

Railroads Online
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.


01About Railroads Online
Plan a rail network, drive steam locomotives across an open landscape, and deliver goods to grow your railroad company. The Steam PC version supports single-player and online co-op for up to 16 players. English is supported as an interface language. 75%% of 5,434 Steam player reviews are positive.
Credits
Lowest recorded in 36 months
$5.502026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
| French | Yes | Yes | — |
Show 9 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Polish | Yes | Yes | — |
| Portuguese | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
Steam PC edition data · 2026-10-26
02Before you buy
Play modes
The game supports single-player, multiplayer and co-op; online sessions can include up to 16 players.
Languages
Steam PC interface text is supported in 12 languages, including English. Full audio is not specified for these languages.
03Frequently asked questions
What do you do in Railroads Online?
Build tracks, stations and other infrastructure, drive steam locomotives, and deliver goods to earn money.
Can I play with friends?
Yes. Online co-op supports up to 16 players, including you and as many as 15 friends.
Which maps are included in the description?
You build and operate your own rail network across an open landscape.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Edit: Spacing Usually hesitant to write early access reviews, but despite the bugs this game is feature complete enough to recommend. Pros: Acceptable First Person Track Laying Functioning Multiplayer No currently missing core gameplay mechanics whose absence interrupt the gameplay loop So far, very regularly updated Is not just for rail enthusiasts, it is also a fun party game imo. Cons: Very early access Arguably incomplete locomotive interaction Some inconsistent gameplay experience between Host and Client Players Inconvenient Realism, such as having to load multiple cargo units per car, and waiting for a long animation to play each time. Just the act of loading trains is a much greater time sink than actually running the trains on mainline runs Unfortunately, due to no ingame tutorial and a high initial skill curve, players have had significantly disparate gameplay experiences, and some reviews reflect this. Here are some tips for getting started: 1. Join the Discord, links are available elsewhere. Almost any question you have, as well as convenient video tutorials can be found/answered here, and is also the best (and technically only, due to a lack of ingame chat) to find people to play with and communicate with them. 2. Do not fire your porter until you have laid track to the logging camp. Then you can make money by delivering logs to the Freight depot. As long as you have your first Porter locomotive and log car, it is OK to go into debt chopping trees. 3. Use groundwork, do not lay track directly on ground. 4. Adjusting roadbed and track curve angles is very good for getting consistent and stable curves, but be wary of making them too tight. Road locomotives can comfortably maneuver around 15' curves in my experience. 5. Currently all players that wish to join the same session must have their Steam download region set the same. 6. Every Player starts out with 2k at level 1. This limits them to buying log cars, so if you do have friends to play with, spend their money before having them join your company. You can have them join your company via TAB, and verify in the P character menu. All money and XP will go to the company chairman. 7. Some locomotives are currently bugged, as of the writing of this review. The Heisler, for example, has incorrect values that result in significant wheelslip at high throttle. I have not personally tested this. 8. The rolling stock use link and pin couplers. A link cannot be added to a piece of rolling stock if it is too close to another piece of rolling stock. 9. Save often 10. There is currently nothing to telegraph whether or not firewood has actually entered the firebox until it has heated. However, if you enter the UI control mode (F key), you can see the current amount of Fuel. For example, the Porter can hold 50 units of fuel, or 5 logs. The Cooke Mogul can hold 100 units of fuel, or 10 logs. Use this to verify that they went in until you can consistently find the sweet spots to throw logs in, or they update fueling to be less painful. 11. 4% grade is comfortable, 6% is probably pushing it. 12. Sometimes consists that were coupled before exiting the game will become uncoupled after reloading the save. I recommend at least setting the handbrakes on each of the end cars to prevent runaways. This game is fun, and makes for a rewarding gameplay experience for casual players and railfans alike, and still has a lot of room to grow.Show moreShow less
[Addendum: the developer or a hired moderator of the game's steam page has banned former team members including myself and others from steam discussion of what's been happening, but they cannot stop me from updating my review to relay as comprehensive and thorough of an explanation of what happened with this game from an inside perspective.] Good lord, where do I begin... Railroads Online was initially promised as a free update and engine port to the former game, American Railroads: Summit River & Pine Valley, but the lead developer, Keume, who is the sole person with code access and the sole receiver of any revenue from this game, pulled the rug out and made it a new, full-priced game, resulting in justified discontent of the community and thus leaving ARR to become abandonware. Since then, the lead developer's lack of railroading knowledge, communication, project management skills, and coding ability has made any attempt by unpaid volunteer teams to aid in the completion of the game untenable, and modelers' content becomes distorted as