
A railroad simulation game with roguelike elements. Use resources wisely to expand your infrastructure and satisfy industries, contracts, citizens, and engines. Respond quickly to ever-changing circumstances and don't get kicked out of your office.
Modeled estimate, not a reported figure. How we estimate →
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): 1.33/day in the week to Jul 21 → 0.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Congratulations, you have been elected to manage the distribution of resources within your region. Build an efficient and sustainable network of industries and railroads to satisfy the needs of the people.
Distributrains is a game for enjoyers of classic tycoon games who want a more goal-oriented, challenging and fast-paced experience. It is a game about building a beautiful little resource distribution network while balancing a growing number of concerns.
Resources must be carefully managed to satisfy the inputs and outputs of industrial processes, or your supply chains will grind to a halt.
Contracts and citizen demands exert constant pressure to perform your best, or risk getting voted out of office.
Every run is different, with randomised map generation, resource deposits, contracts, and cards.
For confident players there is Challenge Mode, a race to achieve a victory condition of your choice within 140 minutes.
Strive for brutally difficult achievements requiring mastery of different playstyles.
Invite friends to join your game in online cooperative multiplayer if you need additional arms.

Contracts are essential to the gameplay loop, providing you with burdens, goods and reputation, as well as the path to victory, all within their specified time constraints. Juggle a growing number of contracts, or keep them to a minimum and strive for self sufficiency.
Beware: Breaching your contracts gives you stigma, potentially getting you kicked out of office.

Use your reputation to purchase cards, granting you extraordinary powers.

Build railroad lines using simple tools that do not make your decisions for you.

Build power plants and electrify your rails to gain access to powerful electric engines, reinforce your rails to support high-speed trains, or both!
Every engine type has a use case, and different types can even be combined within a single train for basic synergies.

Build and rearrange trains with a simple drag-and-drop interface. Schedule train modifications with the Shunting feature.

Program your trains with an order system that is simple, yet flexible enough to optimize for time and resource management. Trains will often handle several resource types and can perform complex supply runs if needed.

