
A pixel game that contains some puzzles. It tells a story about five strangers who were trapped on a mysterious train.
Modeled estimate, not a reported figure. How we estimate →
Media

About
The protagonist——You, a white-haired man claiming to be an examiner.
Schoolgirl——HAYANO Risa, a quiet black-haired student who always has a book in her hands.
Boy——Clarence, a young detective from Europe, who actively investigates the train.
Nun——Milla, a pious sister who never seizes to be kind and optimistic.
Noble——Rafael Adelaide, a tall, blond man in an exquisite suit, who is untamed and demanding.
White-collar——Lingshan Yang , a professionally dressed red-haired woman with a clear-cut style.Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
good
剧情简介: 五位身份各异、年龄不同并素不相识的人,被困在一辆开向未知目的地的神秘火车上。 主角——德欧特,一名青年银发男性,自称为优选师 女学生——早野理沙,一名黑发中学女生,总是拿着一本书在阅读,较为沉默寡言 少年——克拉伦斯,一名来自欧洲自称侦探的小男孩,总是积极的去调查神秘的火车 修女——米拉,一名虔诚的修女姐姐,总是表达出善意与热情 贵族——拉斐尔,一名身高较高的金发男子,身着华丽的服饰,性格桀骜不驯 白领——杨凌珊,一名拥有红色头发的上班族,穿着职业制服,举止干净利落 主要特色: 整个剧情流程至少需要六个小时(不包含解密时间) 剧情结构为单线流程,不需要多周目 完全为剧情量身打造的原创BGM 所有关键节点都会自动保存进度 包含大量对白内容,少量推理以及一些谜题关卡 包含惊悚、悬疑、超现实要素 谜题难度较大 部分场景较为阴暗 后续还有续作 玩家QQ群:150768489 作者新浪微博:@泡泡爱游戏 系统需求 最低配置: 操作系统: Windows XP及以上 处理器: 2010年以后的CPU都可以 内存: 1 GB RAM 显卡: 2010年以后的显卡都可以,集显也可以 DirectX 版本: 9.0 存储空间: 需要 500 MB 可用空间
😡😡😡😡😡😡😡
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
印象最深的一款rpg游戏,剧情很棒,人物刻画也很生动,稍微有些惊悚,很不错
首先本作作为我玩的第一款“恐怖悬疑解谜游戏”我认为还是值得给一个好评的,剧情前半段确实十分引人入胜,但是美中不足的地方也有不少,尤其是后半段,以下是我的一些拙见(以下内容皆为剧透) 首先在开头白毛的死确实让我感觉有一种悬疑内味了,想着这几个人当中究竟谁是凶手,可是剧情推进之后却告诉我根本没有凶手,全是车上几个人的相互猜疑,所谓的推理最终也只是将他们的猜疑解除了,意思就是说没有凶手,一切都是被设计好的,他们只能听天由命,结局不能由自己改变。然后结局也很匪夷所思,他们的火车开进一个紫色大圆圈然后就重新回到正常生活了,好像这一切没发生过一样,之后白毛(死神)又动用了时间回溯的力量,并且对结果不满意,意思就是想看他们因为相互猜疑而自相残杀呗,看到这我直接??为什么要让他们自相残杀,而“优选师”到底是优选什么呢,难道是优选出他们自相残杀后的胜者获得死神的赏识或是因为他的罪恶送往地狱吗,然鹅结局并没有明确,只告诉我们白毛是死神,而他想要的是什么呢?他的工作到底是什么呢?他口中的“她”又是什么呢?总之,我认为本作的后半段是有那么一点崩盘了,至少在海底的时候还能给我一点压迫感,但是到了天空的时候,我就觉得剧情比起前半段差太多了,就是直截了当地告诉你,这辆车上根本不存在凶手与主谋,全是车上的几个人的相互猜忌通过蝴蝶效应引发出更多玄乎的事,由此显现出人性的丑陋,这就是全部吗?我觉得不应该。我觉得这部作品一定是还没有结束的,包括车上的每个人在上车前的故事,白毛作为死神选中他们坐上火车的目的等等,都是没有讲明白的,因此这部作品一定不应该就此结束。这部作品从发布至今已经四年了,游玩这部作品之后,我还是非常期待后续的,这部作品的设定和人物对我这种没玩过多少悬疑解密游戏的人来说十分新颖,美术与BGM都非常精良,至于画谜对我来说确实是比较阴间,导致我不得不多次翻阅攻略,但是创意还是到位的,因此我还是保持着很高的期待值,希望之后作者能给我们讲述更为精彩的故事吧。
希望增加重新开始的功能,不然每次长时间没打开就会忘了自己要干什么
Tren0 is a quietly unsettling narrative-driven experience that places atmosphere and psychological tension far above spectacle or mechanical complexity. Developed by Bubble and published by INDIECN, the game unfolds almost entirely within the confined space of a mysterious train that seems to exist outside normal time and logic. From the opening moments, Tren0 establishes an uneasy mood, presenting the player with a strange cast of characters and an unclear objective, encouraging curiosity and discomfort in equal measure. Rather than offering immediate answers or overt exposition, the game invites players to slowly piece together meaning through observation, dialogue, and implication. The narrative is the clear focal point, driven by interactions between a small but distinct group of passengers. Each character carries a strong personality and a sense of hidden depth, revealed gradually through