
Step aboard the 1914 Orient Express in this award-winning mystery adventure from Prince of Persia creator Jordan Mechner. Described as one of the best adventure games of all time, The Last Express is an intrigue-filled adventure set aboard the luxurious Orient Express.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 Aug 31 → 0.29/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/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.
About






Sums Steam only; GOG 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 | 391reviews | 81% | — | $54.1K |
| $6.99 | 5ratings | 76% | #166 | 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 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
_для меня🥚классическая игра это ровняется - сложно, не в плане восприятия пиксельной допустим графики или не допустимого управления, возможно трудности возникают с запуском, скорее всего эта непреодолимая грань с трудом завязана на обучении тебя проходить выбранную тобою игру. Построюсь пояснить, берём любое произведение до 2000-ых годов, новая игра, загрузился мир - всё, играй, а как? Почему? Куда это совать? Думай и догадывайся пожалуйста сам _это🥚не в коем случае не глобальная проблема, достаточно пару часов и ты полностью осваиваешься во всём что тебе нужно, но вот это затраченное время стоит преодолеет для дальнейшей игры. В этом может и кроется свой интерес, но как по мне это твоё "обучение" не должно быть на пробах и ошибках собственных, ещё и с заголовком на весь экран "GAME OVER" _и вот🥚такое "обучение" если можно это так назвать, с ошибками, тебя ждёт в прохождении наипрекраснейший игры The Last Express от самого Jordan Mechner'а, это папа Prince of Persia, такого самого с шипами и принцессой. Так как экспресс это детективный, мистический, квест, перепрохождение определённых моментов для него свойственно, так как с первого раза особо и не сообразишь куда идти, с кем разговаривать, где в конце концов нужно быть в определённое время _необыкновенное🥚ощущения присутствия, честно до конца не могу разобрать что это такое, с момента попадания в состав вагона, наш главный герой за кого мы играем, нажинает жить вместе с тобой. Да, не в плане проживания, а со временем в игре и что самое главное, все персонажи которые нам встретятся, делают всё тоже самое - живут, едут в поезде _от всей🥚этой симуляции жизни, ты ловишь себя в моменте что ты точно не успеешь, не дойдёшь, не поговоришь, вовремя не спрячешься и всему подобному, к приму я минут десять реального времени ждал в курилке перед вагоном рестораном, нужного мне персонажа, так как он ел! Ну чтож нам прервать его трапезу, сидел ждал, газеты читал, подслушивал разговоры всякие, не дают скучать в ожидании _это🥚прекрасно, в совокупности с использующей рисованной 2D-анимацией персонажей поверх фотографических фонов с эффектом глубины, вроде ротоскопирование называется, но не суть, тебя как игрока затягивает этот игровой процесс от которого так трудно оторваться. Как по мне изучить такую классическую видеоигру, это достойно и увлекательно https://youtu.be/KvgjzJSYtwc https://youtu.be/fwPE35AJ7FI [url=https://www.youtube.com/c/hydroquaqua] YouTube [/url] [url=https://www.twitch.tv/hydroquaqua] Twitch [/url] [url=t.me/hydroquaqua] Telegram [/url]
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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**languages with full audio support
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It is old and the controls aren't perfect, but I've never played a game like it! I was able to play to the end without major issue. This game feels less like a game, and more like an elaborate play I get to be in. I loved it!
Игра хоть и хорошо проработана, но очень скучная и сложная.
