
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 | 2Kreviews | 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
The game is not bad until you try to merge tracks it is a nightmare. You fight for hours to merge tracks from one major line to the next just to get on the 8th line for it to give you an error that the last track cant be laid. It is unacceptable. If you can't make track merging easier, I think your game is a joke. I have enjoyed my playthrough until which time I needed to finally expand to full blown 8 line wide tracks which cannot be merge unless you get lucky. I am still trying to figure out why you released a game knowing of these issues that makes the game unplayable for people wanting to set up huge rail systems across a country. If you can't get the freestyle track construction tool to properly merge tracks why did you not use prefab merging track sections that a player could just pop down in the flow with snap points for each line leading in and out of the prefab.
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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 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*, 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
I bought this, super excited because the first game was awesome, but holy dang the track builder in this one is reeeeeaaaalllyyyyy bad. Like unbearably so. Sid Meier's Railroads has better track building and its 25 years old now. With this new game I was really hoping for some improvement to the track tool and it has just gotten worse. Everything else is well made-ish I guess? The game, other than the graphical improvement feels super lazy. It adds weird American locos to European settings and removed some iconic Euro locos from the game, like the Stirling Single for example, which breaks my heart. I really am trying to enjoy this game the best I can. Every time I boot up a fresh map I get pumped, then very quickly the track tool and the stupid train ai that YOU CAN'T CHANGE, fires up and makes some dumb podunk lumber train a higher prio than your express line when you use auto signals, like bruh even Sid Meier's ancient ahh game has that function. Idk the game is pretty and stuff and there are cool new aspects, but it's so hard for me to like it. It's such a letdown for the level of excitement that I had for it.
O jogo apresenta uma proposta tentadora, mas infelizmente repete os mesmos erros da versão anterior. Adquiri a sequência esperando melhorias significativas, especialmente na construção de interligações de trilhos. No entanto, encontrei as mesmas limitações e uma série de decisões de design que permanecem estagnadas. Um exemplo frustrante é a tentativa de criar passagens duplas para trens. Apesar do sistema permitir essa configuração em teoria, na prática ele impede a conexão quando os trilhos cruzam outra via, marcando em vermelho. Isso compromete o planejamento estratégico e reduz a liberdade criativa do jogador. Outro ponto crítico é a repetição excessiva de tarefas manuais. No começo, construir trilhos individualmente pode até parecer interessante, mas com o avanço no jogo, como ao montar uma estação com seis trilhos, isso se torna entediante. O jogador é obrigado a desenhar cada linha e cruzamento manualmente. Seria muito mais prático se o jogo permitisse a criação simultânea de múltiplas vias e aplicasse os cruzamentos automaticamente. A ausência de qualquer sistema de delegação de tarefas torna a experiência cansativa. Não há como estruturar uma equipe funcional. Engenheiros, técnicos, seguranças ou treinadores estão completamente ausentes do jogo. Seria interessante, por exemplo, receber alertas do próprio time como "Seu gerente identificou falta de trigo na Fábrica A". Em vez disso, é necessário abrir edifício por edifício e descobrir manualmente que a produção está em 100%, o estoque zerado e os trens saindo vazios. O sistema de mercado de ações é outro ponto mal resolvido. Comprar 20% das ações de um concorrente por 100 mil, e depois ver o valor subir para 120 mil, não resulta em lucro algum. Pelo contrário, o retorno é sempre negativo, sem explicação. Além disso, mesmo com mais de 50% das ações, o jogador não tem acesso a informações básicas da empresa como faturamento, lucros ou dívidas. O sistema é confuso e sem lógica. Também falta qualquer noção de realismo no tempo de construção. Levantar milhares de quilômetros de ferrovia da noite para o dia quebra totalmente a imersão. O jogo deveria implementar prazos e fases de execução. Poder contar com engenheiros de implantação que sugerissem rotas mais eficientes ou alertassem sobre obstáculos tornaria a experiência mais estratégica. Engenheiros de manutenção também poderiam contribuir prevenindo falhas em pontos críticos da malha ferroviária. Por fim, os trens elétricos são mal implementados. Eles prometem eficiência, mas operam com baixa fluidez, entrando e saindo das estações um por vez. Na prática, os antigos trens a vapor continuam muito mais eficazes. Em resumo: o jogo tem muito potencial, mas continua raso. As melhorias visuais não compensam a falta de evolução nos sistemas estratégicos. Faltam automações, ferramentas de gestão, lógica econômica, realismo e profundidade. Para quem esperava um simulador inteligente e desafiador, o resultado é frustrante.
If you have Railway Empire 1 stick with that, if you haven't and like this type of game get that instead. All Railway Empire 2 has done is add some glossy bits, solved some of the annoyances of 1 but created some much worse ones.
As a big fan of RE1, this is a frustratingly worse experence. It looks better, graphically, but they simplified everything, hiding a bunch of mechanics under the hood, or making the controls overly simplistic. Just like Kalypso did to the Patrician series with The Rise of Venice, and the management of logistics here is a much worse experience for it, with less control. I'm really disapointed with this.
ich kann das spiel nicht empfehlen. zumindest nicth wenn man "schönbauer" ist. im gegensatz zur konkurrenz ist beinahe nichts anpassbar. die gleise verursachen häßliche einschnitte in der landschaft, die man nachträglich nicht mehr angleichen kann. am schlimmsten für mich sind aber die western konstrukte, die man auf jeder karte hat. insbesondere die holzbrücken. wenn ich mich durch die schweizer alpen schlängel möchte ich das mein krokodil auf schönen stein oder stahlkonstrukten fährt und nicht auf einer wackeligen holzkonstruktion. ich habe auch im freien modus einfach mal alle brücken erforscht. aber das spiel lässt nur holzbrücken zu. entschuldigung. aber selbst workers and resources bietet da mehr, und das ist kein eisenbahnspiel. wenn ihr keine schönbauer seid und die optik egal ist, dann ist meine kritik natürlich irrelevant für euch. für alle anderen: finger weg.
I love a city builder or a transport tycoon type game but this is just boring and completely unengaging. There's no creative element to it, it's just, put your generic station in a city that looks no different from any other and connect it to the next city. There's just no joy in it at all. Even the tech tree is just a timeline that you wait for certain and length of time and then click you have a slightly new train, wow, now a slightly new train can go from that indistinguishable city to this other indistinguishable city. The world seems devoid of anything other than a few randomly dotted resources. I wouldn't recommend this game at all, I'm gutted I wasted my money on it honestly.
The game is too finicky. Setting up rails and directions and stations, carefully following instructions always seems to have a problem. I spend more time trying to figure out what is wrong than actually playing. I wish I had not purchased.
I bought the game at release because I really enjoyed the first one. But this feels almost identical to the old game, just with a few minor changes. (More tracks on bridges are the biggest sale point) I’ve now been waiting two years for the return of “ghost trains.” In the first game, because of the flawed signaling system, you could enable ghost trains when starting a game. With that option on, trains would simply pass through each other — very practical, though admittedly unrealistic. But the key point is that it was entirely the player’s choice. That feature is gone, and I’ve been asking for its return ever since, but with no luck. For that reason alone, I’d honestly recommend saving your money and just buying the first game. I’ve put 1,800 hours into it and completed every mission. As soon as ghost trains are reintroduced, I’ll happily leave a positive review for this one. But until then, not everyone enjoys being forced to play in a single, restricted way.
Game is just not scaleable.. if you have more than 5 trains on a rail line they will sit and queue for months waiting on each other to go when there are 5 parallel empty tracks.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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