conversation and subtle behavioral cues. The player takes on the role of an enigmatic examiner figure, whose purpose aboard the train is never fully explained upfront. Conversations often feel loaded with subtext, and seemingly mundane exchanges can hint at deeper themes of judgment, guilt, morality, and identity. The confined setting amplifies this effect, as there is no escape from the characters or their unresolved tensions, creating a persistent feeling that every interaction matters. Gameplay is built around exploration and puzzle-solving rather than action. The train itself functions as both a physical space and a narrative device, with different compartments unlocking as the story progresses. Puzzles are generally logic-based or context-driven, requiring players to pay close attention to dialogue, environmental details, and narrative clues. Some challenges are intentionally opaque, demanding patience and careful reasoning rather than trial-and-error experimentation. While this approach can feel deeply rewarding when a solution clicks, it can also slow the pacing, particularly for players who prefer clearer guidance or more mechanically varied gameplay. Visually, Tren0 embraces a minimalist pixel-art style that prioritizes mood over detail. Characters and environments are simple, yet deliberately composed to convey emotion and tension through framing and lighting. The lack of visual excess allows players to focus on the writing and atmosphere, though it may come across as sparse or dated to those expecting modern presentation standards. This restrained aesthetic is complemented by an evocative soundtrack that plays a significant role in shaping the game’s emotional tone. The music subtly shifts with narrative beats, reinforcing moments of unease, introspection, or revelation without overwhelming the experience. Pacing is measured and deliberate, with the game favoring a slow-burn structure that gradually escalates its psychological stakes. Tren0 is not a long game, but it makes effective use of its runtime by maintaining narrative momentum and consistently raising questions about the nature of the train and its passengers. Rather than delivering clear resolutions at every turn, it often leaves interpretations open-ended, encouraging players to reflect on the meaning of events even after the game concludes. This ambiguity is a defining trait, and while it enhances the game’s thematic depth, it may frustrate players seeking definitive answers or traditional narrative closure. Overall, Tren0 stands out as a thoughtful and introspective indie title that values storytelling, mood, and thematic resonance over mechanical breadth. Its strength lies in its ability to create a sense of unease and curiosity through limited means, using dialogue, atmosphere, and symbolism to leave a lasting impression. While its slow pace, challenging puzzles, and minimalist presentation may not appeal to everyone, players drawn to surreal narratives and psychological mystery will find Tren0 to be a compelling and memorable journey — one that lingers in the mind long after the train reaches its destination. Rating: 7/10
自动保存进度?
