
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
Тут сделали все, чтобы в первые два часа ты не догадался, что это пустышка и не вернул деньги Картинка красивая, музыка норм, идея интересная, рассказчик классный, а вот геймплей)))) Я даже хз, как сказать Суть игры в том, что ты едешь и фармишь ресы хрен пойми сколько времени, чтобы затем получить микрочастичку истории, которая в свою очередь по ощущениям делалась в последний момент из говна и палок И самое тупое, в игре с прокачкой поезда уровне на 14 я понял, что прокачка не делает мою игру интереснее или легче, поэтому я просто вкинул все ресурсы, чтобы добить дизельный двигатель и просто гнал скипая все, потому что было невыносимо скучно
[h2]Good idea, but very bad execution[/h2] Building a base on a moving train through the void sounds like a great idea. Unfortunately, the game itself is a huge disappointment. We (my friends and I) went in with high expectations. The trailer and description promised a plot-driven co-op experience. In reality, there’s barely any story, and what exists progresses painfully slowly. The core issue is the gameplay loop: Leave depot → crawl forward at a slow speed → farm loot → reach depot → repeat. It’s repetitive, slow, and not engaging at all. In fact, I suffered each time I did that. While all of the friends have abandoned the ship (train). There's barely any combat as well. Encounters are predictable, with enemies always spawning in the same places doing the same things. Enemy AI is extremely basic. You can stand still and shoot everything with no challenge. There’s also a heavy grind for progression, which wouldn’t be as bad if the gameplay was fun, but it isn’t. On top of that, the game adds unnecessary complexity: [list] [*] Overcomplicated fuel systems for basic machinery [*] Diablo-style inventory, where some items take more slots, and you can even rotate them (unpleasant and unnecessary) [*] Overcomplicated weapon system for combat that barely matters. This system really makes you not want to use weapons at all. Most imporantly, it's difficult to understand and use. To the degree that you don't know what weapon that is, until you equip it and see what ammo type it uses. [/list] The “void” segments are especially dull. Just more loot farming with little variation. Occasionally you get: [list] [*] Arena fights - slightly more fun, but extremely easy, repetitive, and unrewarding. [*] Puzzles - slow, clunky, and not worth the effort. [/list] The setting is also inconsistent. It tries to balance mysterious atmosphere with goofy, almost anime-like elements, and ends up feeling unfocused and not immersive. In the end, the game feels shallow and stretched out. Like a glorified mobile game built around grinding and resource management rather than actual gameplay. No real challenge, no meaningful progression, no payoff. Just repetition and boredom.
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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
Voidtrain is a very odd mix of things, and while I would tentatively recommend it, you should know what you're getting into before you buy. The overall gameplay loop is simple enough - operate a train that rides ethereal rails through a strange void-between-worlds, and gather materials along the way to upgrade and expand your train as you go. This sounded pretty interesting to me, which is why I decided to give the game a try. Now, there is a lot to like. The graphics are beautiful, the performance is great, the animations are fluid and well-made, and the combat (which there is quite a lot of) is very satisfying, allowing you to wield multiple guns with swappable parts and differing firing-styles. All good stuff. The problem is that it feels like the game is at odds with itself constantly due to the litany of strange design choices on display. The narrative - and the way the game delivers the narrative to you - is the first immediately obvious strange choice. You are accompanied through the story by a 'Stanley Parable'-esque narrator, with the same quirky narrative style, but it just... doesn't really fit with the setting of the game. Not to mention the goofy squid-like aliens that not only act as marketable mascot characters, but also your only way to automate production on your train, meaning you can't really avoid interacting with them. And for some reason, it all has something to do with Norse mythology? It's just odd. I would like to say these are the only things that feel out of place, but the same goes for basically everything in this game. What I expected to be a lonely adventure through a mysterious void, dripping with mystery and atmosphere, is instead a quirky quest full of wacky creatures that you're only going on because the narrator decided that's what was happening. One minute you'll be ramming through an enemy blockade with your train, firing at strange soldiers who want you dead for reasons unknown. The next, you'll be watching those little alien guys play pat-a-cake with each other while the oh-so-quirky narrator rattles off another quippy comment that makes you roll your eyes and cringe inside. So yeah. There's a lot to like, and I did have fun with the game overall, but maybe pass on this one if you want a story that actually serves a purpose and takes itself seriously, because you won't find that here.
