Back to rankings
Trainatic

Trainatic

by Ryan Forrester

★ 90%
Price $5.99
Avg Players 47
Reviews 1,004
Released Sep 8, 2025
AbstractAdventureArcadeCasual
View on Steam ↗

Media

Video
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot
Screenshot

About this game

What players are saying

▼ Not recommended 1 hrs
I was looking forward to this release, but in its current state I cannot recommend the game, especially at the current price point without a discount. For a dollar or two I'd let some of these be looked over, but as is some need addressing.

Larger issues:

- No Windows icon for the game exe. This bug has been patched!
- All upgrades are numbers based (+0.1 of x, +5 of y), but the game itself shows no stats at all, your fuel is just a meter with no number attached, your wood collected is a meter with no number attached. It makes the player feel entirely disconnected from what is actually happening.
- As a follow on to this, the value of numbers is absolutely meaningless. What does "+10 cooldown speed" mean? Is that 10%, 10 seconds, 10 as some arbitrary point value? What is even the base cooldown speed of this effect? The explosive train upgrade states "has a cooldown." with no other indication of what that cooldown is, or how the cooldown speed upgrades affect it. By far the worst gripe with the game, incrementing numbers are meaningless in a game where the numbers are hidden in favour of visual representations. "+0.1 fuel gained per tile destroyed" how much fuel do I gain now per tile destroyed? How is this relative to my current ability? What does "+5 accuracy" mean? Getting the gun upgrades never specifies an accuracy to begin with, and there is no way to check what it may be. Again, is this 5%? 5 pixels? How can I estimate the value of this upgrade without any point of reference? Many examples of this are littered throughout the game. Idle games such as Cookie Clicker have clear input and output systems - you purchase an upgrade for x cookies, it increases your cookie output by y. Here, you are taking wild stabs at what your purchases do, and it takes away from the feeling of player agency. Sure, I can make decisions, but they feel random, unrewarding, and pointless on an individual level.
- Aside from an explosion on the broken tile, there is no indication of when resources are collected (aside from the meter with no numbers incrementing).
- At various points throughout a run, you will see parts of the train track spawn into existence. Can only assume this is a bug, if it's intentional it looks very bad.

Somewhat minor but still disappointing or frustrating:
- Game has a forced vignette that may look good with CRT but looks pretty bad without, and is almost an eye strain. Vignette and bloom effects were reduced significantly in a recent patch!
- Having auto accelerate locked behind an upgrade sucks, even if it is quickly obtained and seems to be to force early engagement - it still goes against the premise of idle games like this.
- The manage train UI is very awkward. It should be some sort of scrolling menu with the different train cart options, instead it exists as one box where you have to cycle through every cart on your train. I can imagine this feeling infuriating later on when you have 20+ carts and want to edit something in the middle.
- The maps (or what I've seen so far) are very plain. A huge appeal of train or travel based games is the exploration of terrain at high speeds. It would've been really cool to occasionally see houses in the distance, or animals running around or interacting with one another, flower patches, unique terrain etc. Currently for the forest map, it is literally just trees and stone endlessly.

There is a lot to work with here. Improving the UI across the board, adding a visible stats menu, and improving the terminology and labeling used to be consistent and transparent with the player will go a long way to creating a rewarding experience when progressing through upgrades both in a tactile form (interacting with the buttons/systems) and in an idle-game dopamine seeking form (understanding what your decisions do and feeling good about the purchases made).
193 found helpful Steam ↗
▲ Recommended 14 hrs
Some of these reviews are way too harsh, lol.

You're a train, you blow stuff up, numbers go up. Start as a tiny little guy struggling to shoot down one tree and end as a murder machine obliterating the entire asteroid belt.

Seriously, don't overthink it.
49 found helpful Steam ↗
▼ Not recommended 7 hrs
I really hate to give this game a Negative Review, but there's a few issues that really draw my attention.

To start, For the first 1-2 hours, this game is fun. It has a good game-play loop, and it is very fun to just vibe out and destroy stuff.