they have no agency in the lead's implementation on the increasingly rare occasions when it does make it into the game. There have been three community managers, all of which have now resigned, which had to face the same issue: the lead dev cannot maintain proper communication with them or provide concrete information about the game's direction or progress, and thus anything they approve for the Community Manager to share with the community becomes contradicted or unable to be followed up on, and the CM, inevitably and unfairly, has to take flack for it. Models originally intended to be in the base game, following plans he had previously approved by the lead dev and later rescinded, were threatened with being cut from the game and having to be added via steam workshop only instead of official internal content. Features the community had requested for months including tunnels, were developed on the side by team members, demonstrated as fully viable, and offered ready-to-go for full implementation but were dismissed. New maps based on real 3' railroading locations, realistic firing and steam sims, new industry chains, a full tech tree of locomotives and rolling stock, etc., were also worked on and planned, but were also snubbed. It took months of the team pressuring the lead dev just to get realistic tractive effort implemented. We attempted to schedule meetings with Keume to try to get him to commit to the direction of the game, to establish a roadmap of what players could expect, and on what time scale. In the first roadmap meeting, he did not show up. In the second roadmap meeting, he could not commit to any concrete details about the game. This was to become a recurring pattern that did not change over the course of development. Features initially planned for full release were pushed off to post-1.0 release and then never spoken of again. Since then, the game has been stuck in development purgatory for over six months for the "spline update," a complete rewrite which not only removes all physics interactions, but also is worse optimized than the prior track system and full of more bugs than a rotten log, despite many people trying to explain to the lead dev that the new splines will not fix the multiplayer stability issues it claims to fix and that the old splines could be optimized to improve performance far beyond where the game is heading. Since the first team's mass exodus, a second team has tried and failed to steer the lead dev onto a better path like the team before it, but features have only continued to go downhill or be removed as the new team realizes that the lead dev will not accept help when and where he desperately needs it. The game then was subject to an internal conflict with a co-developer, who tried to disparage a former community manager and leaked private conversations with them, and that community manager was forced to resign after mistreatment. The game's discord server was purged of any mention of the unprofessional and inappropriate behavior and is now on lockdown with most channels deleted or hidden. For what it's worth, said co-developer has also now left the project, citing frustration with Keume's mismanagement of the project, and ultimately the game appears to be back down to a single developer, which is effectively how it always functions regardless of who is on the team, as those teams ultimately are given no ability to help keume fix the many broken aspects of the game which seem to worsen with every update. Video and screenshots of the internal build (referred to as the "dev branch") have shown the extent of the spline update's issues, from trains clipping into each other, deviating from track in bizarre and unpredictable ways, and other severe issues that show the update, which has taken six months so far, will likely require at minimum another six months to fix, assuming any semblance of competency. Former team members have spoken out about this and been promptly banned from the server or have also left the server in protest. I have uninstalled the game as i and others have lost faith in its development, especially after this most recent fiasco. My time there was brief compared to the many other team members who also fought hard for the game to reach the full potential it could have had, but regardless, it pains me to say that your best course of action is to avoid this game entirely. If it is ever completed--a monumental, herculean if--it will not be what people aspired it to be, nor even what it claims to be on Steam. For a game advertised as a "realistic railroad physics simulation," There is no semblance of realism, physics, or simulation, and if things continue to regress, the railroads may be bound for scrap as well.Show moreShow less
Vid of opening hours... https://youtu.be/XR0ePZMvMZ4 ---------- Don't be confused by the negative reviews. They're from people expecting this to be some sort of hand holding game that they likely did very little research about. Just because you don't understand something, doesn't make it wrong/bad. That out of the way, this is a great start to a fun game. Not much different mechanics wise to the last game of theirs "American Railroads" except for a new map, game engine switch to Unreal and the addition of multiplayer which no new age train simulator have managed to do yet. This is a narrow gauge railroad simulator where you must survey, clear land and lay track (which may sound like a lot but once you get it done it feels rewarding) to build roads via various industries such as oil, timber, coal etc and sell them for profit. What does profit reward you with? The chance to buy some of the nicest steam locomotives on a scale like none other when it come to train simulators - as well as rolling stock. Make the $$$ and you'll have access to the... * 0-4-2 * Climax * Heisler * 4-4-0 * 2-6-0 * 2-8-0 In terms of a tutorial there really isn't one sadly, you