
RAILGRADE is the train RTS game! Construct dense vertical railroads, build cities, construct vast factory chains with train automation! Restore an off world colony's economy all in the intense story driven campaign or relaxing sandbox mode!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.43/day in the week to Aug 28 → 0.71/day in the week after.
About




Sums Steam only; GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 1.3Kreviews | 85% | — | $1.4M |
| $8.99−70% | 35ratings | 80% | — | not modelled | |
Engagement
Reviews
Themes across 83 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
7/10 está bien. se pone monotono rápido, pero es lindo de ver y entretenido
Great game for building, resource management, problem solving, and systems design. It's also a hoot because the maps make it look almost like a table-top train set.
对于管理型人才,确实挺好玩,非常推荐,比天际线啥的简单多了。教学模式由简入深,值得推荐。打折买的。冲冲冲
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
Reviews, worldwide (the counter carries no country): 0.13/day in the week to Jul 21 → 1.4/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish +2 more
| $29.99 |
| — |
| — |
| — |
| $0 |
| $8.99−70% | — | — | — | 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.
Hours played at review time, across 83 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very fun game to play. Some step is really a nice challenge and you really need to be on your toes if you want to get 5 tickets on every challange your are facing. But the game is really fun to play.
wird zunehemend schwerer, macht immer wieder spaß, feine grafik, keine bugs - tolles spiel
On a high level, Railgrade is what you'd get if you took TTD's trains-and-cargo gameplay loop, made it 3D with elevated rails, and then gave the player objectives and a time limit. Each level essentially boils down to connecting industries (usually you have to build them yourself) to ship cargo from one point to another and to turn a profit by doing so, in order to fulfil some goal of the level. Usually this is either "Sell X units of some cargo" or "Grow a city to size Y", but there are a few curveballs here and there. What makes this last is the steadily increasing complexity of production chains. Some industries need more than 1 unit of cargo in per cycle. Some need multiple ingredients that must all be supplied. Many of them don't use raw materials, but the outputs of something in the previous tier of industry. The higher you go, the more steps, but the bigger the profit you get in the end, because you get paid for every delivery. A unit of copper ore is worth ¥32, but you can turn it into two units of copper wire for ¥32 each, for a total of ¥96 - ¥32 for the ore and then ¥64 when you deliver the wire. Which can be turned into something even more lucrative down the road. The main campaign has an excellent difficulty curve, starting you off just shipping around raw materials so that you learn the basics of placing tracks and trains. By the end of it you'll be building rockets and tier 5 industry products, and at no point will it feel like there was a sudden difficulty spike. The more you play, the better you'll get, learning how to lay track, stack elevated rails, placing industries, and more. Industries produce at a very specific rate so you'll need to do the math to balance them. Upgrades get exponentially more expensive so you're better off building more industries, but space won't always permit this, plus you only have a finite amount of workers to staff industries, so that's another balancing act. An excellent logistics game and highly recommended for anyone who enjoys OpenTTD and wishes there was a lot more to it.
Encore un jeu brillant pour 10 balles : Un overworld dans lequel on choisit des missions qui se débloquent (genre comme Mario Land) et on progresse. Dans la mission : un terrain avec des contraintes et on doit y réaliser de la logistique à base de trains. On finit toujours par réussir mais il y a un objectif de temps qui donne un rank pour nous stimuler. On peut acheter des babioles avec les bonus obtenus en obtenant de bons résultats (nouvelles musiques, nouvelles locomotives...). Y'a un petit côté train électrique évidemment. Le jeu nous introduit intelligemment aux possibilités (en nous faisant parfois réaliser par nous même comment arriver à certaines choses via un objectif qui nous fait nous creuser la tête). Ce n'est pas non plus un enfer de micro-management : les trains ne sont pas teubés. Bien sûr il y a évidemment de la gestion de circuits. Mais il y a aussi de la gestion de budget, de type de trains et de priorités pour arriver le plus vite possible à l'objectif. Deux cerises sur le gâteau : la campagne est rigolote (il y a un petit scénario sympas) et les musiques sont chouettes (souvent je les coupe dans les JV...).
Das Spiel macht kein Spaß und ist langweilig. Grafik ist Auch die "Story" ist durchaus interessant. Das Gameplay kann man aber in die Tonne klopfen. . Man hat die Komplexität weg geschmissen und da zu viel weg genommen. Ist halt kompletter Käse wenn man keine Signale bauen kann, die einem Zug sagen, wo sie halten müssen, ohne eine Kreuzung oder Weiche zu blockieren und die Züge auf die Weiche fahren, wo ein anderer Zug durch muss. Mag vielleicht sein dass ich zu komplexe Simulationen gewöhnt bin und entsprechend so komplex denke und ganz anders ran gehen muss, aber man kann ein solches denken nicht einfach ablegen. Würde die KI auch besser fahren, wäre das wahrscheinlich auch gar kein Problem. Das ganze hat mehr was von einem Puzzle, als einer Simulation. Mir hat es kein Spaß gemacht. Schade eigentlich, da es optisch doch sehr ansprechend ist.
fun twist on automation genre!
dá para passar umas horinhas.
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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