
Drive your train through the zombie apocalypse, gather resources, rescue survivors, and upgrade your train strategically into a powerhouse of destruction. Defeat the boss and get to the end to win, or complete the survival challenge!
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About
Blast through the zombie apocalypse in this top-down action roguelite! Take control of a deadly train, aim your primary weapon, gather resources with drone support, rescue survivors, and upgrade your firepower strategically. Unlock new locomotives, powerful weapons, and terrifying bosses.
Choo Choo Survivor 2 blends horde survival and strategic upgrades in a unique experience inspired by games like Vampire Survivors and Dome Keeper, while carving out its own intense, locomotive-driven gameplay.
Your primary weapon is independent of the locomotive choice, so you can pick the perfect tool to crush or melt the zombie horde! Each locomotive comes with a unique auxiliary system, and you can add more during a run, allowing for a wide variety of powerful and strategic builds.

On each journey, you’ll encounter the optional Relic Keeper boss—defeat it to unlock an extra auxiliary system. Plus, visit the shop to buy an additional auxiliary system, stock up on resources, and hire survivors to strengthen your train!

The environment is fully destructible! Level buildings to reduce zombie spawns and clear your path to victory! Your main resources are gold, steel, and survivors, all crucial for upgrading your train. Gold can be found in crates and buildings like tombs, cabins, supermarkets, and police stations. Steel comes from metal objects such as cars, camper vans, and reinforced structures. Survivors are hidden in safe houses, and their numbers vary with each run, making every playthrough unpredictable and strategic.

Each run offers a fresh experience with procedurally generated tracks. Choose from one of three unique journeys at the start. Go slow and steady, gather resources, upgrade your train, and prepare for escalating waves of zombies. Defeat the boss and reach the journey’s end to claim victory!

Customize your experience with multiple color schemes! Choose your favorite in the Settings menu. Adjust resolution, rebind keys, and 5120×1440 ultra-wide monitors are supported. One handed play is supported through the Accessibility menu.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, German, Portuguese - Brazil, Japanese, Spanish - Latin America, Danish
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Just like the first one, it's fine. I like that there's more "skill" needed with the weapons, because you need to aim to shoot, and these are pretty different from each other. I also like that there's fewer but more significant upgrades during runs, as they change a lot. Sadly, everything else is just meh, you still end up with full build at the middle of the runs, the permanent upgrades are by pretty low % but very costly, and the unlocks are now by how many times you finish a run. Still fun I guess, but these decisions make it less interesting to play more than a few runs. Esp: Al igual que el primero, está bien. Me gusta que se requiera más "habilidad" con las armas al tener que apuntar para disparar obligatoriamente, y estas son bastante diferentes entre sí. También me gusta que haya menos mejoras pero más significativas durante las partidas, ya que cambian bastante. Lamentablemente, todo lo demás es meh, sigues terminando la build a mitad de las partidas, las mejoras permanentes son por porcentaje bastante bajos y muy costosas, y ahora los desbloqueos dependen de cuantas veces terminas la run. Sigue siendo entretenido supongo, pero estas decisiones hacen que sea menos interesante jugar más de un par partidas.
Farm the exact same boring maps over and over and over again to make 2% gains per 20-30 minute run. Just no. Don't do it. Play with your nose hairs instead. 1/5 - Has some cool ideas, but the slog is not worth it.