罗伯特·卡斯,你是我的超人。
The Last Express Gold Edition, developed and published by Dotemu, is a lovingly remastered version of one of the most unique and daring adventure games ever created. Originally designed by Jordan Mechner, the visionary behind Prince of Persia, the game was first released in 1997 and has since become a cult classic for its extraordinary narrative ambition and technical innovation. Set aboard the fabled Orient Express on the eve of World War I, The Last Express places you in the role of Robert Cath, an American doctor and fugitive who boards the train under mysterious circumstances. When Cath discovers his close friend murdered in his compartment, he becomes entangled in a tangled web of political intrigue, espionage, and human drama that unfolds in real time as the train speeds toward Constantinople. The Gold Edition by Dotemu preserves the brilliance of the original while refining its technical aspects for modern systems, ensuring that new audiences can experience its timeless storytelling without the friction of outdated technology. From the very beginning, The Last Express distinguishes itself through its real-time progression. Time moves forward continuously, whether you act or not, and the train’s passengers live out their routines independently of your involvement. They eat, sleep, converse, and conspire with or without you, creating an illusion of a living, breathing world that few adventure games have ever matched. Each cabin holds secrets, each conversation can be overheard, and every missed encounter can change the shape of the story. The player’s challenge lies in observation and timing—choosing where to be, whom to follow, and which conversations to eavesdrop on. Unlike conventional adventures, where puzzles halt progress until solved, The Last Express flows forward inexorably. You can rewind time to replay events, but the world remains consistent and responsive, encouraging experimentation and multiple playthroughs. This design gives the game a remarkable sense of authenticity; you are not merely playing through a script but navigating a living world that moves whether you are ready or not. Visually, The Last Express remains striking even decades later. Its art nouveau style captures the elegance of the early 20th century, while its rotoscoped animation technique gives characters a distinct, painterly quality. Every frame feels deliberate, evoking the feel of a moving graphic novel. The design of the Orient Express is meticulous and immersive—rich wood paneling, velvet curtains, and gleaming brass fixtures evoke the opulence of a bygone era. The sense of place is extraordinary, with every corridor and cabin feeling tangible and historically grounded. Dotemu’s Gold Edition preserves this aesthetic beautifully, enhancing resolution and stability while retaining the charm of the original artwork. The sound design complements the visuals perfectly. The rhythmic clatter of the train, the murmur of passengers, and the subtle shifts in ambient noise create an atmosphere of constant motion. The orchestral score and voice performances are equally strong, with a multinational cast lending authenticity to the characters. Accents, mannerisms, and languages shift naturally between English, French, Russian, and Arabic, reinforcing the game’s setting as a crossroads of cultures on the brink of war. Narratively, The Last Express stands as one of the most sophisticated adventure stories ever told in a game. Its plot weaves together romance, mystery, and political drama with an attention to detail more reminiscent of great literature or cinema than traditional gaming. Each passenger aboard the train represents a fragment of a larger historical mosaic—an aristocrat hiding a secret, a revolutionary smuggling contraband, a weary soldier questioning his loyalty, a femme fatale with unclear motives. As Robert Cath, you are both participant and outsider, uncovering layers of deception and personal tragedy as you interact with the passengers. The real-time structure means that you can never see everything in one playthrough; conversations happen simultaneously in different compartments, and choices made in one car might prevent you from witnessing events in another. This sense of partial perspective gives the narrative weight and mystery. The story’s pacing builds gradually, blending quiet reflection with bursts of danger and moral tension, ultimately culminating in an unforgettable finale that ties individual fates to the broader historical cataclysm of World War I. The writing remains exceptional, full of nuance and subtlety, and its themes—imperialism, cultural collision, and the fragility of peace—feel as relevant today as they did upon release. The Gold Edition’s technical enhancements make this experience far more accessible. The interface has been updated with smoother controls, improved save systems, and a more intuitive inventory layout. Modern resolution support ensures the artwork looks crisp on contemporary displays, while minor quality-of-life tweaks, such as fast-forwarding through scenes and a refined rewind mechanic, reduce frustration without diminishing immersion. The game now runs stably on Windows, macOS, and modern hardware, eliminating the compatibility issues that once plagued earlier versions. Despite these improvements, Dotemu wisely avoids overmodernizing; the spirit and pacing of the original remain intact. This