
Don the coat of a clever entrepreneur, take over a small railway company in the early 1800s and turn your steam engines into the workhorses of the economy. Grow your company into the largest railway company of the continent and outsmart your competitors.
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): 0.86/day in the week to Sep 1 → 1.29/day in the week after.
About


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; Xbox, PlayStation, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $49.99 | 2.7Kreviews | 73% | — | $4.2M |
| $49.99 | 1Kratings | 64% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 842 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
First Part has better UI and Graphics ,nice try
Not much content. Only 5 scenarios. Not much improvements over the first one.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1/day in the week to Aug 10 → 0.71/day in the week after.
Reviews, worldwide (the counter carries no country): 117.83/day in the week to Jul 17 → 0.86/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.
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*, Portuguese - Brazil, Traditional Chinese*, Simplified Chinese*, Japanese*, Russian*, Arabic, Turkish +1 more
| $49.99 |
| 477ratings |
| 74% |
| — |
| not modelled |
| $24.99−50% | 30ratings | 82% | — | not modelled |
| $49.99 | — | 90% | — | 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 845 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
None of the upgrades like 8 tracks make this more fun than the original and it has worse track layout interface and glitching. When loading saves you have to go back over every inch of your track in case the redraw has glitched any connections in your layout and the automatic traffic control feels less intelligent than the original game. The game regularly backs up traffic instead of using all tracks in a station. I would have preferred if they had just released all the RE2 expansions for the first game.
I would really enjoy this if it were not for the track laying tools. I would like to build the tracks section by section like TF2 or Cities skylines. This track building system is like pinning an elastic band into place with unnatural looking curves. If this ever gets updated i'll be playing again, Back to TF2 for the virtual train set building for me
Hello, Here are some changes that I think are very useful for improving the game's playability. When the network becomes large and complex, all these little omissions are very annoying. - Offer parallel tracks between station and track, and between track and track, like the ones between station and station. - Ability to set a default direction of travel on parallel tracks in the options. Right or left-hand traffic. Automatic or manual. - Offer sort keys when searching for a train: Freight or express, from which city to which city, with which goods. - Ability to reserve a good in a city without using or distributing it, or to distribute it only to certain cities. - Do not block the supply of a city from another city or a rural station for goods that it produces in too small a quantity itself, or for a resource it needs, or when it is located in a warehouse in another city, a competitor's, or a rural station. Allow the possibility of supplying it directly. - In the list of owned businesses, be able to sort these businesses by revenue to immediately see which ones are losing money. - In the city resources table (city inventory and demand), when hovering over "current train delivery" for a given commodity, specify more precisely which trains it is on and the quantity for each train, or which warehouses it is on and the quantity for each warehouse. - Fixed a small bug when creating a turning track from a city station, which displayed a red error message "hindered by a building" even though no buildings were in the way. - Fixed a small bug where "the track would collide with itself" even though it is far from the other track. - Keyword search in research and development. - Ability to close a factory without destroying it, thus reducing work and financial loss in the event of a resource shortage.
Argh I almost love this game. Firstly, having played a bunch of the original, and a little of this - they're basically the same game. I couldn't really identify any differences in 11 hours - the campaign even seemed to be the same. Idk if I've missed something, orrrr? They're almost perfect fun, but there are few too few complexities and tools and depth to give the player sufficient control and information to really enjoy the optimising of trains. However I do think it delivers a novel game that acts as a successor to Railroad Tycoon, so if you liked that it's probably for you. I don't think it's the train game that *I* really want though. Get this one rather than the first one, if only for newer DLC and such.
Es ist ein fast perfektes Spiel. Ich bin eigentlich kein Eisenbahnfan, aber dieses Spiel hat mich wirklich sehr gefesselt wie kein anderes. Der größte Spaßfaktor liegt im stressfreien Optimieren der Zugverbindungen und der Finanzen. Die Tüftelei, wie man die Gleise im jeweiligen Gelände optimal verlegt, um große Steigungen, Brücken und Tunnel zu vermeiden, macht richtig Laune. Und wenn später eine weitere Verbindung hinzukommt oder irgendwo zu viel Stau entsteht, möchte man gerne alles wieder umbauen. Besonders schön ist es auch zu sehen, wie die Städte wachsen – und daran zu tüfteln, ihnen die idealen Voraussetzungen dafür zu bieten. Das Spiel hat diesen besonderen Suchtfaktor, bei dem man die Zeit völlig aus den Augen verliert. Ständig gibt es etwas zu tun: schnell noch eine Stadt anbinden, eine Fabrik kaufen, herausfinden, warum in einer Stadt nicht genug Weizen ankommt oder warum es auf einer Strecke so viele Pannen gibt. Dann noch eine Expressstrecke bauen – und wie bekomme ich Obst in diese Stadt? Grafik und Sound sind sehr gut und mehr als ausreichend. Die Nachteile: Ein wichtiger Punkt: Es gibt keine offizielle Unterstützung für Mods. Dadurch hat die Community leider keine Möglichkeit, kleinere Schwächen des Spiels selbst zu beheben. Und diese kleinen Schwächen sind: Die Wirtschaft ist ein wenig zu stark vereinfacht. Schon ein zusätzlicher Rohstoff und eine weitere Produktionskette (die bereits ab 1830 und dann das ganze Spiel durch eine Rolle spielen) würden dem Spiel gut tun und die Wirtschaft ausreichend komplexer machen. Es gibt zu viele Forschungspunkte. Bereits in der Mitte einer Epoche habe ich alles erforscht. Manchmal fehlt es an Feedback, warum etwas nicht funktioniert. Züge stehen im Bahnhof, werden aber nicht beladen – und ich muss selbst herausfinden, woran es liegt. Eine Fabrik produziert nicht, und erst durch verschiedene Ansichten kann ich raten, ob sie nicht genug Rohstoffe bekommt oder ihre Produkte nicht loswird. Eine Anzeige über den Fabriken, die ihre Auslastung zeigt, sowie eine Übersicht über die Städte, welche Rohstoffe dort knapp sind, wäre extrem hilfreich. All das könnte sicherlich durch die Community verbessert werden – wenn Mods erlaubt wären. Leider ist das nicht der Fall. Schade.
It might be a good game if i could play it for more then 5 minutes before it FREEZE!!
More of a meh, than a straight thumbs up or down. the issue for me are the trains breaking down. Yes it does happen to mechanical things. But this is rediculous, doesn't matter how many bonuses I pay, maintenance depots I install, the trains beak down way too frequently. Yet the AI trains never seem to break down. That issue breaks the game for me. Everything else is fairly nice.
Others have said it, this is fun to start with. But then you end up fighting with the game to manage the tracks because it has decided that this one is not unacceptable, just because. You also get an issue where the game refuses to pick up load from a station until you reload the game..... If there is an issue with a train then the game does not make it easy to understand if it is something you have done and how to fix it or if it is another bug. In the end this game lacks the polish it should have long before now. I am throwing in the towel with it because there are two many game braking bugs. Sad.
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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