[h1]半完成品虽然好玩,但有些人就是不配赚这个钱 [/h1] 类似于木筏求生的多人联机生存游戏,跟木筏求生一样,开始有一个小木筏(这里是小车~)然后慢慢捡垃圾发育,触发各种支线剧情,不过这里可以拿枪打怪,打boss,很好玩,虽然dlc等了不知道多久,但是是半完成品,体量很小,但足够顶你玩个5-10小时。 以下来自爱人捏~整体与我想的差不多 优点: -非常方便的家装搬运功能(终于有游戏能直接搬移内含物资的容器、工作站了!) -手枪射击体验还不错,主武器一般是中近距离作战的杀器,还有模块化自定义机制(凹数值吧就) -全成就难度整体偏低,没有可错过的成就(我在Steam指南区写了全成就攻略,欢迎查漏补缺) -稳定的联机体验(需要加速器!) -将可编辑存档生存难度的各种配置公开给玩家,且不影响成就 缺点: -各种容器没有一键堆叠、存取功能 -引擎占用火车平台位置(后面平台多了就好了,但是解锁引擎的时机,玩家多还没几个平台),建议做成额外模块(类似撞角那样) -列车相对窄,联机体验玩家有碰撞体积,很影响移动 -武器和军械库页面的显示存在bug,此外模块机制也由于缺乏相对更好的引导教学导致有点让人奇怪,而且不同种类武器的模块没有物品信息提示 -移动与游动的界限交由游戏自己控制,相对突兀,个人建议做成玩家自己调整的按钮(更符合虚空的设定上讲,可以设置成玩家开局自带的磁力鞋/钉鞋之类的开关) -优化不理想,偶尔有掉帧甚至爆显存的现象(多发生在掉落物较多或敌人较多的火车站场景) -解谜岛的旋转符文谜题缺乏线索提示,就算知道答案有哪些图案也根本不知道分布线索,纯枚举法= = 其它: -整个游戏可接触资源与研究进度挂钩,理论上毕业速度很快 -游戏内看着颇教人不耐烦的切换工具武器的动画,可以在设置里关闭 -整体生存难度比较低,更侧重射击战斗探索的体验,追击事件和冲撞前哨还挺有意思的 -邀请大眼仔登上列车作为职工的设计还是很不错的想法,但是目前聊胜于无(尤其是多人同玩时) -目前无论是解谜岛还是竞技场都没有独特战利品,最终都是寻常物资,且由于相关成就在提前预习过成就分布后,理论上在后期可以“一遍全过”,所以存在感不高 [h1]但是这都不是你取消中文的理由,我头一次遇到有中文,但是后面取消中文的,真的头一次遇到这么不要脸的,我和朋友还写了指南来支持,有被恶心到[/h1]
The survival/tech progression feels good as you get to the point where you have access to everything. Once you've unlocked everything, you no longer need any resources so half the game feels pointless. Problem is, if you aren't rushing through the game and leaving resources behind and are actually gathering everything as you go, you will hit that point 2/3rds of the way through the story. Then you are just slapping the afterburner and rushing to the next depot on repeat. Right about that time you are introduced to a new content that lets you exchange resources as something you can find while in the void rather than at the depot, you stopped needing resources and the shiny new thing is worthless. Primary weapon customization is good. Could be better with more options but it's functional. Secondary weapon customization is a joke. No special upgrade powers, just mag size, fire rate, reload speed, range, accuracy, and damage. The mods are also balanced against each other so the performance remains consistent from beginning to end of the game. One single rarity the whole way through for these as well. The extra content is bland. Once you can finish the arena event, you can always finish it. It doesn't scale or change ever. The puzzles are nice but there's only like 3 kinds of puzzle and the rewards are lackluster when you no longer need resources and have finished customizing your weapons. Basically, you beat the crafting/survival part of the game halfway through the story, you rush through the rest of the story to get to the end because that's all that's left and the story itself concludes rapidly in an unsatisfying way. Cool final boss fight with boss-fight mechanics which was also out of left-field because it was the first and only time it presents a boss fight like that. Your customized weapons don't mean much in that fight though as you don't even use them. The game is beautiful and atmospheric. I enjoyed the game until I didn't and it left a sour taste. You might get 60 hours out of it but there is no depth to the game and the story trips over its own shoe laces. It felt like the devs ran out of budget and just shoved it out the door as it was.