感觉有一部分为了难而难 有意刁难
20年年初玩的,至今常常会想到这个游戏给我带来的心理阴影 尽管作者团队就几个人,不多,做到这个程度非常不容易,但它仍然是我玩过的游戏里面,可以被分类为“粪作”的游戏之一 游戏似乎有多结局,但当我完成了其中一个结局,得知了真相后,就再也不想打开这个游戏了,彩蛋?后续?我一点也不想知道,因为这个真相给我的感觉就足以表明这个游戏剧本之烂,哪怕给了我能读心的道具,我也不想再重玩一遍 我打出的结局是1号好结局:[spoiler] 本来已经变成尸体的德欧特(银发青年)在片尾字幕播完后,突然跳出来说自己是超越人类的存在,自杀是为了做实验看这堆人类会作出什么反应,主要是为了探查人类的劣根性。这一句话就将前面所有推理剧情全盘否定了 [/spoiler] 如果这个结局拟人化,它将会说:“哈哈哈哈!傻了吧?你之前所做的努力,写下的笔记,统统都不重要,你所耗费的脑细胞,都被我扔进马桶里,一键统统冲走啦!开不开心?你想知道这个马桶的水管通向哪里吗?那里是最终的真相哦!但是水管还没建好,等建好了再钻进来看一下吧!” 你觉得我还会去当这个冤大头吗?何况已经七年了,人呢?续作呢?Q群里也就三百个人,活跃用户1%,现在看作者嘴硬回复差评的那一大段文字,就像是臭水沟里叼着画笔的老鼠,假装自己多么有艺术成分:我笑他人看不穿。实际上愚蠢、自大、傲慢! 结局借用游戏角色的嘴,暗示背后的故事一点也不简单,回到最初的时间点,试图让我多玩一次,实际上我是一点重新玩的欲望都没有 现在回头想起来,如果说团队要讲的是一个关于人性的故事的话,我觉得这个剧本方向是错的,完全错得一塌糊涂 [spoiler] 最终结局看到许多辆列车开往同一个方向(终点),估计各个车厢里都有着和主角团相似的人,他们也有着和主角团相似的经历,因为在互相猜疑谁是凶手,或许有的车厢内已经爆发了争斗,甚至互相残杀,而我们主角团虽然一直在互相怀疑,斗嘴,但也没有谁说要杀死谁,这是好事。 [/spoiler] 这应该是作者想表达的故事,但作者不从各个角色的角度切入去把故事讲好,偏偏要加入解谜和推理元素,主角在各个角色之间问话、送礼、寻找证据,中间穿插一些悬疑感,好像揭开这些谜题就是玩家的任务,但不是,玩家实际上只需要享受这个游戏的过程就可以了。所以当玩家扮演一名“小侦探”贯穿整个游戏到结局的时候,体验就会瞬间产生割裂,有一种“被耍了”的感觉,于是玩家想骂人,却被游戏简介里的“一辆神秘火车上发生的故事”和介绍里的“超现实要素”给堵住了嘴:“这可是你自己没看清楚,自己误解了,可不能怪我们” 的确,当时年龄比极小,不懂得享受游戏的过程,或许现在重新玩一遍会有不一样的感悟和思考,但不管怎么看,这个游戏都是披着推理解谜的皮,行恶心玩家之实,游戏简介:“《Tren0》是一款像素风的恐怖悬疑解谜游戏,讲述五位素不相识的陌生人一同被困在一辆神秘火车上发生的故事。”乍一看讲的就是悬疑故事,中间需要推理,最终得到真相的故事,但实际上是“包含了推理解谜元素的超自然悬疑故事”因为是“超自然”所以可以“不合理”,因为是“故事”,所以可以完全虚构,推理解谜元素你就说有没有吧,那些画作小游戏,统统都是解谜,你就说有没有吧! 而“超现实要素”这几个字,简简单单被放在游戏的主要特色介绍里,万一一个漏看,或是以为不重要,就入了作者的套了,实际上超级重要,这几个字能让任何剧情在背后有无数种可能的解释,因为是“超现实要素”,按常理推理当然是不可能的想到的啦!欸嘿~ (摔!)什么东西啊! 因为是“超现实要素”,所以剧本写到一半不知道怎么写下去了,就可以把锅推给“超现实要素”,来一个史诗终极大反转 男的可以变成女的,白的可以变成黑的,死的可以变成活的!我就问你怕不怕!而且没解释清楚的事情,还要统统放在不一定有的续作上,拉满玩家的期待然后全体消失七年!好一个欲擒故纵,就这水平还想做游戏赚钱呢,真是失败,大失败! 当然,优点也不是没有,就那些解谜小游戏,我觉得都挺不错的,还不如直接做解谜游戏合集呢,这样的“超自然”故事,我这种不仔细看简介的笨蛋玩家可看不懂
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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