restraint allows the Gold Edition to serve as both a faithful restoration and a functional update, bridging the gap between nostalgia and preservation. However, even in its polished form, The Last Express can feel challenging to modern audiences. Its reliance on real-time progression means that it offers little hand-holding, and players accustomed to constant guidance may find themselves lost or missing key plot points. The need to rewind and replay sections can be frustrating for those expecting a linear narrative. Some puzzles and interactions, though logical within the world, require keen observation and patience rather than overt clues. Yet these very qualities are part of what make the experience so rewarding. The game respects the player’s intelligence, trusting them to pay attention, listen carefully, and draw conclusions organically. The sense of discovery and immersion that results is rare and deeply satisfying, turning every small breakthrough into a moment of triumph. The lasting legacy of The Last Express lies in its ability to transport players not only through space but through time—both historically and emotionally. It captures the final days before a world-shattering war, when old empires, ideals, and personal dreams still lingered on borrowed time. The train itself becomes a metaphor for civilization hurtling toward an inevitable disaster, each passenger representing a nation, a belief, or a fragment of a vanishing world. It is a story told not through exposition but through movement, silence, and fleeting moments of human connection. Dotemu’s Gold Edition ensures that this masterpiece of interactive storytelling can continue to captivate audiences for years to come. For those who value narrative depth, atmosphere, and innovation, The Last Express remains one of the most remarkable journeys ever designed in gaming—a triumph of art, design, and imagination that feels as alive and relevant now as it did over twenty years ago. Rating: 8/10
💋
I love this game. The story, design style, hard but logical solutions, and historical accuracy are all plusses. It looks like a comic book but plays like a murder mystery. A bonus for any train lovers. Can be replayed for different endings. Highly recommended.
A very interesting experiment indeed! The story is very good and the art is beautiful. As a history buff, I love the fact that they chose a a period of time that is not frequently used. There are some supernatural elements though. I would have preferred a story without them but this is just a matter of taste. Now, the gameplay, it's just... ok. The movement here is like that of Myst and the puzzles and general mechanics are typical of the point and click genre. I'm not really a fan of these elements but I finished the game just for the story.
Note: I played the original version from gog on DOSBox rather than the Gold Edition. The Last Express far exceeded my expectations. I hadn't played many adventure games up to this point, but something about the premise and the graphics really intrigued me. I'm very happy I played it. My first experience with the game after setting it up was reading the introductory section of the official strategy guide. I loved how it described the environment and political temperature leading up to WWI. It was really well written and helped me connect with the world the characters are living in while I was playing the game. From there, I began my train ride and was immediately hooked by the game's presentation. The train car is beautiful and brought me back to a train trip I took a year ago with a sleeper car. The sound design for the train further heightened the environment for me. I loved how you could hear when the train was in motion or pulling into a stop. What tied everything together was the character design. The rotoscoping worked really well for me. The characters feel a touch more realistic despite the older graphics and are genuinely well designed. Having the trainmaster come down each car to announce dinner or that the train is arriving at the station really makes the train feel alive. The conductors further the immersion. I love their interactions with each other. When you steal the manifest and the older conductor chews out the younger conductor, the game really feels real. The game really does a good job of having the environment respond to your actions, and that's the major thing that kept me hooked throughout the game. The final thing I want to bring up for the overall game design is the voice acting. It's top notch and really pushes the quality bar to the top. The voice acting makes the game as exhilarating as it is. The characters feel real when you talk to them because they sound real. Nobody comes across as robotic. The scripting of characters talking to each other in their compartments or even over each other in the dining room or parlor car makes the world feel alive. Moving onto the gameplay itself, I really enjoyed this type of game, which was great having never played it before. The mystery hooked me, and I loved the real time exploration. There's something about learning the schedule of every character and planning out a route to accomplish a task that brings me joy. Knowing when a character will be gone in combination with when a conductor will be distracted makes for a rewarding experience sneaking into the absent character's car. But sometimes the carefully crafted plan doesn't work because