[b] Segunda edición del [url=https://store.steampowered.com/app/2336200/Choo_Choo_Survivor/]Choo choo survivor[/url]. Al igual que el 1, es otro swarm en donde estas restringido ya que solo puedes ir palante o patrás modificando la marcha. En este escoges hasta el trayecto que quieres hacer.[/b] ⭐ [b]Valoración:[/b] [b]―[/b] 🌕🌕🌕🌑🌑 [b]―[/b] 📝 [b]Descripción:[/b] Llevas un tren que podrás ir modificando su arma base y su arma secundaria y tendrás que enfrentarte en un viaje de 4 fases a tu trayecto final mientras sobrevives a hordas de monstruos. Entre las fases (escenarios) tendrás que recoger supervivientes, ir mejorandote poco a poco y derrotanto mini bosses si lo ves factible, todo ello mientras solo puedes escoger ir hacia delante o hacia atrás y la velocidad a la que quieres ir. A diferencia del 1 aquí no hay combustible que te limite, sigue siendo un viaje mágico full W. ✔️ [b]Puntos fuertes:[/b] [b]― Combate[/b] – En linea recta y al estilo swam, matar antes de que te maten [b]― Customización [/b] – Aquí puedes escoger tu vagón (arma secundaria) y arma principal, además de la ruta de los 4 escenarios que prefieres y hasta el boss final al que enfrentarte. [b]― Diseño[/b] – Estilo retro muy curado como el 1 y puedes escoger paleta de colores. [b]― Dificultades[/b] – Tres dificultades para escoger segun te parezca. [b]― Duración[/b] – Unas 12h, parecido al primer choo choo. [b]― Logros[/b] – Todos son coherentes y sencillos, usar todas las locomotoras, matar X cantidad de bichos... [b]― Música[/b] - La música es lo mejor, además puedes meterle tu propia música. [b]― Runs[/b] – Los runs empiezan siendo de 20-30min y acaban siendo de 6min a no ser que hagas los de 35min que entonces son 15min aprox. ❌ Puntos débiles: [b]― Idioma [/b] - Aunque tienes traducción al español, hay algunas palabras mal traducidas, pero tampoco entorpece mucho. [b]― Lag[/b] – Tiene un lag un poco aberrante que el dev ha ido mejorando con cada hotfix, pero se te para la pantalla 1 segundo con cada asesinato de mini boss y cuando terminas el run, a mi se me hizo un tanto molesto. [b]― Menus[/b] – Aunque estés en la pantalla de selección de cosas (lo que sería el menú) el temporizador está en marcha y encima no es muy cómodo de seleccionar las cosas ya que si das a avanzar el tren, avanza el slider. 💡 [b]Recomendaciones:[/b] - [u][b]Merece su precio[/b][/u] [i](5,85eur)[/i], está dentro de lo que se está cobrando hoy en dia por los indies cortos, y comparado con el 1 hay mejoras sustanciales. - Céntrate en desbloquear locomotoras y en escoger "radio". Por cierto, sale una locomotora RENFE, muy fan.
Time for another train ride through the zombie apocalypse! Like the first game, this is a linear rail line horde shooter, but there are quite a few changes beyond that. A few points of details for this verses the first game: -Graphically, this is an improvement over the previous game as there is more detail on most things. However, at the same time, some of the design choices look to clash a bit with each other. It seems to not be sure if it wants to be a top down, 2d side scroller, or 3d isometric. The end result has the game losing some of the charm of first for me. -There is a lot more variety in the weapons this time, though it would appear at the cost of a difference in the trains, as there are no stats this time, so aside from appearance and single starter weapon (also the Horn if you press H!), they are very same-y. -While there was a bit of a grind to the last game, the time on missions were also shorter, resulting in the need to rerun the same maps over again. With the 2nd game, you often find yourself crawling along most of the time on a longer track. Unlike the first game though, there are no dedicated maps here. Instead, there are multiple sections of track that are randomly selected based on different types, such as through a mine or forest, with each type having a different amounts of survivors, resources and zombies depending on the type. While this is a great idea, there are currently not a lot of track types, so you often see a lot of repeats. To add to this, the different sections do not mesh well with each other, so there is a jarring change when you reach a new section. -Difficulty, even at the highest level, feels like it took a bit of a drop here. Given the ample resources provided and how strong most of the weapons are, it is fairly easy to max everything out, plus there it no fuel to watch, only help. -As there are no additional special abilities to activate during a run, there is little to interact with aside from applying upgrades and adjusting speed since you can also automate the mouse targeting, resulting in the game almost becoming an idler. In summary, despite negatives noted above, if you like trains and are looking for a simple horde shooter, this can be a fun game to enjoy if you have a few bucks to spare for the fairly low price point of it.
