
Flip, trick and grind your train in a fast-paced, off-the-rails ride through a colourful Japanese dystopia. Outmatch rival gangs, wreck a shady megacorp, and take back the tracks with nothing but skill, speed, and style.
Modeled estimate, not a reported figure. How we estimate →
About
Hop aboard your custom gravity-defying train and embark on a hectic quest to defeat the sinister Miraidō corporation, alongside a vibrant pack of outcasts.
Ollie, kickflip, and grind your way through Japan's biggest cities, as well as a world of meadows, volcanoes and oceans. Rack up points and chase that sweet high score as you flip, trick and stick the landing in your customisable ride.
Face off against a lineup of reimagined Japanese trains, gain the respect of an underground network of gangs and rebels, and turn rivals to allies as you master your skills. Journey from naive beginner to seasoned pro as you strive to race the fastest train in existence and become a legendary Denshattacker!
From mecha magical girls to moving castles, and mechanical worms to a Denshattacker army -- face a flurry of madcap bosses that get wilder and wilder the further you get. Use what you’ve learned to stop them in their tracks.
Travel from the countryside of Kyushu through the metropolises of Osaka, Tokyo and more, now sealed under domes by Miraidō. Venture across Japan to the snowfields of Hokkaido... and beyond! Each new region holds fresh challenges to beat and rules to break.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese*, Portuguese - Brazil, Simplified Chinese, Traditional Chinese, Catalan, Korean*languages with full audio support
Engagement
Hours played at review time, across 240 reviews with recorded playtime.
Reviews
Themes across 240 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
let me drunk drive. PLEASEEEE
Tout dans Denshattack! respire la joie et la passion. Un gameplay aux petits oignons inspiré d'un Jet Set Radio ou de jeux de skate mais cette fois, avec un train. Le tout sublimé par un excellent univers dans un futur pas si improbable et une bande-son magistrale. Définitivement un des meilleurs jeux de cette première moitié d'année.
誰會想到一個送麵小妹會使用電車來施展特技呢,一但接受這個世界觀就回不去了,題材非常新鮮且節奏非常快,劇情則是非常吃電波,遊戲玩法是玩家駕駛電車駛向終點,一些路段可能要背譜才能獲得高分,另外一個缺點是電車炫技的招式變化很多卻不容易感受到差異,感覺就像在翻轉一塊長方體,整體來講我還是很喜歡這款遊戲
Indie del año, no puedo expresar lo mucho que este juego me transmite mientras lo juego, actualizo mi review cuando lo termine
定价已看哭,火速打到第一章boss发现太癫了,26年下半年的刷子游戏喜加一
哥们这味太对了,要的就是这个爽快感,这tga要是不评年度最佳独立可以不用办了
[i]Типичная электричка до Голутвин.[/i] Игра выглядит крайне бодро и свежо, а сама задумка - просто сногсшибательной. С какого-то момента ты начинаешь кайфовать от невероятно крутой музыки и неимоверно легкого прохождения чудесных трасс, но что-то с каждым новым заданием начинает потихоньку меняться. И вот ты уже выходишь с очередной миссии не радостный и воодушевленный, как прежде, а слегка подуставший и раздражённый с гудящей головой... С какого-то момента игра начинает становиться настоящим хардкором (особенно, если хотите получать золотые медали). Начальные уровни могут показаться простыми, но дальше - расслабиться не получится. Игра топовая, но придётся попотеть.
La DA, la musique, le gameplay, tout est trop chouette !
I've already 100% beaten the game on console and bought it again on Steam mainly because of the insane good OST. Game itself is peak game design. Despite the hectic pace, the readability is really damn good. I wish Sonic Team were just half as good as this dev team. Good job. 👍
[h1]Denshattack[/h1] Denshattack is an absolutely amazing experience. It has incredibly solid gameplay, a gorgeous presentation, and genuinely one of my favorite video game soundtracks of all time. [hr][/hr] [h2]Story and World[/h2] The story is fairly lighthearted, but I really appreciate how seriously it takes itself in all the right places without ever becoming too heavy. On the surface, the game is extremely goofy and straightforward, and it never forces its deeper ideas onto the player. Most of its depth can instead be found through the lore, character interactions, themes, and the details of its world and setting. I really appreciate that balance. It allows the game to remain fun and approachable while still giving you plenty to think about when you choose to look deeper. [h2]Gameplay and Level Design[/h2] The controls feel amazing. Everything is responsive, and the gameplay frequently becomes a marathon of quick reactions, reflexes, and split-second decisions. It feels genuinely riveting when you are moving at high speed and successfully reacting to everything the game throws at you. The trick system can occasionally be a little tricky to get down, but once you get a feel for it, it becomes incredibly satisfying. The level design feels like a high-speed combination of Tony Hawk and Sonic, except built entirely around trains. The stages are designed around maintaining momentum, reacting quickly, performing tricks, and gradually learning better routes. The game is extremely vibrant, and every area is full of color, personality, and beautiful scenery. New mechanics are introduced at an excellent pace. Even by the time you reach the end of the game, nothing feels like it has outlasted its welcome or become redundant. The game continually finds new ways to use its ideas without overwhelming the player. Replaying stages to improve your rank, find collectibles, or complete achievements also gives you more opportunities to master those mechanics. Because of that, replaying levels feels less like repeating old content and more like gaining a deeper understanding of how each stage works. [h2]Soundtrack[/h2] The soundtrack is absolutely incredible. It features composers such as 2 Mello, who I know from Bomb Rush Cyberfunk, Shoji Meguro from the Persona series, Tee Lopes from Sonic, and Ryo Nagamatsu from Splatoon. Those are only the video game composers I immediately recognized. There are many more composers and featured artists involved who I was not previously familiar with, but I am excited to discover more of their work through this game and its soundtrack. Every stage has its own unique track that perfectly matches its atmosphere. Because the levels are designed to be replayed, the music gradually becomes closely associated with each location and challenge. The soundtrack does not simply accompany the gameplay. It becomes part of the process of learning and mastering each stage. Around the halfway point, the story begins to pick up considerably, and I felt that the music also improved alongside it. The soundtrack becomes even more powerful as the stakes and energy increase. Honestly, the music being this good makes you want to keep playing, even when you are repeatedly failing a difficult section. It motivates you to keep grinding, improve your reactions, and eventually overcome whatever is stopping you. [h2]Voice Acting and Presentation[/h2] I played with the Japanese voice acting, and I thought the performances fit the characters extremely well. I also loved that characters from different regions use different accents and dialects that match where they come from. It is a small detail, but it makes the world feel much more distinctive and alive. [hr][/hr] [h2]Final Thoughts[/h2] [b]More than anything, Denshattack does not feel like a game assembled from current industry trends.[/b] It feels like something made by people with a very specific vision, and nearly every part of it, from its movement and music to its world and visual identity, works toward expressing that vision. In an industry where so many games are becoming increasingly cinematic, realistic, and visually similar to one another, Denshattack feels like a breath of fresh air. It completely exudes its own aura and identity. It knows exactly what it wants to be, and it commits to that vision with confidence. [b]Denshattack is easily one of the highlights of 2026 for me, and potentially one of the best games of the year.[/b]
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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