just gotta kinda figure it out. There are videos explaining things as such (like in my vid above to a degree) and the developers series of videos which you can find on their discord. It does have a few bugs here and there and some of the controls can be wonky but they are obviously committed to this game as there've been possibly 2 hotfixes already within 48 hrs of release. It's a group of maybe 8 guys that made this basically in their spare time while attending college and careers - this isn't some massive company like Dovetail Games so things may take time to manifest (not that DTG is any diff, whats their excuse? lol) These developers play and enjoy their creation it seems so they want it to be the best it can be with whats on hand. The play time in this is limitless, just have a little willpower and creativity and you can do whatever the heck you want with it. There's also the advent of mod support being worked into the game at some point (which again other modern massive train sim devs can and won't offer) A promising start to a fun little train sim (and yes SIM. There are actual physics at work here unlike other train sims) The loco and rolling stock are beautiful and have great sound. You've actually gotta fire the boiler, manually couple cars... the whole 9 yards. ***At the current time i'd say a 7.5/10*** As for there are alot of little bugs need ironing out, the view from your character especially in the loco can be a bit obtuse at times, I wish they'd have given us more than $1000 to start out with and I'd like some sort of survey/stake/flags for plotting out routes (I've gotten lost in the woods like 5 times now)Show moreShow less
[Addendum: the developer or a hired moderator of the game's steam page has banned former team members including myself and others from steam discussion of what's been happening, but they cannot stop me from updating my review to relay as comprehensive and thorough of an explanation of what happened with this game from an inside perspective.] Good lord, where do I begin... Railroads Online was initially promised as a free update and engine port to the former game, American Railroads: Summit River & Pine Valley, but the lead developer, Keume, who is the sole person with code access and the sole receiver of any revenue from this game, pulled the rug out and made it a new, full-priced game, resulting in justified discontent of the community and thus leaving ARR to become abandonware. Since then, the lead developer's lack of railroading knowledge, communication, project management skills, and coding ability has made any attempt by unpaid volunteer teams to aid in the completion of the game untenable, and modelers' content becomes distorted as they have no agency in the lead's implementation on the increasingly rare occasions when it does make it into the game. There have been three community managers, all of which have now resigned, which had to face the same issue: the lead dev cannot maintain proper communication with them or provide concrete information about the game's direction or progress, and thus anything they approve for the Community Manager to share with the community becomes contradicted or unable to be followed up on, and the CM, inevitably and unfairly, has to take flack for it. Models originally intended to be in the base game, following plans he had previously approved by the lead dev and later rescinded, were threatened with being cut from the game and having to be added via steam workshop only instead of official internal content. Features the community had requested for months including tunnels, were developed on the side by team members, demonstrated as fully viable, and offered ready-to-go for full implementation but were dismissed. New maps based on real 3' railroading locations, realistic firing and steam sims, new industry chains, a full tech tree of locomotives and rolling stock, etc., were also worked on and planned, but were also snubbed. It took months of the team pressuring the lead dev just to get realistic tractive effort implemented. We attempted to schedule meetings with Keume to try to get him to commit to the direction of the game, to establish a roadmap of what players could expect, and on what time scale. In the first roadmap meeting, he did not show up. In the second roadmap meeting, he could not commit to any concrete details about the game. This was to become a recurring pattern that did not change over the course of development. Features initially planned for full release were pushed off to post-1.0 release and then never spoken of again. Since then, the game has been stuck in development purgatory for over six months for the "spline update," a complete rewrite which not only removes all physics interactions, but also is worse optimized than the prior track system and full of more bugs than a rotten log, despite many people trying to explain to the lead dev that the new splines will not fix the multiplayer stability issues it claims to fix and that the old splines could be optimized to improve performance far beyond where the game is heading. Since the first team's mass exodus, a second team has tried and failed to steer the lead dev onto a better path like the team before it, but features have only continued to go downhill or be removed as the new team realizes that the lead dev will not accept help when and where he desperately needs it. The game then was subject to an internal conflict with a co-developer, who tried to disparage a former community manager and leaked private conversations with them, and that community manager was forced to resign after mistreatment. The game's discord server was purged of any mention of the unprofessional and inappropriate behavior and is now on lockdown with most channels deleted or hidden. For what it's worth, said co-developer has also now left the project, citing frustration with Keume's mismanagement of the