the conductor is seemingly onto you and is diligently monitoring the car from his post. It's times like these where I had some fun with the game. I would stop and think, "Ok Trainmaster Verges is gone from his post, so if I head to the front of the train and release Anna's dog, that will distract Conductor Coudert long enough for me to sneak into Rebecca and Sophie's room." As I was releasing the dog, I noticed that the kennel looked large enough to fit a specific object, so I ran back to my car, grabbed the object, and placed it inside. Little did I know that this was actually a good move for later down the line. When that moment came, I felt so rewarded for understanding the subtle game design at play. There was only one part of the gameplay that tripped me up, and that was in Chapter 4: Munich to Vienna. To avoid spoilers, I'll simply say I got slightly stuck. If this were a game my friends were also playing, I'd probably ask one for a hint next time I saw them. However, no one else I know has ever played this game, let alone heard of it, so I turned to the strategy guide. And I actually liked that. It served its purpose to help me get unstuck, and I never relied on it again. I used to do that all the time back in the day when I was playing games. I really appreciate a well written strategy guide that can be leaned on. Aside from gameplay, I think it's worth mentioning some of the other moments of the game that gave me a smile. Drunk dancing with August Schmidt was hilarious and gave me the biggest smile. Everything George Abbot said was great. Particularly the exchange: > "Good job, old boy. Speaking of which, you didn't happen to find the dynamite, did you?" > "Dynamite? What dynamite?" > *cuts to train exploding* Absolutely hilarious. The game really nailed the dialogue. Every conversation was interesting and felt rewarding to listen to, even if it wasn't an essential part of the game and you should have probably been in another section of the train at that point in time. I also enjoyed the daily newspaper that brought the events of the outside world into the train. The multiple complete articles about various topics displayed an attention to detail by the developers that really impressed me and is indicative of the craftsmanship of the entire game. Finally, I really enjoyed the rewind mechanic. The fact that everything is playing out live means that you'll inevitably miss something happen at a moment in time when you're supposed to be there, but you're foolishly eavesdropping on Rebecca and Sophie instead. Like a well-crafted run from the campfire to the boss fight in Dark Souls, The Last Express has a certain rhythm and cadence to the execution of what the player is required to do in order to achieve success. Inevitably you mess up because of something that would be tough to know the first time around. When this happens, you rewind back to a point in time where you can still accomplish your goals, and you try a new strategy. I found it fun to revisit my steps and discover what misstep I took. Once you placed all of the pieces correctly together and orchestrated the successful ending to a chapter, all of the rewinds and experimentation felt truly rewarding. There were only two things about the game that I was slightly disappointed in. The first is no fault of the game and purely my own hope coming into the game. As a Greek speaker, I was really hoping the game would have someone that could speak Greek on the way to Constantinople that I would have an extra edge in understanding. Unfortunately that wasn't the case, but it's understandable in the context of all the characters. The other disappointment was based on the one thing I knew about the game based on trailer footage I saw before playing. It showed Conductor Mertens juggling three of his heads. I absolutely loved that! Unfortunately I never saw that in game. I imagine it took place during a dream. I loved how the dreams dipped their toes into surrealism with events such as the head juggling, but I wish it took it a step further. I would love more fleshed out, surrealist dream sequences that become very psychedelic and trippy. However, that's more because I really enjoy surrealist ideas and art. Something about an unexplained yet bizarre side of a story really does something for me. All that to say, that's not really a knock against the game itself. Just something that would have increased my enjoyment of the game slightly more. The Last Express is clearly a labor of love, and its attention to detail in the construction of its world is beautiful. I'm almost a touch melancholic that there isn't a sequel. As a fan of the history around WWI and WWII, I want to continue exploring these more personalized stories that navigate the war. It falls in line with movies such as Indiana Jones that scratch an itch for me with fictionalized events set during real events. There's also something I really enjoy about a journey. Whether that's an epic such as The Lord of the Rings (which I read the first book of on a sleeper train) or the smaller scale journey we experience in The Last Express, I love the feeling of arriving at the final destination and being able to look back at every step along the journey.
很有时代风味 画面超屏/分辨率问题或可通过本地文件-属性-兼容性-更改高DPI设置-勾选新页面卡的两个选项-应用来解决
Players by region
Where this game's players are, estimated from review languages.
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