Master the use of Signals to increase throughput and eliminate traffic jams. Trains will never crash or break down, however!
Grow the town by supplying building materials for additional reputation points, but do not forget it is your responsibility to serve the people.
Engagement
Reviews
I love playing as an upper manager in multiplayer and not actually have to do anything. I also have no idea how to play, so that tracks.
Naturally, this will get compared to OpenTDD. It's very familiar if you've played OpenTTD before (you can get a similar experience with the city builder and firs/xis newgrfs). Signal direction indicators are fantastic QoL. I also like managing the electrical demand and import/exports at the docks. The absence of money is a little unsatisfying but lets you focus solely on efficient lines rather than route distance. The 'rougelike' element only adds RNG and is superficially deep at most. It feels like it's just there to screw you over or waste your time. Sometimes the map can generate with most of your starting resources in mountains, making it incredibly difficult, so you might as well exit and regenerate the map until you get a better start. You end up building the same supply chains every game, so the card system only affects which order you build them in.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 33 reviews with recorded playtime.
A really fun alternative to OpenTTD! Has many elements that reminds one of its inspiration, but does add new additions to the formula to keep it unique and worth playing even if you love OpenTTD and want a quicker, more focused experience! (I was a tester so I received it for free)
Quite a fun simulation/management game, with a fair challenge, and some intense real-time gameplay in its challenge mode. Different win conditions and other achievements gives the game some replayability. The game allows you to build a nice train network, and provides a fair challenge by requiring you to set up enough infrastructure to not run out of resources; I myself lost a fair few times to [spoiler]running out of fuel[/spoiler] before securing my first win. The game includes some win conditions, which works well to provide an ending to your train network. The game also provides a challenge mode, which has more strict winning and losing conditions, but most importantly do not allow you to do anything while the game is paused. This makes a big part of its challenge how fast you can set up your train network, and how you can prioritise what is most important to set up first.
Genuinely underrated game. Don't write it off as just an OpenTTD clone, this is focus built around a small area and scaling up production in it.
Extremely cute and well-done train logistics game. Never played anything like it before. Absolutely worth a try if you're into this sort of thing. It does have a bit of a learning curve and there are a few unintuitive things. The game itself is sort of a cross between a co-op economic RTS and a automation/logistics game with roguelike elements. Other logistics games always have this problem where once I reach a certain scale, it starts to become a slog to really do anything because of how large and complicated the existing system is. This game actually solves that problem beautifully by giving you a set deadline and a narrowly scoped objective. So yeah, spaghetti up however you like, just so long as you hit that deadline. Then you can start over again from scratch and try something new in the next game. It does a great job of keeping you in that exciting early build & growth stage, where every new improvement you add to the system grants you significant gains which you're excited to leverage later. The games tend to wrap up right about when it starts to slow down and I start feeling like there's not a lot more I really want to improve or untangle. Normal mode is rather low pressure, very good for getting your bearings. To new players, I'd recommend prioritizing your export contracts in the early game so you can start farming rep, which you will need to continue expanding. Build out a lopsided and import-reliant supply chain at first if you need to, then round things out once you have an income. Challenge mode is genuinely challenging and forces you to value your attention and multitasking ability. You can pause to think, but you can't take any actions while paused. Having a teammate to co-op with you helps immensely, as you can both prioritize setting up different logistics chains at the same time. If you have even a passing interest in trains or logistics games, buy it!!! Give it a couple of hours and play the scenarios (tutorials) first and you won't be disappointed.
Всегда нравилось наблюдать за тем, как во всякие OpenTTD и OpenLoco играют люди и строят там навороченные сети железных дорог, но обе эти игры по разным причинам мне не понравились. В ОпенТТД нету какой-то особой цели, кроме как строить дороги, чтобы росли города, какая-то абстрактная тема, к тому же там необходимо помимо поездов делать ещё и автобусные сети, передача между частями города ресурсов та ещё дрочь, либо нужно делать костыли в виде пристройки к станции остановок для расширения охвата, в общем, игра очень красивая, но какая-то бесцельность в ней. В ОпенЛоко просто мегастарая система прокладки путей, приходится от каждого тайла с дорогой добавлять продолжение пути, плюс опять же помимо поездов другие виды транспорта нужны, ещё и боты срут постоянно, мешая строить дороги, пытаешься красиво всё сделать, пройти челленджи, а боты тебе все твои станции перекрывают и т.д., к тому же вылетает периодически. А тут есть победные условия, есть контракты, которые нужно выполнять, то есть, цели какие-то промежуточные и конечные, графика и способ постройки дорог аналогичен ОпенТТД, что достаточно приятно для того рода игры, хотя и бывают иногда трудности с тем, как соединить дороги на разных уровнях. Прикольная система с репутацией за которую можно покупать новые здания и разные поезда новые, чертежи. Пока не знаю, насколько много контента я увидел, но всё мне нравится. Если сюда ещё будут добавлять новый контент, то вообще классно. Интересно, как выглядит мультиплеер, пока его не тестировал. Резюмируя, если вы искали игру только про менеджмент поездов, где основной задачей является доставка грузов только поездами между разными точками карты, развитие индустрии, но без элементов факторио, а чисто локомотивной тягой, то это как раз та игра. Жду очень обновлений, возможно поддержки модов и прочих прелестей.
a pretty good train game, like openTTD but with a much more concrete challenge and goal.
like a lot of people already said, this game is very simillar to OpenTTD with additional goals and mechanics. planning train routes and putting my railnetwork together feels good, and the randomly generated map, export contracts and cards, as well as the fact i get to set my own victory condition well into the game keeps the gameplay loop fresh between runs. something i paticularly liked about this game, which i felt OpenTTD missed, is having an actual reason to feed your industries. while in OpenTTD everything is built with money, in this game most things need atleast some combination of reputation points and some other resources. this makes industries and the resources they produce important, with almost everything having multiple uses and there being several ways to do things. with all that being said, if you enjoyed OpenTTD or other train sims, or if you're more into industrial managment games, you will most likely be able to get atleast a few dozen good hours from this game.
Who knew I'd ever want a train rougelite?
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Players by region
Where this game's players are, estimated from review languages.
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