
Every passenger is a life. Every death brings the end closer. An open world survival crafting game where you explore, scavenge, and craft to endure on the frozen exomoon Inara. Command and upgrade your ever-moving train, solo or with up to 4 players. Move or freeze.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 1.43/day in the week to Aug 28 → 1.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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

Your train is your only refuge in an endless frozen world. When you die, another passenger steps forward and takes your place. As long as survivors remain, your journey continues. Rescue trapped passengers scattered in abandoned facilities across Inara and build up your society one survivor at a time.

It's your base, your shelter, and everyone aboard's last chance at survival. Explore the exomoon Inara solo or in co-op with up to 4 players.

Your mission for survival lies above everything. Venture into dangerous locations filled with valuable resources, technology, hidden secrets, and unforgiving battles. But if you explore for too long, you may risk losing everything.

The train's battery recharges while it's moving and drains when it stands still. Every expedition and every decision you make revolves around this single rule. Manage your train's power, maintain its systems, and never let the battery reach zero or your journey ends. Move or freeze.

Conquer Inara by crafting new weapons, armor, tools, gliders, and essential machinery. Expand and upgrade your train as you push farther along the tracks. Attach hundreds of new wagons to increase storage, boost production, and build out your own logistics.

Your glider puts eyes in the sky over the frozen landscape before you ever set foot on it. Scout new locations, harvest rare isotopes for crafting, and identify threats from above by deploying scan drones into the depths of Inara.
Abandoned facilities, deadly anomalies, and survivors waiting to be rescued are scattered across a procedurally generated world that never repeats. Every run brings new routes, new dangers, and new reasons to keep the train running.
The exomoon is called Inara because the community chose that name. The lore exists because players helped us refine it. Throughout Early Access, EverRail is built alongside the players. Features, systems, game balance, and story will continue to evolve based on the community that keeps the train running.
So join our Steam Community and Discord and shape the game with us!
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; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 408reviews | 71% | — | $229.7K |
| $14.99 | — | — | — | 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.
Engagement
Reviews
Themes across 360 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Щас бы докапываться до раннего ┐( ˘ 、 ˘ )┌ Для меня такой геймплей впервой, поэтому пока заходит. Ах, да... На моём калькуляторе ещё и играется на высоких-максималках. Никаких вылетов, ошибок, пролагов на локах, во время стрельбы и тп.
This was a fun game!
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, French, German, Japanese, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian, Turkish, Ukrainian, Italian, Spanish - Spain +1 more
Hours played at review time, across 360 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Finally, a game that works well with a mobile base concept and a train! I enjoyed it from the start. The dystopian setting is really cool and works well visually. The graphics look solid and modern. They definitely support the dystopian atmosphere. The overall presentation feels polished and fits the game's tone nicely. I started on beginner difficulty to get comfortable with the mechanics, then moved to medium where I had a lot of fun. Four hours went by quickly, which says something positive about the pacing and engagement. The resurrection system is an interesting mechanic. Respawning as a different passenger after dying adds a nice thematic layer beyond just the gameplay convenience. The highest difficulty probably isn't for me right now, if I'm being honest. But I'm curious whether I might feel ready for it once I understand the systems more deeply. For now, I'm content enjoying the medium difficulty and seeing where it goes.
Неплохо, буду изучать. Хардкорщикам самое оно.
After a few hours with EverRail, I can confidently say this is one of the more interesting survival concepts I've played in a while. You can tell that there is an inspiration of Bong Joon Ho's "Snowpiercer" and Half life, and wished there was a game where the train itself was your lifeline. The moving base completely changes how you think about exploration, scavenging, and survival, and the early sections gave me a bit of "Half-Life" nostalgia for some reason. That said, I do have a few nitpicks that I think could make the experience even better. The UI could use another pass. The backpack and inventory sorting would feel more intuitive in a horizontal layout rather than the current vertical one. Crafting is feature-rich, but it can be a little overwhelming at first glance. During the tutorial, I think only the relevant crafting recipe should be highlighted, with the rest unlocking visually as you progress through the objectives. It would make onboarding much smoother. The toolbelt is another mixed bag. It's great that it can hold so much, but I'd personally prefer separate slots for weapons and utilities so switching during combat feels more deliberate. The atmosphere has a lot of potential, but the lighting doesn't quite sell the mood yet. Right now, many areas feel a bit overlit. Games like "Half-Life" and "Portal" did an incredible job of making you feel isolated and uneasy from the very beginning, even in relatively simple environments. EverRail has all the ingredients for that same feeling, but I think the lighting and overall ambience could lean much harder into the tension and mystery. Combat also has room to improve. Shooting feels a little mechanical, and some enemies blend into the environment more than they probably should. A health bar or clearer damage feedback on enemies would help a lot, atleast on the enemies I am currently shooting.I remember fighting the crawling robot and genuinely not knowing how many shots it would take to bring it down felt like an issue. Better hit feedback for both enemies and the player would make combat feel much more satisfying. I am not sure if there is already one and I missed it, but enemies I encountered should have their entries added in my journal with weaknesses and other traits. One small usability issue I noticed was that some non-interactable props have almost the same visual detail as interactable ones. Apart from a few indicator lights, it took me a while to learn what I could actually interact with. A subtle proximity outline or highlight would go a long way. The audio could use some love too. The footsteps felt surprisingly light, almost like someone wearing heels rather than heavy winter boots trudging through snow. Snow has such a distinct sound, and improving that would really help with immersion. The train itself is easily one of my favorite parts of the game. Riding it is genuinely fun, but I found myself wishing it had something like a snowplow attached to the front. Seeing perfectly clean rails in a world buried under snow felt a little hard to believe, unless there's some in-universe explanation for it later. The train driving UI could also be improved. When looking around or up, I wanted important information like speed and upcoming rail switches to remain visible. Once I was driving, I wasn't always sure where I was heading, and the remaining distance indicator was easy to lose track of. Overall though, these are polish issues rather than core design problems. The foundation is genuinely solid, the train mechanic is refreshing, and I'm excited to see how the game evolves throughout Early Access. My favourite part surprisingly was the train riding. I remember playing a game called "The Thing" back in the day.. i see potential of this game going to that level when it comes to exploration and fighting mystrious entities. Looking forward to jumping back in and seeing where EverRail goes next.
It's early access, but I can see the vision and the twist on the normal survival crafting is really good. Looking forward to seeing more from this for sure.
Was eine abartig schlechte Grafik
чувство што игру собрали из готовых осетов всё кривое без анимации и тд
its a fun build/survial game and its very interesting to play
I was a bit hesitant in writing and review. But now after I saw how active and supportive the developers are. I can only say they serve a positive rating. I had quite a lot of fun playing in the first hour. And I definitely plan now after the patches to continue. The game is early access and it’s rough. But the core loop is absolutely fun and working.
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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