
Become the last conductor and rule over the final train society in a frozen world. Gather, expand, and forge your train while building powerful synergies with mighty artifacts. Your position—and the safety of your passengers—now rests in your hands.
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.
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
Frostrain 2 is a roguelike game built around synergy-building, with a touch of management elements added to the mix. In this frozen world, you take on the role of the last remaining Conductor within the train society and must lead your passengers to survival. Acquire, place, and upgrade train cars to generate Happiness, and make decisive choices to determine the direction your train will take.

Combine a wide range of train synergies with hundreds of powerful artifacts to generate more Happiness. Greater Happiness will further solidify your authority within the train society.
Upgrade your train and arrange it to suit each situation. Proper placement and enhancement of train cars will allow you to generate even more Happiness.

You are the last remaining Conductor of humanity, tasked with ruling the final train society. Each run presents you with randomly occurring events—respond to them, resolve them, and obtain the outcomes you need.

Make decisive choices and lead your train society toward the future you believe in.
As the Conductor, you must also decide the train’s direction. Travel through dozens of landmarks across diverse environments, find the optimal route, and guide your passengers to survival.

At the end of each run, you will earn Purple Coins. Spend them to unlock new artifacts.
As the story unfolds, you will uncover the tales of different Conductors. Unlock future Conductors and help fulfill their long-held aspirations.
If you prove yourself a truly exceptional Conductor, you can guide your passengers even through the harshest conditions. Challenge the “Frost Mode” and discover hidden rewards.
Fulfill certain special conditions... and you might just uncover the Conductors’ hidden stories.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean, English, Japanese, German, Greek, Simplified Chinese, Czech, Russian, Ukrainian, Polish, Portuguese - Brazil, French +2 more
Engagement
Reviews
Themes across 227 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
PRETTY COOL MAAAAANNNN haha for an indie type of game this definitely IS a game... and has fun factor i like trains too so wow trifecta
[h1] 快節奏的資源博弈爬塔[/h1] 類Frostpunk資源管理,遺物和車廂數量多可以嘗試不同流派,但地圖和事件基於列車長是固定的,導致高難度關卡非常重複且必須刷開場神器。難度設計失衡,25%、75%的暴力數值懲罰,需要花長時間累積車票才能獲得被動效果。整體流於打麻將玩法湊對就好。懲罰累積型、任務型、複合車廂的遊玩方法。因此僅有在低難度才有角色扮演和組織調度的感覺。 美術性 [list] [*]非AI繪圖,精緻事件插圖和神器圖像 [*]立繪精緻且有變體 [*]車廂卡牌不同流派有不同顏色,但實際在列車上顯示並不清楚,容易搞混 [*]地圖環境有主題,背景和音樂會變化。進入隧道、海底也有不同視覺表現非常優異 [*]暴風雪縮圈的特效不明顯,甚至會因為視野而看不到 [*]登山前的視野縮限懲罰大,每次都要發出警報告知玩家列車快抵達目的地,但就是尚未看到後續路徑,非常煩躁,這樣的設計意義為何? [*]不支援超寬螢幕解析度3440x1440,但顯示上沒有問題 [*]開始遊戲時的噴氣聲非常帶感 [/list] 故事性 [list] [*]相較於Frostpunk,列車長的被動能力、決策樹、地圖和獨立事件有特別設計 [*]簡體中文翻譯通順,少數順序錯置。例如:每當X發生,產生Y效果。「每當」應該在前方卻會出現在最後面;翻譯正式,並不會有文言文翻譯、掉書袋式的贅詞、刻意彰顯中文言簡意賅的超短語句 [*]製作組善用細節說故事。例如:神器會影響部分事件、列車長角色在通用事件中也會有特別選項。