project, and ultimately the game appears to be back down to a single developer, which is effectively how it always functions regardless of who is on the team, as those teams ultimately are given no ability to help keume fix the many broken aspects of the game which seem to worsen with every update. Video and screenshots of the internal build (referred to as the "dev branch") have shown the extent of the spline update's issues, from trains clipping into each other, deviating from track in bizarre and unpredictable ways, and other severe issues that show the update, which has taken six months so far, will likely require at minimum another six months to fix, assuming any semblance of competency. Former team members have spoken out about this and been promptly banned from the server or have also left the server in protest. I have uninstalled the game as i and others have lost faith in its development, especially after this most recent fiasco. My time there was brief compared to the many other team members who also fought hard for the game to reach the full potential it could have had, but regardless, it pains me to say that your best course of action is to avoid this game entirely. If it is ever completed--a monumental, herculean if--it will not be what people aspired it to be, nor even what it claims to be on Steam. For a game advertised as a "realistic railroad physics simulation," There is no semblance of realism, physics, or simulation, and if things continue to regress, the railroads may be bound for scrap as well.Show moreShow less
sub to hyce on youtubeShow moreShow less
This game started off with what looked like it would be a very promising game which combined building the map in first person, then running trains in first person, and then also a basic tycoon aspect to give a reason to run the trains. These three key factors no other train game has in a single package. The game's playability peaked at the early March main branch release where it was the closest to its original description, and had the least amount of bugs. As the first line of the store page description says, "Open world, physics based railroad simulation." The game did fit this description at launch and up to a short time ago. Now however, it is very much moving away from this description. Open world: The map is 3.4km x 4km buildable area. Physics Based: Future updates will remove all game physics in favour of an actor following a spline (and doing that badly). Simulation: At release it was a loose simulation, what is coming will turn it into a full arcade. The changes that are being worked on currently in the dev branch do not match what the game says it is on the steam store. Have I enjoyed playing Railroads Online? Very much !!, which shows from my played hours, and from the fact I made in depth tutorials to help others play the game too. What is in the beta branch, and what is coming from the dev branch, this is not enjoyable. There is a reason that most of the volunteer development team walked out on this game and its because the creator was taking the game in a direction they did not agree with, and which was different to the original game that the creator had described. To add insult to injury, if you from the player base voiced your concerns over the future direction of this game, you get banned from the public spaces of this game (like I am now). This has now extended to the point that there is so much negative feedback from the player base that the official discord has been locked down to hide the fact the players are unhappy. As the only dev is not interested in getting back on the rails with the development of this game, and back to what he originally told his customers he was making, so, because of this I would have to recommend you give this game a miss. What is coming in the game is certainly not worth the high ticket price for admission. Current value: ~$5 Take careful note of clause (c) of the EULA which says its against the licence agreement to even start the software as the software requires a network to function.Show moreShow less
Long and short: Stay with "Derail Valley" for now. "Railroads -Online-!" and "Derail Valley" are in a sub genre of train sims that contain very few of their ilk. Most train simulation games work on the over head layout concept, if you can build tracks, you build from an over head god view of terrain. If you drive the train, you are locked into a single position in the cab. "Railroads -Online-!" goes for a first person perspective. The player exists as it's own entity, not tied down to a single point or train in the world and unable to see the world from any position other than their own. No god view, no snapping from point to point. This gives a unique feel to the game, really putting the player into the feel of the world and actually running a locomotive. The vehicles in game are well detailed, and have excellent physics, beating out "Derail Valley" easily. Simulation wise however they have a long way to go if they want to compete. The ability to actually lay tracks, to modify the world from the first person perspective is something that "Derail Valley" certainly doesn't offer as well and is the main selling point of the game... Adding on a planned up to 64 people in a server is really a cherry on top of the cake move. The dream of rolling down a steep mountain curve and stopping at a junction to let another player driven train go by or coordinating with a team of players to lay a line out to a new factory is a day dream train simmers have had since the early days of "Trainz" or "Microsoft Train Simulator". Is it fun? Yes! Does it stay fun? No. Not at all. This is a one man programmed game, and function leaves form dead and bleeding in a dark alley way. All controls are done with swiping the mouse left or right, up and down. Now think about that. To move a lever, I have to swipe the mouse left. If I'm