God I wanted to like this game, I really did. Me and my friends started this game up off the backs of Sons of the Forest and Raft. The concept sounded neat and it being a travelling hub fit right up there with what we had been playing. The repetitiveness catches up very fast, but that we could handle. Sadly, the main things that brought this game down was the combat/gun mechanics and the plot. The building gun mechanics and now multitude of combat Rofleemo quests feels like they belong in a game much more combat centered. They put a lot of time and energy into the gun building and stats when the combat is so bare bones and dull. The plot also felt like a slog, probably due to how repetitive the gameplay was and a bit of a disconnect to what we were doing. Maybe it just never clicked with us. I'd still say if you get it really cheap to try it with friends if you really like games like these, but compared to stuff like Raft/Grounded/The Forest series, to me this one doesn't hold a candle to them.
[h1]Sum-Up[/h1] [h3]In-depth analysis further down.[/h3] [b]No AI was used to write this review. Keep writing works AI free.[/b] [table] [tr] [th]🟩 [b]Pros[/b][/th] [th]🟥 [b]Cons[/b][/th] [/tr] [tr] [td] • Good degree of customization for your train, with plenty of styles, decorations and machinery to unlock and build. • The weapon modding system is cool: it has a good diversity of effects that suit various gameplay styles. [/td] [td] • Extremely repetitive, boring gameplay loop, with nowhere near enough variety in the long run. It gets stale after just a few hours. • Miserable enemy variety: only six unique enemy archetypes exist in the entire game, three of which are exclusive to rarely-found optional arenas. • Overly linear exploration, that almost never allows freedom of movement to explore the Void except for story related reasons. • Unsatisfying progression that feels grindy and mostly redundant from start to end. You could cut 50% of the research tree and it wouldn’t make a real difference. • Forgettable story that feels like a mish-mash of random esoteric crap crammed together, alongside steampunk because ‘it’s cool, why not bro?’. [/td] [/tr] [/table] [table] [tr] [th]🟨 [b]Bugs & Issues[/b][/th] [th]🔧 [b]Specs[/b][/th] [/tr] [tr] [td] • World states may not work correctly when loading an autosave, making you spawn at wrong locations. • Train task automation facilities might not always work as intended. [/td] [td] • i9 13980HX • 64GB RAM DDR5 • RTX 4090 • SSD • 3840x2160 [/td] [/tr] [/table] [quote]Follow our [url=https://store.steampowered.com/curator/41449676/]Curator[/url] and [url=https://summitreviews.biz]Website[/url] to see more high-quality reviews regularly.[/quote] [table] [tr] [td][b]Content & Replay Value:[/b][/td] [td]It took me around 38 hours to free myself from the misery of Voidtrain, on the default gameplay settings. The entire content is on rails; there’s no reason to replay.[/td] [/tr] [tr] [td][b]Do I Recommend It?[/b][/td] [td]Do you have a DIY shop in your town? If that’s the case go there, buy a bucket of paint and a brush, then repaint something and watch it dry. You’ll get the exact same experience as Voidtrain, but at 95% off.[/td] [/tr] [tr] [td][h3]Conclusion:[/h3] [/td] [td]One of the most repetitive, shallow games I have played in a long time. Between lack of variety, repetitive gameplay loop and unsatisfying progression, it feels like a chore rather than a game.[/td] [/tr] [/table] [h1]In-Depth[/h1] [h3]Writing & Worldbuilding[/h3] Playing as an unnamed engineer, you’ll have to put your mechanical knowledge and combat abilities to the test after being mysteriously teleported to a weird, unstable parallel dimension known as “The Void”. Starting out with nothing but a handcart on floating rails, you’ll need to scavenge materials and build your very own customized train to continue your journey, and find a way to go back to your dimension. While this premise could be interesting, as the concept of parallel dimensions opens up to great narrative potential, its execution is one of the most lackluster I can remember. You’ll be thrown into a world that rightfully feels alien and incomprehensible, but at no point do the story or optional lore elaborate enough for you to understand the innermost workings of it whatsoever. The only things you’ll realize are that some Wolfenstein-looking soldiers will be hunting you at every inhabited outpost, and that you need to fulfill some kind of obscure prophecy as part of your manifest destiny. Story-wise, Voidtrain feels like a jumbled mish-mash of Norse mythology, steam/dieselpunk elements and some vague hint of dimensional horror, just without the horror part. On top of that, the obnoxious Narrator communicates telepathically for most of the adventure, often states the obvious or makes cringeworthy commentary on your exploits, further