甚至神器之間也會組合成特殊神器 [*]不同列車長的選擇有前後敘事的延伸,是在同一遊戲世界中而非互不相關的角色 [*]每個車廂有兩種屬性標籤,會影響流派的建立,並呈現小型社會縮影 [/list] 遊戲性 [list] [*]初期抽神器沒有快速重開,抽到選用率低的神器就是浪費時間 [*]低難度在不了解機制的情況下可以順暢通過,提高乙個難度便失去操作空間。一定要湊齊所有車廂流派級才可能在高難度勝利,複合車廂連前期都無法撐過 [*]地圖和事件固定,但有隨機資源節點讓每次的路線都不同,但同時也限制玩家路線 [*]車廂湊對非常困難,即使取得被動可以在5個選項以上抽選,也必須花費多個資源重抽 [*]神器取得非常容易,但抽選池過大,累積型、任務型神器在後期根本是懲罰 [*]除非取得暴風雪相關神器,不然不可能在暴風雪中移動。但抽取暴風雪相關神器本身就是慢性自殺,變成垃圾選項 [*]賭博性的事件讓遊戲體驗趨向無聊,第2位列車長的事件只要有2次失敗便會被滿溢的負面數字淹沒 [*]第三位列車長更新增三種資源需要管理,並繼承第二位列車長的賭博事件,時常忙半天卻怎麼骰都是懲罰 [*]「中央」車廂流於無用,需要抽6種車廂,還要抽齊2樣神器。在21小時的遊戲時間內,每一場我都無法完成,且早期便因為數值壓力而失敗 [*]被動能力取得需要通過遊戲獲取車票,一小時遊戲時間約獲取150張。在21小時的遊戲時間內,我僅獲得6層被動能力 [/list] 低難度遊玩有角色扮演且分配車廂的良好體驗,但只要提升乙個難度,整體遊戲過程變得非常重複,只要有1-2個是件單純是負面效果便會失敗,容錯率低到非常誇張。失敗給玩家的感覺是運氣不好,而非策略失當。抽不到車廂、因為事件導致可用車廂減少的懲罰過大。不是每個玩家都喜歡高壓力且因為一次事件導致全盤皆輸的機制。 [hr][/hr] 1.The integration between the game's art style, storytelling, and gameplay mechanics is excellent. However, the game eventually becomes a process of repeatedly restarting for a better opening setup and collecting the required train cars. 2.The higher difficulty leaves almost no room for error in train car builds. Some combinations even require specific artifacts to function properly. After 21 hours of gameplay, I still could not complete the 7 Central train car setup even once. If the developers consider this level of difficulty to be the intended normal experience, then I cannot give this game a positive review. I Know **Shadow Traders Association** or **Children of the Engine** may help. 3.The reward system for obtaining Train Tickets feels severely unbalanced. For example, avoiding the Blizzard Circle entirely only rewards 5 tickets, while a failed run that I abandoned halfway and restarted could sometimes provide more tickets. The progression reward does not match the time and effort invested. 4.After completing the normal difficulty runs with all three train conductors, my overall impression was mainly excessive numerical punishment and highly repetitive gameplay. I hope the developers can reconsider the artifact pool, as well as adjust the values and mechanics of the Blizzard Circle and Pollution Circle. 5.If fully unlocking the passive upgrades makes Difficulty 3 easily manageable, then there is a fundamental problem when I can still fail on Difficulty 1 after 21 hours of playtime. The game does not make players feel that they lost because they need to learn better strategies; it feels like they lost because the numbers are unfairly balanced. The long and repetitive failure loop in between was neither fun nor meaningful, and I did not feel that I learned any new approaches from it.
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Hours played at review time, across 229 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Liked this game since Frostrain 1, worth picking up.
一般。
잘 만든 재밌는 게임입니다 강추!!
游戏还是蛮不错的,但没做完啊没做完,我的赵米米怎么玩不了啊) 至于游戏方面,钢铁兄弟看起来强但实际上是陷阱,财团和教会虽说都不进步,但实际作用上夯,尤其是财团,其次骑士团太难启动了,跟鸡煲一样,后期根本刷不出来骑士团的卡
지금은 아직 많이 뭔가 부족한데 갓겜이 될 수 있는 자질이 보입니다
미미야 그만좀나대 아빠힘들다 첫출시때보다 때깔이 훨씬 좋아져서 점점 기대되네요 근데 순자 처형되는거 넘 충격..ㄷㄷ
기차가 얼음을 헤치고 무작정 달리는 겜
프로스트레인 1도 재밋게했고 이것도 재밋게 하는중이여. 아직 엄석대씨 난이도 다 못깸.. 생각보다 생각을 마니 해야댐...
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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