facing it at an angle the direction I FEEL like I should be moving the mouse doesn't match up with the direction I actually need to swipe the mouse. It's incredibly counter intuitive. Add in the starting locomotive is tiny, the controls often block each other, quickly needing to stop the train becomes impossible as you have to fumble for the right angle and swipe to get the needed control moving. The mouse scheme boggles the mine. I get the feeling that this game was envisioned as a VR game, where the controls would transition from mouse movements to hand movements, but I haven't seen a mention of it. Even if it is planned, most people don't run VR, they need more conventional controls. I have a CH quadrant throttle just begging to be used sitting on my desk. No mention of controller mapping. Now the developer did add a slider control panel at the last second for launch, and with it you can control all the leavers in the train. However the slider position doesn't register until you release the mouse making gradual changes in throttle, reversal, brakes, even the whistle impossible. Track laying is basic at best. The game map doesn't show the players tracks, or buildings, there is no way to notate on the map to leave notes or fill in tracks yourself. Attaching rail-beds to each other are a total exercise in frustration, as they don't snap to each other, getting them to line up properly, or even stay at the same height as the one you are trying to continue is hair pulling at best. As well are the controls for laying track being counter intuitive and clumsy. What about the simulation aspect? The physics are nailed! The cars and trains act the way you expect them too and what happens in the world while driving makes sense. However in the name of accessibility train functions are paired down. You either have water in the train or you don't. There is no pressure management, no way to visually tell if the fire needs tending, and no way to dump water or steam. I can kind of understand that, but this is a multiplayer game! Give firemen something to do! While realism is a valid concern for driving away players, I'd wager players afraid of realism and learning aren't going to be playing this game anyway. Give the game an easy mode, but the core player base is going to demand realism and simulation. That's the group that's going to play the game, and they need to be acknowledged. In summation: The concept is something train heads have wanted for a long, long time. The execution is tedious and frustrating. The game needs someone dedicated to polish and user accessibility, and finally it needs to decide what kind of game it is and not tread a middle ground. If like me, this is a dream game for you... ok, give it a look. If not, wishlist it and check on it in a year or two.Show moreShow less
TL;DR;: Shallow gameplay, eye candy asset collection, very poor performance, shoddy developer. EULA prohibits even starting the game! The long: I bought into this mess a few weeks after it went into Early Access. The concept of having a world where you can build your own railway network is inviting to say the least. But, the implementation leaves a lot to be desired. As a former 3rd party tool developer for this game, I gained unique insights into how at least some of the game has been implemented. This also allowed me to find several severe issues with the game's design, which were reported but went ignored for months before the bugs were finally fixed. Stefan Kelnberger (the ONLY developer on RO), known as keume on Discord, had implemented user profiles using their Steam display name as the reference for synchronizing profiles when joining games. This caused profiles to become desynchronized whenever they changed their Steam display name. This is a mistake beginner developers make, when they can not be bothered to do the proper research on exactly how user profiles in a multi-user setup should be handled. It is easy to find a guide that outlines the problems with user profiles and how to easily fix these issues. This desynch issue was being reported frequently but nothing was really done to address the issue. I reported the issue as well but also included technical instructions on how to fix this problem. Still, it took months before this was fixed. At a later date, Stefan Kelnberger decided to rewrite how the tracks are handled, which left us with no information and no updates for 6 months straight. When it was finally rolled out, it failed miserably (there are videos on YouTube show-casing all the issues), the new system performed worse and another bug was also introduced which caused the save files to expand in size, exponentially with the amount of track being placed in the world. Again, I found the issue through my work on the save files and reported the issue directly to Stefan Kelnberger in a private message over discord. He acknowledged the issue but did nothing. It wasn't until months later, when I outright provoked keume on the Steam discussions that he finally fixed the problem. In his response he stated that he didn't track bugs and issues - something the community was heavily suspecting already; this just confirmed it - from the horse's mouth. The community behind Railroads Online, has been through two major dumpster fires, with mass-exodus of people, the first group of staffers that left are now building a competing game (go buy that instead of this!). The second group of staffers are now more of less blacklisted on the official RO discord, simply because they used to be in the ranks. The current set of people in the staffing ranks on the official RO discord, all consider any and all feedback and/or constructive criticism as toxic and consistently deletes the posts and bans people, regardless whether there is merrit to their feedback and/or bug reports or not. Issues/bugs that are allowed to stay posted are responded to with the message