HOWEVER, as soon as you get further in, it gets difficult to give a positive rating. For the following reasons:

1. The game-play loop, though great in the beginning, gets tedious. It feels extremely boring to have to destroy the same things over and over to get upgrades. You hit a point very quickly where it feels the best option is to just run the levels you've already played and grind resources.

2. The progression, is slow and tedious. The Devs current solution to this was a crafting system that you unlock, that allows you to craft resources together to create more advanced modules. I was very excited while playing when I saw this, because I thought "Hmm, maybe there's some advanced resource I can create to really upgrade my stuff!" There is not. The crafting system is solely integrated to lengthen the amount of time you spend grinding for those advanced modules.

3. The game-play never changes or morphs. While I love LOVE the concept that they were going for, this game does not satisfy the itch of the audience they were trying to market to. It ends up being a boring slog fest through upgrades that feel like they do nothing.

To the Devs: I am a fellow Dev myself. I love the game concept and how you did it in the demo, but I feel the game drags on far too long for what it is. You have a fun idea, and while this game starts fun, by the end it is a boring slog. I don't want you to take that in a bad way. You have a lot of potential here, just a bad execution on the end game.

To the Players: This game is fairly fun, and for the price it is somewhat fair. HOWEVER, I wouldn't buy this game unless it was ~2.99 MAXIMUM. It is a solid game that will entertain you, especially for fans of idle/incremental games. However it misses the mark in late game.

TLDR/To Summarize: Do not buy this game unless you ONLY intend to give it 1-2 hours of your time. Any more and it is not worth it. I respect the devs and the concept is fantastic, but it is just not worth the price at this time.

I will edit the review if a dev responds or if any further updates are published that fix this blatant issue in the late game.
46 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Incremental MEGABUNDLE Out Now!

218 days ago
Hello everyone! If you've been playing a lot of incremental games lately, you may want to check out this bundle with 9 games at a 15% discount!The games included are: Astro ProspectorTrainaticClick and ConquerPiñata Go BoomMinutescapeLycaRock CrusherSnakecrementalScratchers ----------------------------------------- follow my developer page on steam to be notified when any of my new games release!

Trainatic Release - Turkish Users Bug - Patch #9

272 days ago
bug fixesfixed a bug where the game would not work if your System Language was set to: Turkish (Regional Setting: Turkish) - Thank you GraphicWolf for helping find this bug! ----------------------------------------- follow my developer page on steam to be notified when any of my new games release!

Trainatic Release - Updates & Changes!

272 days ago
Hello Everyone! A big thanks to everyone playing the game and providing feedback! Today's update will include some balance changes to the end game, specifically for those trying to grind out the end game orb achievements. In true incremental fashion, the end game was always suppose to be a bit more grindy for those players that like to go the extra mile. However, the current balancing of the end game is a bit over tuned from what I would like it to be. These changes will make it so getting to a higher orb level still requires a grind but overall it should feel like a nicer journey.Endgame ChangesReduced the increase in difficulty per orb caught in a map. This change will be more noticeable when you have 10+ orbs on a mapAdded a max speed end game upgrade to the treeIncreased the density of resources in the final map. Reaching a higher orb level in this map should be easier now that there are more resources to get fuel from destroyingAdded a fuel gained per tile destroyed end game upgrade to the treeAdded a fuel efficiency end game upgrade to the treeSince launch there has also been a few small bug fixes and changes! I'll recap them here in this post in case they were missed.General ChangesThe minigun was feeling a bit underwhelming when first unlocked and with this update I hope that changes!Increased the base damage of the minigun from 50 to 175The bullets are visually larger in size and have a bigger hitboxThe base distance minigun bullets travel has been increased by around 25%Increased the accuracy of the minigun by about 50%. additional changes:updated a lightning spire upgrade iconresources will now spawn on previously visited parts of the track. This makes it so if the track goes back over an older part of the track there will be more resources there to destroy.A few small controller improvements for navigating the UIbug fixesfixed a few Japanese translationsfixed a bug on controller and steamdeck where the main menu would sometimes jump back up to "new game"...

Posts come from Steam's official announcements feed.

Comments

Log in to leave a comment.

Loading comments…