Compara los precios de RAILGRADE en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Minakata Dynamics. Publicado por Minakata Dynamics. Lanzado el 13/10/2023. Disponible en PC, Mac. Géneros: Simulation, Strategy. Puntuación Metacritic: 79/100.

If Factorio and a miniature model railway had a child raised on anti-capitalist corporate satire, the result would look a lot like RAILGRADE. Logistics-puzzle fans with patience for a slow build will find a satisfying, if occasionally repetitive, off-world challenge.

My spreadsheet instincts lit up within the first two missions of RAILGRADE, and that's a compliment. You are dropped onto a distant planet as an administrator for Nakatani Chemicals, a corporation that barely conceals its contempt for you, and your job is to rebuild a collapsed industrial colony using train networks. That framing sounds thin, and it is, but the dry anti-capitalist corporate humour threaded through the inter-mission text messages gives the whole thing a wry personality that most management sims completely lack. The core loop is closer to a logistics puzzle than a freeform sim, which is the single most important thing to understand before buying. Each mission is a self-contained scenario with fixed objectives, specific resources on the map, and a time-based scoring system that ranks your efficiency with an S-through-C grade. You lay multi-level rail networks across alien terrain that includes hills, valleys, and elevation changes that require spirals, bridges, and stepped track sections to navigate. Every building on the map can be clicked to reveal its input and output requirements, and visual connector lines show you which industries need linking. Early missions ask simple questions like whether a point-to-point route or a continuous circuit serves a power plant better. Later missions layer in factory chains, worker population management, city growth targets, and the financial mechanics of cost versus upkeep, where borrowing and banking interest both factor into your bottom line. Trains themselves can be customised with different engine types and freight car configurations, and unlocking better engines via the voucher reward system gives you genuine late-game goals to chase. For anyone asking whether this is approachable: yes, meaningfully so. The campaign introduces mechanics one at a time at a pace that never overwhelms, and the per-building info boxes do a good job of making supply chains readable at a glance. Compared to the vertical walls of Factorio or Satisfactory, RAILGRADE is closer to a guided introduction to the genre's core ideas. Think of it as the responsible on-ramp. Where it diverges from those deeper sandboxes is that there is no freeform sprawl here. Missions are bounded and relatively short, running anywhere from ten minutes to half an hour, which makes it genuinely well-suited for a Steam Deck session or a lunch break. The sandbox mode provides a pressure-free alternative when the campaign's time-scoring feels too demanding. The criticism that sticks, and it is consistent across most critical coverage, is that mission variety runs thin in the back half of the campaign. The terrain and objectives start to blur together, and the scoring system's exclusive focus on completion speed means that creative or cost-efficient solutions are not specifically rewarded, only fast ones. Track placement can also be fiddly, with snapping that does not always cooperate, which is a friction point during the time-pressured runs where precision matters most. The story wraps up without any meaningful sense that the wider colony map has changed as a result of your work, which is a missed opportunity given how naturally that kind of overarching progression would fit the structure. Players who want a simulation in the Transport Tycoon sense, with persistent world economics and open-ended growth, should adjust expectations. This is mission-based, and it stays mission-based. For the strategy-and-sim crowd that wants a well-produced, genuinely clever logistical puzzler with a low barrier to entry and a satisfying mechanical core, RAILGRADE earns its Metacritic 79 and Very Positive Steam rating honestly. It does not reach the complexity ceiling of the genre's heavyweights, but it was never trying to. It finds its own lane and runs it efficiently, which is, fittingly, exactly what you want your trains to do. Diego, Scout Team

RAILGRADE

RAILGRADE

13 oct 2023Minakata Dynamics
GamerScout opina

If Factorio and a miniature model railway had a child raised on anti-capitalist corporate satire, the result would look a lot like RAILGRADE. Logistics-puzzle fans with patience for a slow build will find a satisfying, if occasionally repetitive, off-world challenge.

