
A co-op extraction horror for 1-4 players where you survive nuclear wastelands on a train. Scavenge scrap for fuel and supplies, and use voice mechanics to stay alive.
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About
Dreadway is an online co-op survival horror with crafting, proximity voice chat, terrifying monsters, and voice-driven interactions. You and up to three friends travel through a post-apocalyptic world, collect junk, craft survival devices, and interact with the game through voice chat.
A CO-OP EXTRACTION HORROR WHERE YOUR VOICE IS THE KEY.
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☢☢☢ YOUR VOICE IS THE KEY ☢☢☢
Use voice chat to open code locks and doors.
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☢☢☢ SCREAM TO SURVIVE ☢☢☢
Monsters react to you. Scream the code word to scare them away…
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☢☢☢ KICK YOUR FRIENDS ☢☢☢
Kick your teammates to interrupt, save, troll, or shove them into trouble. Co-op chaos.
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☢☢☢ FEED THE TRAIN ☢☢☢
The train constantly needs fuel. Burn everything you collected to keep it moving.
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☢☢☢ HAVE FUN TOGETHER ☢☢☢
Goof around, improvise — every run is your unique story with friends.
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☢☢☢ AVOID TRAPS ☢☢☢
Stay focused and watch your step — one mistake can ruin the whole expedition.
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☢☢☢ COLLECT RESOURCES ☢☢☢
Collect junk and important resources — every item can save you… or doom you.
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☢☢☢ CRAFT ITEMS ☢☢☢
Craft tools and devices from everything you find. Upgrade your characters.
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FEATURES:
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, Simplified Chinese, Russian, Ukrainian, Korean, Polish, Portuguese - Brazil, Turkish, Japanese +1 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
With games like Lethal Company and R.E.P.O. already out there, I can’t really recommend this one. It has some fun interactions, but it doesn’t offer anything new or unique to set it apart. The game also still needs a lot of work. The controls and interactions feel clunky, and there are several bugs that hurt the experience. For example, after using certain items, your character can remain permanently enlarged even after discarding the item. If you die, your character’s upper body can start spinning endlessly until you exit the game. There’s potential here, but in its current state it feels unfinished and unpolished. I honestly don't know why some people recommended the game unless they are friends or something of the devs.
Неоптимизированная душнила с отсутствием посещаемости в лобби.
absulote ♥♥♥♥♥♥♥ the game is soo laggy and there is no bugs limit everysingle ♥♥♥♥♥♥♥ game is bugging or crash 0 horror the monster are ♥♥♥♥ even child wont get scared the idea is cool but the devs did not make it right this game is 100% waste money and trash 2/10 only bcs of the idea
Душниловка, нужно постоянно базарить для фонарика стандартного, ничего не видно в темноте, какой то трицератопс напал пол часа был во мне и не задамажил вообще, кароче баг на баге, еншульдигунг аба ес кан нюа манибек зайн. Фикс будет? Мит френдлихен грюссен)
Needs a bit of work but we still had fun! https://youtu.be/329vmxBYKuc
This is more of a fun silly social type of game where you go in against monsters to collect and turn in items to fuel up the train to keep going on what appears to be no limit levels. The fun part is playing as a group using the emotes and messing with the other players..... That and running for your life from the monsters scary or not lol. you do eventually get to shoot all the monsters if you get the weapons. I am still testing this further as I haven't gotten passed some obstacles but so far over all a 7.5 out of 10
Dreadway, developed by ZweiBier Indie and published by Reality Twist GmbH, is a cooperative survival horror experience that builds its identity around teamwork, improvisation, and a distinctive use of voice as a core gameplay mechanic. Set in a bleak, post-apocalyptic world, the game places players aboard a moving train that acts as both a sanctuary and a fragile lifeline. From this mobile base, players venture out into hostile environments in search of resources, knowing that every decision made outside the train carries risk and consequence. The gameplay loop is structured around preparation, exploration, and extraction. Players begin by organizing supplies, crafting tools, and coordinating plans before stepping off the train into dangerous territory. Once outside, the focus shifts to scavenging abandoned locations for valuable materials while avoiding or confronting threats that become