dragging down an already insufferable, obscure storytelling. The worldbuilding feels generic and uninspired, despite being visually decent. Be it throughout the long railways leading you to the next stop, or exploring the often-dilapidated depots and ramshackle outposts along the way, Voidtrain introduces you to a world that never feels cohesive or immersive at any point, but rather seems like a handful of assets thrown around with just enough polishing to not look completely random. The excessive repetition of environments, locations and scenery elements gets stale soon, and further emphasizes the boredom of it all. [h3]Exploration, Crafting & Secrets[/h3] The main tool to traverse the void will be your train, always on a fixed track drifting through floating islands and the occasional outpost. You’ll be able to decide the pacing of the train, as long as you have fuel for its engine, although going at the lowest speed in order to get all the resources is almost always the best decision, at least until late-game, when you won’t need resources as much anymore. Which is why the game in general feels tremendously boring: what you’ll be doing most of the time is just standing on top of your locomotive and slowly getting bits of resources one by one, either by hand or, later, using your grappling hook. These resources can then be used to upgrade your train, making it larger, faster, more armored, and capable of continuing more facilities such as smelters, crafting tables and so on in order to advance your technology further, and have a bit better quality of life features, such as automating some tasks otherwise done by hand, like cleaning or refilling gauges. Despite being an open-world survival crafting title, Voidtrain has extremely limited exploration: most of the time, you’ll be forced to stay aboard or in the vicinity of your train, floating in the void with a safety cable attached, to best scrounge up the various resources that periodically spawn along the way, or fight the comparatively rare enemies that might pop up. Only during facility stops, or main quest related circumstances, you’ll be allowed to stray further from your train and explore the world, although always in a very linear fashion. There are some hidden caches of loot to find in stations and depots, although they never hold anything you wouldn’t normally find while in the open Void already; other than that, there’s no other secret, optional area or out of the main path location for you to find. [h3]Combat System & Bosses[/h3] Combat plays out in FPS fashion, with the Engineer able to carry one primary weapon, such as a rifle, shotgun or machinegun, and a secondary pistol. Mostly, you’ll face soldiers and void creatures, such as sharks, as recurring enemies at depots or during void travel. The basic mechanics of FPS apply, so things such as headshots inflict bonus damage, and enemies will go for cover or retreat to heal when on low health. The fact you can pick enemy weapons up and then dismantle them to create your very own jury-rigged rifles with color-coded rarity parts isn’t bad, but as a mechanic, it feels wasted in a combat system that is overall simplistic and very shallow. Enemies have basic AI routines and feel repetitive after just a few hours, while they’re not very smart at all, since they won’t do much past taking cover or running away when taking a lot of hits. Even if they become progressively stronger, gaining extra armor, better weapons and having some more elite variants of themselves spawning around, the difficulty of combat is generally low (well, unless you use custom settings and crank up enemy damage and health to 500%, but you might just go and play Borderlands in that case). The only proper boss you’ll fight is at the end, and it’s mechanically varied enough to not get stale, and quite a bit more challenging than what you encountered so far. Too little and too late, though.
The game is now considered "realeased" but lack content, was waiting for it to be more substential, only to find out they distributed the patch for four days before making it a paying DLC, which is ridiculous considering the state of the game. If they needed additionnal revenues to keep devellopping it, there were other ways around than making it a cash grab, this tells me that they,re soon to abandon this game devellopment after they throw in 2-3 more paying patches rather than polish their game. I cannot recommend, the game has very little to offer compared to many others of similar gendras, and gets extremely repetitive and rapidly feel mostly empty after a few zones. Fun to discover, no reason to keep playing, ESPECIALLY when they paywall new content that is all but relevent so early in devellopment. Because INDEED, the game is NOT fully devellopped even though they monetize color palettes as "new content". This is ridiculous.