that you are using it wrong. The official opinion is that the game has no bugs, despite the game falling on it's ass consistently, even with high-end equipment. Fatal crashes are now frequent with the game. The current group of people staffing the official RO discord, led by Goku, are frequently trying to rewrite the history of the RO community. Those who oppose these attempts at rewriting history by providing true facts, are banned and silenced from said discord server. Since the last exodus I have maintained a ZIP file of discord message screenshots from that event and made this ZIP file available to anyone who wants the truth about what happened. For reference, this is my hardware: AMD Ryzen 9 5900X (12-core) Asus Prime X570-P motherboard 32Gb pysical RAM installed 2 x 1Tb M2.Nve SSD drives (OS on one, Games drive on the other) Nvidia 3070 TUF Ti (8Gb) 3 monitors; 2 x HD + 1 x 2k (primary gaming screen, i.e. gaming in 2k) Since the game was migrated to Unreal Engine 5x, I am no longer able to run the game on the above hardware. The game fills the physical memory on my graphics card to the point of hard-crashing the game and my desktop, often requiring a full system reboot to recover. There is no management of VRAM in the game, nor does the game make use of LOD for terrain and models. All objects are loaded into memory when a world is loaded, meaning all models and textures are dumped onto the graphics card with no regard for the amount of physical memory available on the graphics card. I have heard from others that the game these days will happily consume up to 11Gb of VRAM on the graphics card - way past the limits of my graphics card. No wonder it crashes. -IF- I can get the game to start and load a world, I am hard pressed to get more than 20-30 frames per second on my hardware and even then all the fans in my case sound like it's time for take-off. Stefan Kelnberger has consistently since the release into Early Access and up to the writing of this review, only focused on adding more eye candy. Those responsible for public communication, including the official videos being put out through RO's YouTube channel, frequently use misdirection tactics to redirect focus and attention onto new eye candy that they are adding to the game and away from bugs, issues and crashes. While the patch notes at times reflect bugs/issues being fixed, this is more a sham than reality, mostly because the same bugs appear again and again. There are bugs in the game that have existed since release into Early Access and still exist to this day, unfixed, unattended. Railroads Online (keep the "Online" in mind) is intended to be a multiplayer game, however the multiplayer aspect of the game is so horrendous that it is borderline unplayable. Even on high bandwidth internet connections (I'm on a fibre 1000/1000) with low latencies, the vehicles will still popcorn and bounce around. Before I forget, I strong suggest that you read the EULA for the game before you consider buying it. According to the EULA, you will violate the EULA just by starting the game (see "C" of the EULA), as the game requires an internet connection just to start. Running the game on any network is prohibited. My question then is: how can it be Railroads "Online" when we are forbidden running the game on any network? I guess given how poorly the game performs in multiplayer it doesn't really matter that much. Astragon was brought in to help publish the game and run the community. We heard from astragon staff for a few months and then they went silent. Sandy has since been added to the "team" and is doing the best Sandy can do with what little information is made available, internally. There is a distinct disconnect between Stefan Kelnberger, the people on the official RO discord (this is a seperate sess pool of people) and those involved in informing the public. Little to no information passes between these three major groups of people involved and it all stems from Stefan's lack of participation in anything community and customer involved, as it has been from the very beginning. Don't let yourself get fooled by all the eye candy being shown in videos and posts. That is all the game is: eye candy. That is all the game will ever be. Can I recommend this game? That is a strong NO. Save your money on this title, arm yourself with a bit more patience and wait for Century of Steam to release.Show moreShow less
Autism SimulatorShow moreShow less
At first I thought this game would be a great little train game for me and a few other fellow railfans to enjoy, but sadly It seems to just be an asset flip of the previous title from the developer. I got this for $20 and felt that while it wasn't worth that at the time it would bloom into a decent game down the road. I feel extremely worried about the entire dev team leaving, the discord getting shut down over developer drama, little to no news over time, and most of all over the price increase from 20 to 35 usd. I didnt think this rather janky glitchy buggy game was worth 20 from the start and now I flinch at even thinking of paying 35 dollars for it. As others have stated, the locos are all the same speed with little to no need to play with regulator or reverser to fine tune their performance. And while they have very recently added a few new locomotives into the game at the time of this review, I feel this is just another way to lure people in without adding in any polish or real meat to the game. I noticed areas where there seemed to be artifacts of previous rail lines only to be told that this is the exact same map from the dev's previous train game. I don't see me ever getting my $20 out of this game and I could never recommend anyone wasting $35 of their money either, unless you love mindlessly loading cargo onto carsShow moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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