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My spreadsheet instincts lit up within the first two missions of RAILGRADE, and that's a compliment. You are dropped onto a distant planet as an administrator for Nakatani Chemicals, a corporation that barely conceals its contempt for you, and your job is to rebuild a collapsed industrial colony using train networks. That framing sounds thin, and it is, but the dry anti-capitalist corporate humour threaded through the inter-mission text messages gives the whole thing a wry personality that most management sims completely lack. The core loop is closer to a logistics puzzle than a freeform sim, which is the single most important thing to understand before buying. Each mission is a self-contained scenario with fixed objectives, specific resources on the map, and a time-based scoring system that ranks your efficiency with an S-through-C grade. You lay multi-level rail networks across alien terrain that includes hills, valleys, and elevation changes that require spirals, bridges, and stepped track sections to navigate. Every building on the map can be clicked to reveal its input and output requirements, and visual connector lines show you which industries need linking. Early missions ask simple questions like whether a point-to-point route or a continuous circuit serves a power plant better. Later missions layer in factory chains, worker population management, city growth targets, and the financial mechanics of cost versus upkeep, where borrowing and banking interest both factor into your bottom line. Trains themselves can be customised with different engine types and freight car configurations, and unlocking better engines via the voucher reward system gives you genuine late-game goals to chase. For anyone asking whether this is approachable: yes, meaningfully so. The campaign introduces mechanics one at a time at a pace that never overwhelms, and the per-building info boxes do a good job of making supply chains readable at a glance. Compared to the vertical walls of Factorio or Satisfactory, RAILGRADE is closer to a guided introduction to the genre's core ideas. Think of it as the responsible on-ramp. Where it diverges from those deeper sandboxes is that there is no freeform sprawl here. Missions are bounded and relatively short, running anywhere from ten minutes to half an hour, which makes it genuinely well-suited for a Steam Deck session or a lunch break. The sandbox mode provides a pressure-free alternative when the campaign's time-scoring feels too demanding. The criticism that sticks, and it is consistent across most critical coverage, is that mission variety runs thin in the back half of the campaign. The terrain and objectives start to blur together, and the scoring system's exclusive focus on completion speed means that creative or cost-efficient solutions are not specifically rewarded, only fast ones. Track placement can also be fiddly, with snapping that does not always cooperate, which is a friction point during the time-pressured runs where precision matters most. The story wraps up without any meaningful sense that the wider colony map has changed as a result of your work, which is a missed opportunity given how naturally that kind of overarching progression would fit the structure. Players who want a simulation in the Transport Tycoon sense, with persistent world economics and open-ended growth, should adjust expectations. This is mission-based, and it stays mission-based. For the strategy-and-sim crowd that wants a well-produced, genuinely clever logistical puzzler with a low barrier to entry and a satisfying mechanical core, RAILGRADE earns its Metacritic 79 and Very Positive Steam rating honestly. It does not reach the complexity ceiling of the genre's heavyweights, but it was never trying to. It finds its own lane and runs it efficiently, which is, fittingly, exactly what you want your trains to do.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:aaaLogistics PuzzlerMission-BasedSupply ChainElevation BuildingAnti-Capitalist SatireScore AttackSteam Deck FriendlyFactory ChainsBeginner Sim

Requisitos del sistema

Mínimos

OS
Windows 10 64-bit
Memory
4 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
GPU 4GB VRAM
Processor
Core i5 2.8 Ghz or better

Recomendados

OS
Windows 10 64-bit
DirectX
Version 11
Storage
5 GB available space
Graphics
GPU 8GB VRAM
Processor
Core i5 2.8 Ghz or better

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Reseñas y valoraciones

Metacritic
79

Información del juego

Desarrolladora
Minakata Dynamics
Distribuidora
Minakata Dynamics
Fecha de lanzamiento
13 oct 2023

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¿En qué plataformas está disponible RAILGRADE?

RAILGRADE está disponible en PC, Mac.

¿Cuándo se lanzó RAILGRADE?

RAILGRADE se lanzó el 13 de octubre de 2023.

¿Quién desarrolló RAILGRADE?

RAILGRADE fue desarrollado por Minakata Dynamics.

¿Merece la pena comprar RAILGRADE?

RAILGRADE tiene una puntuación Metacritic de 79/100, lo que lo convierte en uno de los títulos destacados de Simulation. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.