基本的な操作はAとDで列車を左右移動させてマウスで列車砲台で狙って撃つだけ。 砲台は設定でオートエイムや自動回転などに設定することができるので狙うのが苦手な人でも戦いやすい。 また砲台の他に列車自体にも自動で攻撃してくれる武装があるので速度を出して敵の群れに突撃なんて遊び方もできる。 集中力を使うようなゲームでもなく一周最長でも40分未満なので遊びやすい。
Not for me.
[h1]Fun has departed without you, and they won't refund your ticket [/h1] An initially appealing game, but it quickly devolves into a mindless chore. I gave it good few hours, and I can't convince myself to another run - I've unlocked half the trains, I've tried most of the weapons, and at this point, there is absolutely nothing to the game, and it isn't stimulating enough on any level, even as a podcast game. It turned completely mindless, and even though it's dirt cheap, I cannot recommend it. [h2]On the rails, nobody will hear you snore[/h2] You might have fun for few hours, but after several runs, there is absolutely nothing to surprise you, and the core gameplay is absolutely bare bones. Unfortunately, I am not surprise that some consider the game a complete waste of time. It doesn't ask much of you - just buy stuff, use very limited amount of your brainpower to buy the right upgrades and you'll be winning every run. Unless you're playing on the highest difficulty, zombies rarely pose a problem after few runs and upgrades. [h2]Train with no conductor[/h2] In it's current form, the game is just too limited and does not provide anything unique or even that good to begin with - compared to other survivors games, this one is "special" in a way that you can only go back and forth... that's not quite an evolution. Everything else has been done so much better - there is barely any skill management. Unlocks are not exciting. You do very little. The enemies are very basic. Everything looks the same, everything explodes the same, everything dies the same. Final part of every run is terrible - your 'reward' is you having to sit in one place for 6 minutes, until a final boss appears. Nothing ever changes, you just sit there - and either you are strong enough (I always was) to breeze through any of the monsters, or you'll die from numbers attrition. That's it. At that point, the game has nothing else to give you, and those 6 minutes feel like half an hour. You don't have to sit in one place, but there is no point in returning to a previously emptied area, and they give you extra defenses, obviously intended to keep you defending that one place, until the boss arrives - and then you just kill the boss in the same way you've killed every previous one. [h2]Tickets are cheap, but should you even consider?[/h2] Just look at the trailer and judge for yourself if you want that - because the trailer very accurately shows you basically the entire game - that's it, and it's not changing, despite the incremental upgrades and some different weapons, which all basically do very similar things. I think there should be more situations, where you need to rely on other things than yourself, or just more bosses that actually aren't complete pushovers. Maybe a complete rework of the "on rails" concept that isn't as limiting. The theme is unique, and if the developer comes up with another one, I will look at it, but they really need to figure out a way to make the game more exciting.
Fun simple zombie train game. What's not to love Chugga Chugga w00t w00t !
Recommended A fun and thematic round-based blaster with light incremental upgrades that keep things engaging between runs. There are a few performance hiccups when ending a round or exiting the game, but nothing major. The accessibility options are fantastic, making it comfortable for one-handed play and preventing repetitive strain — a rare but welcome touch in this genre. I really enjoyed the first part, and this entry continues that solid foundation. My only minor gripe is that you can’t fully automate the main weapon, since it still requires manual input. Otherwise, it’s a cool and satisfying experience that’s easy to recommend.
