этого мало.. Можно добавить островов для фарма, например, или добавить игроку свое депо для обустройства, да даже добавить кирку и топор и позволить игроку ломать обломки и деревья в мире, уже, мне кажется, разнообразит геймплей. • Очень много недоделанных механик (Рофлимо, создание и изменение оружия и тд.) • Мало информации о предметах. Хочется больше информации, о модулях к оружию, например [h3] Общая оценка: [/h3] 4 / 10 [h3] Вывод / Рекомендация: [/h3] Voidtrain – средненькая survival-игра с линейным сюжетным миром. К покупке не рекомендую, кроме уникальной механикн строительства базы на движущемся поезде игра ничего предложить не может, остальные механики мне кажутся недоработанными и требуют улучшения. Рекомендую только любителям поездов и фанатам жанра, разочек пройти можно и закрыть на 100% достижений не составит труда.
If you loved Raft, you'll love this. If you got bored with Raft, you'll get bored with this. It's literally Raft except it's a train flying through a void instead of a raft floating through an ocean. You occasionally stop and explore before getting back onto the vehicle. If anything this game is worse than Raft because you don't even have the freedom to choose your direction. You're literally on a rail. Also, the locations you stop at are painfully similar to the point that I'm pretty sure you just stop at the same exact location every single time. It's pretty, it's got an interesting concept, but at the end of the day it's a linear version of Raft.
Honestly a disappointing experience, the game have so much potential but everything feels unfinished, the story is not that interesting and there's no choice making or anything, just you being a tool for the story to advance, without any satisfaction for finishing it, the gameplay is great at first but feels very repetitive pretty quickly and it feels like it could be so much more, more evolution, more automation, more customization, but in the end you pretty much need to do as the game intended and nothing more. I wanted to love this game but it has been a disappointment, sadly.
The developers took the concept of an open world survival crafting game and asked "What if we removed the open world?" You're doing all the same "collect driftwood and scrap metal to build water pumps to manage your survival meters" gameplay, except there's no exploration it's in service of. Your progress is literally on rails and it leaves you with no sense of agency. You're going to keep driving forward forever, there's no sense of exploration because it's just procedurally generated rocks floating in a void, and there are no big goals in the sense of "I'm working towards building this tool, once I get that I'm going to be so much cooler/more powerful". It feels like they didn't realize that after removing half the open world survival formula, they needed to replace it with something. Voidtrain feels like half a game, and I'm not sure what the appeal is supposed to be.
Finished the main progression (not the storyline, let others tell you about that because), I came here for the train. I love trains. This game doesn't do trains fantastically, but, for a broader audience this is fine. Getting to the train itself from the humble beginning that is a trolley with a "minigame" to push it is funny enough, and then get thrown into five different crafting benches that each require to be powered manually and individually with fuel class items. This is fine, you'd think that this is just Raft in rails, and well, it is, but... The speed in which every train upgrade goes (overall) is "slow", which means that, if like me, you like to collect every single tiny itty bitty piece of loot that you can, just because its there and there's no other passive way of doing it (I'll cover lootcatchers in a second), you'll notice that the further you progress in general, the more dense the loot gets and the less able to keep up with your train you are. The winch helps with getting around but still doesn't allow you to mass-catch loot until the very lategame, and even then, you'll have to fight with the autoaim it gets affected by. About lootcatchers: They are NOT worth the effort. They are annoying at best, inconsistent at worst. Each cycle is one item and one water unit, with the Tesla locomotive (last one), due to the previously mentioned speed increase you'll look at about TWELVE of them, each with their respective water collector (that you'll have to juggle every chunk of minutes earlygame) because god forbid the player has time to do about anything else the game asks from you (clearing mines, playing arena, looting islands, defending from an enemy convoy). The music is fantastic, the graphics are fenomenal, the narrator is... unsure whether he wants to be part of the experience or not? The progression itself is very much forced on you, tutorial wise you are not given options, you WILL experience everything the game has to offer at least once, but you can redo stuff if you like. I kinda don't understand why are there progression levels, it could very easily be a list of things to unlock, but the content drought gets very noticeable lategame where on early for some reason essential stuff (winch) is not a primary focus of the tech tree, but later on you get "QoL" as primary unlocks (locomotive engine upgrades). I want to like it, but it doesn't want to be liked back.
Welp. Beat the game! Have no idea what happened. I want to like this game but, I can't recommend it. It's fun for the first few hours but, gets repetitive quickly. The story isn't coherent and it seems like the narrator agrees. For most of the game, you're tethered to a train gathering resources, so a game like that has to keep things interesting, and this game fails to do so. There's a lot of wasted potential. "EXPLORE THE VOID" - this doesn't happen much. Technically you do ...similar to driving through a town to get to your destination. Unlocking things goes by way too quickly too. My biggest frustration with the game is trying to get back onto the train after jumping off. There's a gravity shift once you're on the train or near the frame and the way the tether works, you'll run into the railing or the side and struggle to get on top of the surface. Just imagine trying to walk through a door, but hitting the wall next to it repeatedly. The Rofleemo are cool but, for some reason, the game mechanic surrounding them gets stale. You're not emotionally attached to them either (outside of maybe one). It seems like there was heart in building this game originally and I don't know what happened with that. It's way too repetitive for this to be a $29.99.
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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