increasingly aggressive over time. The need to return safely adds constant pressure, as anything collected must be physically carried back, turning even successful runs into tense retreats. Fuel management further reinforces this urgency, as keeping the train operational becomes a shared responsibility that ties every action back to survival. What truly distinguishes Dreadway is its reliance on voice interaction. Communication is not just a convenience—it is embedded directly into the mechanics. Players must speak certain words or phrases to activate systems, unlock areas, or respond to specific threats. This creates a layer of immersion that transforms ordinary voice chat into an essential gameplay tool. In cooperative sessions, this design leads to moments that feel both chaotic and memorable, as players scramble to coordinate under pressure or react to unexpected situations. However, this same system can also be inconsistent, with voice recognition occasionally failing to register commands reliably, which can disrupt the flow of gameplay during critical moments. The cooperative aspect is central to the experience. Designed with group play in mind, the game thrives on interaction between players, whether through coordinated strategies or spontaneous reactions to unfolding events. The shared responsibility for survival creates a sense of tension that is amplified by proximity-based communication, where distance affects how players hear one another. This encourages teamwork and awareness, making even simple tasks feel engaging. However, the experience is noticeably diminished when played solo, as many of the game’s systems are clearly intended to function within a group dynamic. Atmosphere plays a significant role in shaping the overall tone. The contrast between the relative safety of the train and the unpredictability of the outside world creates a consistent sense of unease. Environments are designed to feel isolating and hostile, with limited visibility and subtle audio cues reinforcing the tension. Sound design is particularly effective, using ambient noise and distant threats to keep players on edge. The integration of player voices into this soundscape adds another layer of immersion, as communication becomes part of the environment rather than something separate from it. Despite its strong concept, the game faces several challenges in execution. Technical issues, including bugs and performance inconsistencies, can interrupt immersion and lead to frustration. The voice-based mechanics, while innovative, are not always reliable enough to fully support the gameplay, occasionally requiring repeated attempts to function as intended. Additionally, the overall progression and variety feel somewhat limited, with repetitive objectives and a lack of significant environmental diversity reducing long-term engagement. Even with these shortcomings, Dreadway offers moments of genuine excitement and unpredictability, particularly when played with a coordinated group. Its combination of survival mechanics and voice-driven interaction creates a unique dynamic that stands out within the genre, even if it does not always reach its full potential. The foundation is strong, and with further refinement, it has the potential to evolve into a more polished and compelling experience. In the end, Dreadway is a game defined by its ideas as much as its execution. It succeeds in creating memorable cooperative moments and a distinctive gameplay identity, but it is held back by technical limitations and a lack of depth in its current form. For players who enjoy chaotic, communication-driven horror experiences, it can be an entertaining and occasionally intense journey, especially when shared with others. Rating: 7/10
Buggy, janky, monsters felt uninspired, voice recognition was a poorly done gimmick to open doors, the entire storage/crafting/upgrading/scanning systems being behind a single computer with awkward keyboard only controls for a UI clearly designed for a mouse and where upgrades are individual while it can only be used by one person at a time was extremely frustrating. Also no key rebinding, or other basic accessibility options if it were clear this is not a finished product id wait to review, however there is no early access label and the game is being marketed as a full release. however the lack of basic accessibility features and overall polish make this a hard no for me
хз,ахуел,понял что мой англиский это скорее пародия на общение ивана золо в семье английской семьи,почувствовал настоящий зимний вайб,не согреешься-сдохнешь,не сдохнешь-так замёрзнешь,кароче хз,нормас
could't find a public server to play with ppl or host sure must be fun to play with ppl if there were more ppl playing on public
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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