Choo Choo Survivor 2 is a compact but surprisingly layered action-roguelite that takes a familiar horde-survival formula and anchors it to a constantly moving locomotive, turning momentum itself into a core mechanic. Developed and published by GTGD, the game wastes little time establishing its identity: you are not just surviving waves of enemies, you are engineering a rolling weapon platform that must keep moving, upgrading, and adapting as the world around it collapses into chaos. This singular focus gives the game a strong sense of direction and immediately separates it from more static survival shooters. The central loop revolves around guiding a train through zombie-infested regions while fending off relentless swarms from all directions. Unlike traditional arena survivors, movement is continuous and forward-driven, which creates a constant pressure to make decisions quickly. The player controls offensive systems mounted on the train while it automatically advances along the tracks, forcing a balance between aiming, positioning, and timing. This creates a rhythm that feels both frantic and controlled, where small mistakes compound quickly but smart planning can turn the locomotive into a near-unstoppable force. Progression during a run is driven by scavenging and destruction. Buildings along the tracks can be demolished for resources, and choosing which structures to prioritize becomes a meaningful decision rather than a cosmetic flourish. Gold and materials are used to enhance weapons, reinforce the train, and unlock auxiliary systems, while rescued survivors act as a form of long-term investment that strengthens future runs. The game constantly nudges the player into risk-reward scenarios: pushing deeper into dangerous zones can yield powerful upgrades, but overextending without preparation often leads to a swift collapse. One of the most satisfying aspects of Choo Choo Survivor 2 is how build variety emerges organically. Different locomotives come with distinct passive abilities, and combining these with weapon upgrades and auxiliary systems allows for drastically different playstyles. Some runs emphasize raw firepower and crowd control, shredding enemies before they ever reach the train, while others lean into survivability and sustained damage, weathering overwhelming numbers through careful positioning and defensive synergies. This flexibility encourages experimentation and makes repeated runs feel purposeful rather than repetitive. The roguelite structure is reinforced by procedural generation, ensuring that routes, encounters, and upgrade opportunities shift from run to run. Optional challenges and elite encounters introduce spikes in difficulty that reward confident players with powerful bonuses, while also serving as skill checks that test how well a build is holding together. These moments often become the most memorable parts of a run, where success feels earned through preparation and quick decision-making rather than luck alone. Visually, the game opts for clarity and function over detail. The top-down perspective keeps enemy movement, projectile paths, and environmental hazards easy to read, which is crucial given how quickly situations can spiral out of control. Effects are punchy without becoming overwhelming, and the destruction of buildings and enemies provides constant visual feedback that reinforces the sense of momentum. Sound design complements this well, with weapon effects and impact cues providing clear auditory signals amid the chaos, helping players react instinctively during high-pressure moments. Difficulty scaling is one of the game’s strengths. Early runs ease players into the mechanics without feeling trivial, while later stages ramp up enemy density and aggression in ways that demand genuine mastery of upgrades and positioning. Failure rarely feels arbitrary; most defeats can be traced back to a missed opportunity, a poor upgrade choice, or an overconfident push into danger. This sense of fairness is key to maintaining motivation in a roguelite, and Choo Choo Survivor 2 handles it with confidence. Community reception reflects how effectively the game delivers on its core concept. Players tend to praise its originality, satisfying progression, and strong replay value, especially given its modest scope. Criticism usually centers on the desire for even more content or variation rather than fundamental flaws, suggesting that the foundation is solid and engaging. The game understands its limits and plays to its strengths, offering a focused experience rather than an overextended one. In the end, Choo Choo Survivor 2 succeeds by committing fully to its central idea and building every system around it. The combination of constant movement, tactical upgrades, and escalating pressure creates a loop that feels both fresh and addictive. It may not offer sprawling narrative depth or massive systems, but what it does provide is a tightly tuned survival experience where every run tells its own story of momentum, desperation, and hard-won power. For fans of roguelites and horde shooters looking for something mechanically distinct, it stands out as a clever and highly replayable entry in the genre. Rating: 7/10
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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