This game is unambiguously trying to emulate Raft, as many games in this genre do. So I'm going to just compare it to that. TLDR: Raft understood how to be actually fun with its choices in pacing and rewards and threats. This game does not, to a really wild degree. 1) A crucial choice in Raft, that no imitator has acknowledged or successfully carried over, is to let the early game be focused just on survival and building. There are almost no threats, and if there are they are easily dealt with. It waits until you've built up a fairly sophisticated, semi-automated raft before you get into heavier narrative and more dangerous locales. Voidtrain doesn't understand this, and so I spent the first several hours shooting at soldiers, warding off a void shark, or having to disarm mines on the track. I was doing all of this constantly. There was no extended time I could spend on gathering resources and building. The shark comes literally every 30 seconds or so; the mines take at least a full minute if not more to clear. It feels bad, like you're never making real progress. It feels like working an office job where you have to constantly stop what you're doing for meetings that should have been an email. 2) Raft allowed you to expand your vehicle and assortment of crafting stations rapidly, including upgrading those stations to make them more efficient; Voidtrain makes you wait for specific stops along the track, and specific story beats, to add even a single new piece of flooring. This results in me still feeling crowded and like everything takes forever to make even a few hours in. 3) Raft required a relatively small number of crafting stations to accommodate all your needs, at least early on. This one requires a TON: a table just for research, one for smelting bars, one for making bars into components, one for making chemical components, one for altering your gun (in mostly unhelpful ways). Just as a micro-example, raft had nets that would passively gather materials for you; this game makes that into a creature that has to be constantly fed with water, so you need triple the water gathering stations for that one task alone, and refill these creature multiple times each minute. Guys, it's a space-train—your imaginations really can't conceive of a device that gathers passively? What made Raft special was that it never felt hostile, even when it started ramping up challenges later in the game. Voidtrain, like all the other copycats, has the bizarre philosophy that players should be made to WORK, ♥♥♥♥♥♥♥♥♥♥ for the same results. So endless fighting off of the shark, endless ferrying items between crafting stations, endless having your attention torn away from one task to do another, more urgent task. It's not exciting and it's not cozy, so what the hell would you play it for?
Просто аналог Raft, была бы лучше (для меня), Raft всё же слишком "скучно и однообразно", если бы не была столь затянута. По существу каждый этап игры, это доехать от точки А до точки Б, после попадаем в Депо, где улучшаем поезд, простаиваемся отдыхая и достраивая объекты, зачищаем аванпост и продвигаемся по сюжету. Весь путь это сбор базовых ресурсов - железо, дерево, химикат, кожа. Всё. Враги либо мелкие пункты, таже акула, несколько дополнительных рыб, и мины на пути. Иногда по сюжету добавляются дополнительные возможности, в виде крючков, чтобы заплывать подальше. Всё это под руководством и голосом автора, с забавными шутками. На поезде, а по началу это Дрезина которую улучшаешь, конечно в стиле стимпанка изучать мир поинтереснее чем в том же Raft плывя, где 90% это сплошное однообразное море, однако... Во первых масштабы, поезда не увеличишь, кроме как вагонами, с другой начальное развитие затянуто невыносимо долго. То есть все эти этапы можно сократить, и добавить больше экшена. Стимпанком и сама игра зацепили, играется любопытно, но невероятно затянуто и скучно местами. Я жду лишь очередного депо, чтобы увидеть какое-то развитие по сюжету, и ловлю крупицы экшена в стычках. Игра была бы интересной, будь всё происходящее в 5-6 часов, но по кусочкам вот так дробить сюжет, это как смотреть утром начало серии в сериале до середины, а вторую смотреть перед сном часов через 12. Мир то достаточно любопытный, как и шутки, приколы в нём. Но... - Отсутствие контента и однообразие того, что имеется = портит ощущение к игре.
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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| $24.3M | 30.7K | 78% | $24.99 | |
| $6.7M | 10.5K | 82% | $34.99 | |
| $4.2M | 7.7K | 84% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.8M | 13.2K | 82% | $19.99 | |
| $8.8M | 13.7K | 91% | $24.99 | |
| $8.8M | 12.6K | 87% | $24.99 | |
| $8.8M | 24.4K | 96% | $9.99 | |
| $8.8M | 21.9K | 89% | $17.99 | |
| $8.8M | 8.1K | 79% | $39.99 |