
Sweet Transit is a unique city builder where the railway is king. Build and automate the dream supply chain for your citizens, giving them all they need to expand quaint villages into bustling cities. Progress from steam power to diesel and beyond in this advanced train-driven experience.
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 0.29/day in the week to Sep 10 → 0.29/day in the week after.
About
Sweet Transit is a unique city builder where the railway is king and trains are the best means of expansion and transportation. Create intricate production lines and grow humble villages into thriving metropolises while moving through prime eras such as the introduction of steam power and the invention of the combustion engine. Become a pioneer of industry and work to keep your citizens happy through the interconnected world of the railway.
From a single warehouse, build a thriving interconnected world of villages and cities as you expand your rail network and evolve your society.
Connect your settlements to ensure a painless transit for workers and civilians using platforms, stations and intricate routes complete with signals to expand and link together your network.
Plan your settlements to fit both the landscape and needs of your citizens. Create basic and advanced production lines to ensure the most economical movement of resources. Take advantage of the mighty railway to automate production and meet ever-growing needs of your settlements.
Your citizens have needs and get tired as they work. It's important that you maintain their happiness and requirements by ensuring they have accommodation, water, food and more as you scale up your cities. Unhappy or tired workers are less productive and will be detrimental to your production lines.
Sweet Transit features full mod support from day one, allowing you to create custom content for the game as you please. Steam Workshop support is fully integrated with the title allowing for ease of access to the modding community.
Genres
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 | $6.99−80% | 1.3Kreviews | 67% | — | $289.5K |
| $29.99 | — | — | — | 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 61 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game had a lot of potential, but unfortunately it is not a finished game and has a lot of UI and UX errors. It makes very hard to play.
UI is wonky, sometimes you click and it isn't reactive. Setting routes isnt's as intuitive as you'd like. Spent more time city building then rails. The multiple warehousing storage is strange to work with, swapping out "global" inventories for building in towns, which are limited to size. The UI lacks here, a single row of items to select from, lots of scrolling,... Over all its ok, but some areas just doesn't quite cover UX all that great.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 27: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0.6/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.
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, Simplified Chinese, Japanese, Korean, Traditional Chinese, Russian
Hours played at review time, across 61 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
You can't reverse trains without a mod. These silly developers all make the same game that doesn't even abide by train logic, if you've ever seen a freight train you'd know there are plenty of instances where reversing is mandatory and encorporated into industries and mainlines, even AMTRAK doesn't bother turning their locomotives. Oneday maybe we'll get a train game like this but that has actual train logic like the option to run an engine around a consist on a siding to perform actual train tasks. This is so infuriating, none of these people understand the basics of trains and they think they need to add artificial complexity like managing society itself when they don't even understand the fundamentals of the core material. I'm one to talk because I'm too dumb to code but this is absolutely rediculous. I did a few of the levels just giving you ideas for track efficiency to start and get a grasp on things, that was straight forward enough. Start up a new world and leave the tutorial on because I'm a slow learner and want to understand it. Well the Empire of Oildale came crumbling down in the first playthrough before I even got a train depot up because you have to set up a whole town before you can even get to the trains. In theory this is cool, in practice there are a few shortcomings; the tutorial has loads and loads of points at which you will fail the game because of resource lockups that cannot be fixed and cannot be avoided due to the mandatory nature of the tutorial locking you onto a specific series of actions. Whatever failure sucks but that's life and we're learning, attempt #2; apparently I was lucky with the first run because I couldn't even get that far in the second run. Everything has the same highlighted square when placing and doesn't tell you anything and its this silly concept of nobody can travel more than a quarter mile on a dirt road by foot...before I was even a teenager I walked a mile to school unsupervised this is a bit irritating for a game that supposedly wants to be about trains and large distances yet you can't even set up a basic railroad without a degree in civil engineering. Overall the art style is amazing and it is the exact blueprint for what I want: isometric high-fidelity 2d trains similar to factorio but with much more life and variety. Unfortunately it falls far short in terms of actual gameplay, I like a challenge and using my head but there's a point at which it feels more like gambling than actually calculating and executing pheasible logistics and this game fails to be a game at all in that respect. I am going to continue to try and play but be warned, the other reviews voicing concerns about the game being illusive and unwinnable are correct, from what I've seen even veteran players have entire save files ruined if a long term railroad gets a slight bottleneck because there is no recovery, there is no way to acquire minimal resources to jump start something, there is no plan B, either your railroad thrives or it dies and there is no inbetween.
Hands Down. Best Train game Ever.
Literally can't play the game anymore since it crash every 5 minute, was fun before that.
6/10
bug partout
Un joli jeu de trains ; les graphismes 2D sont maîtrisés et le jeu a un vrai cachet visuel. A l'usage, c'est plus un Anno-like qu'un Transport Fever. On construit sa ville comme dans un Anno, on doit répondre aux besoins des habitants en posant bâtiments et routes pour qu'ils évoluent de paysans à artisans, etc., sauf que la "partie bateau" de Anno, où on relie les îles entre elles pour importer des matières qu'on a pas sur sa colonie, est remplacée, ici, par des réseaux de trains façon Transport Fever, avec intersections et signalisations. La partie chemin de fer n'est pas vraiment compliquée, une fois le système des signaux assimilés, et si on prend le temps de bien planifier son réseau à l'avance, façon Plan Quinquennal. Si on gères au fur et à mesure, ça peut devenir un plat de spaghettis sauce chemin de fer. Seul vrai problème : si le jeu explique bien certains trucs, il n'est pas clair sur d'autres. Certains détails sont expliqués par des tooltips, d'autres non. Je ne suis pas sûr d'avoir bien utilisé tous les bâtiments de stockage, en tout cas pas de manière optimum, et le système de "gestion fine" des cargaisons mériterait d'être plus clair. Le menu d'achat de bâtiments (la barre horizontale en bas d'écran) n'est pas hyper pratique et demande un temps d'adaptation. Les consommations de certaines ressources sont également assez énormes, notamment le bois et la pierre (essentiellement consommés en entretien des bâtiments). Ca reste un jeu agréable et mignon pour qui voudrait un Anno basé sur des trains.
Tan difícil es hacer un tutorial que explique decentemente como jugar?. Es desesperante.
Unintuitive unfriendly UI.
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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