Defend your power generator by circling train tracks while fending off endless enemy waves in this hybrid of auto-battler and idle mechanics. The core loop combines passive progression with periodic clicking to upgrade weapons, creating the kind of mindless engagement that's easy to lose hours to. Best suited for players seeking low-commitment incremental gameplay that demands minimal active attention.
About this game
Protect the Infinite Power Generator by looping around the train tracks! Battle endless waves of enemies in this unique hybrid of auto-battler, survivor, tower defense, idle/clicker gameplay. How long can you survive?
What players are saying
▼ Not recommended5 hrs
Fun for a few hours if you´re really bored and itching that dopamine hit from numbers go higher.
But honestly the endgame got nothing to offer aside from literally forcing you to click a bunch of times every 15-30seconds with an pretty annoying animation, to upgrade 1 weapon to the next lvl. which you could probably do for an infinite amount of hours.
I assume the people that played it alot more hours, played it idle, that gets you nowhere, or just don´t realize how easily you can break the Game, just saying expotential growth - busts every game.
Well anyway, expect 4-5 hours of fun till you break the game and go literally infinite while you´re down to watch a 5sec animation every 15 seconds.
Might aswell still be a postive review btw. since i bought it for like 3,50, which is a fair amount for 3-4hours of fun, but decided to make it negative since it felt like to me, that development got entirely dropped or given up upon, concering balancing after you make it to "Endgame"
This is a tower defense/idle game where you buy upgrades for a train as it defends a central tower.
While there is a train not much is done with the concept. You buy "carriages" instead of towers but they function the same as the track is a never changing circle and you don't decide where to place them, where the track goes or anything like that. You choose what type of carriages to buy whether thats gold producing ones, or a sniper, or AOE cannon, and when you have enough low level ones they combine into a higher level one. All fine in theory. But in the mid game, usually around 30 minutes or so into a run you have an insane amount of gold vs. what it costs to buy a carriage. You are supposed to utilize the "all-in" mechanic but that is SO inefficient that its usually not an actual option till much later. So without that mechanic you have to manually buy 100s, maybe 1000s, of individual carriages one at a time. This is beyond tedious. The "all-in" mechanic that is supposed to fix this feels like an after thought so just does not function well and you will literally just lose if you try and use it too early.
Even if you could get past that glaring problem, the pacing is also crap. My first run took maybe 10 minutes. My second around 30 minutes. But then on the next run a fairy spawned giving me an absurd amount of resources and the run lasted for 5 hours, 90% of which was just letting the game idle. After that run I unlocked almost everything in the game, and the meta currency of "tickets" became worthless to me. Worst of all I let the game run at x2 speed (5 hours in game time, so maybe 2 1/2 real time?) but that unlocked the x3 speed, That x3 speed would have been nice to have for that absurd idle run. It just seemed like the game was not prepared for me to have that many resources that quickly, which ruined much of my desire to grind. And of course grinding is all there is.
Lastly, while the game is mostly about the gameplay, the art direction is pretty garbage too. The train carriages look super basic and utilitarian, the mobs are simple, and since you basically have to play at least at the x2 speed, everything blurs together. It looks like primary color soup. The one solitary compliment I can pay this game is that the music is actually quite good, with a few nice tracks.
Bottomline is that the basic idea of the game is fine, but with poor balance and glaring gameplay issues, there is no reason to play it.
I was describing this game to someone else and realized I had essentially bought an interactive screen saver with a minimal sound track. It's someone's first game, and I'll chuck them a few dollars.
v1.1 Patch Notes Mobile Promotional Codes The mobile promotional code campaign has ended. Thanks to everyone who contacted us! The game is available on mobile at: Google Play (Android) App Store (iOS) Patch v1.1.1 Notes Hello everyone, thanks for the overwhelming support for the game on all platforms! I have a small patch here to fix a critical issue: Fixed a bug where scaling starts out at 125% in Normal mode (should be 100%). (Mobile) the "More Info" screen now updates live. Thanks, and have fun!
All Aboard! is now available on mobile platforms! Apple App Store (iOS 14+) | Google Play (Android 7+) I have a limited number of free promo codes for the new mobile versions to give away! If you'd like a code, send a request through our official contact form and let me know if you prefer iOS or Android. Codes will be given out on a first-come, first-served basis until they are all gone. Limit one per person. This offer is void where prohibited by law. (Note: Please make sure you enter the correct e-mail address! At least one person has entered an invalid e-mail address.) Anyway... This patch presents a new All-In screen, a UI overhaul (mostly for the benefit of mobile), and a new challenging difficulty mode! Let's get into it. All-In Screen Changes All-In, which unlocks at level 6, was originally intended as a bit of a chance game, where it had a chance to succeed or fail to upgrade your carriage. It eventually ended up as a simple way to mass-upgrade carriages. The interface for All-In is changing to be in line with this new way of thinking: Using All-In is now in general much faster than before, as it requires almost no work to calculate the result. You can now upgrade a carriage as much as you want in a single All-In attempt, for example, upgrading a Sniper from level 5 to 10, as long as you have enough gold. UI Overhaul The UI had to change a lot to accommodate mobile, but I also wanted to make better use of the screen space anyway. One of my favorite changes is how the information displays in the top-right of the side bar during gameplay -- it now uses simple icons instead of tiny text. If you prefer the old display, though, you can click on it to toggle it. 'Impossible' Difficulty The new "Impossible" difficulty is a special challenge mode. Unlike other difficulties, you will find it impossible to play for dozens to hundreds of hours, and that's because gold-generating train carriages are banished from the start. The challenge here is to see how long you can ...