Compare Islands & Trains prices across trusted key stores and find the best deal. Developed by Akos Makovics. Published by Future Friends Games. Released on 5/29/2025. Available on PC. Genres: Casual, Indie, Simulation.

If your idea of a perfect hour is watching a tiny locomotive wind through a handcrafted mountain pass you spent forty minutes perfecting, this low-stakes diorama builder was made for you. No objectives, no fail states, just the quiet satisfaction of seeing your island click into place.

I'll be honest: my usual beat is build orders and tech trees, so a zero-pressure sandbox with no economy to manage and no AI to outwit is a genuine gear-shift for me. What pulled me in was the craft loop itself. You start with a flat ocean canvas, pick one of five seasonal themes (Winter, Autumn, and a handful of others that set both the visual palette and the background score), then terraform square by square into cliffs, waterfalls, forests, and settlements. Once the land feels right, you lay track. Tunnels, spirals up mountainsides, bridges over water, loop-backs, and signalled junctions are all on the table. Get the route running and then just watch it go. The asset library is substantial for the price point. Over 400 tile types cover terrain, buildings, castles, lighthouses, farms, and decorative nature props, while more than 20 train designs can be coloured individually and extended up to a 12-carriage consist with passenger or freight cars attached. Updates since launch have continued adding pieces, and a post-launch patch addressed what was initially the game's most-cited frustration: you were limited to a single train per map. Multiple trains are now supported, including the ability to run them in reverse, and track switchers let you set up intersecting routes that are genuinely satisfying to watch cycle on autopilot. That said, the grid-based placement system has real friction. Swapping one track type for another is a multi-step process of mode-switching and deletion rather than a direct replace. Track pieces cannot all be mirrored, which means certain switch configurations require replanning an entire approach curve. Terraforming under large objects needs constant camera repositioning to catch blind spots. None of this is catastrophic, but if your patience for fiddly building tools is low, the first 15 minutes will test it. Push through that learning curve and the tools do become second nature. For a strategy-brained player like me, the honest answer is that Islands and Trains is not deep. There is no production chain to balance, no routing efficiency to optimise against a demand curve, no late-game crisis to survive. What it offers instead is the meditative focus of deciding exactly where a fence line sits relative to a sheep pasture, or whether the spiral up your central volcano needs one more switchback before it crests. Community reviewers have drawn comparisons to Dorfromantik, Islanders, and Townscaper, and those are fair reference points: if those titles scratched something for you, this one will too, with the added dimension of actual moving trains threading through your creation. Players who burned out on Tiny Glade wishing it had more mechanical depth might find Islands and Trains hits a pleasing middle ground. Those expecting active train management in the vein of Train Valley will be disappointed; this is pure scene-building, not logistics. Diego, Scout Team

Islands & Trains

Islands & Trains

May 29, 2025Akos MakovicsFuture Friends Games
GamerScout Says

If your idea of a perfect hour is watching a tiny locomotive wind through a handcrafted mountain pass you spent forty minutes perfecting, this low-stakes diorama builder was made for you. No objectives, no fail states, just the quiet satisfaction of seeing your island click into place.

PC
Steam Deck PlayableProtonDB Platinum
Best Price Available
€0.00
at N/A
Historical low: €2.18

GamerScout Verdict

Worth it for Dorfromantik or Townscaper fans who want moving trains in their scenes; skip if you need goals or active management.

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Price History

Historical low
€2.1812 Jul 2026
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€1.66€3.44€5.23€7.018 Jun19 Jun30 Jun11 Jul22 Jul
8 Jun — 22 Jul
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Screenshots & Media

About Islands & Trains

I'll be honest: my usual beat is build orders and tech trees, so a zero-pressure sandbox with no economy to manage and no AI to outwit is a genuine gear-shift for me. What pulled me in was the craft loop itself. You start with a flat ocean canvas, pick one of five seasonal themes (Winter, Autumn, and a handful of others that set both the visual palette and the background score), then terraform square by square into cliffs, waterfalls, forests, and settlements. Once the land feels right, you lay track. Tunnels, spirals up mountainsides, bridges over water, loop-backs, and signalled junctions are all on the table. Get the route running and then just watch it go. The asset library is substantial for the price point. Over 400 tile types cover terrain, buildings, castles, lighthouses, farms, and decorative nature props, while more than 20 train designs can be coloured individually and extended up to a 12-carriage consist with passenger or freight cars attached. Updates since launch have continued adding pieces, and a post-launch patch addressed what was initially the game's most-cited frustration: you were limited to a single train per map. Multiple trains are now supported, including the ability to run them in reverse, and track switchers let you set up intersecting routes that are genuinely satisfying to watch cycle on autopilot. That said, the grid-based placement system has real friction. Swapping one track type for another is a multi-step process of mode-switching and deletion rather than a direct replace. Track pieces cannot all be mirrored, which means certain switch configurations require replanning an entire approach curve. Terraforming under large objects needs constant camera repositioning to catch blind spots. None of this is catastrophic, but if your patience for fiddly building tools is low, the first 15 minutes will test it. Push through that learning curve and the tools do become second nature. For a strategy-brained player like me, the honest answer is that Islands and Trains is not deep. There is no production chain to balance, no routing efficiency to optimise against a demand curve, no late-game crisis to survive. What it offers instead is the meditative focus of deciding exactly where a fence line sits relative to a sheep pasture, or whether the spiral up your central volcano needs one more switchback before it crests. Community reviewers have drawn comparisons to Dorfromantik, Islanders, and Townscaper, and those are fair reference points: if those titles scratched something for you, this one will too, with the added dimension of actual moving trains threading through your creation. Players who burned out on Tiny Glade wishing it had more mechanical depth might find Islands and Trains hits a pleasing middle ground. Those expecting active train management in the vein of Train Valley will be disappointed; this is pure scene-building, not logistics.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayerachievementstier:indieDiorama BuilderZero-Pressure SandboxTerrain SculptingMulti-Train RoutingSeasonal ThemesPhoto ModeGrid-Based PlacementCozy Sandbox

System Requirements

Minimum

OS
Windows 7, 8 or 10
Memory
2 GB RAM
Graphics
Nvidia GeForce GTX950 or higher
Processor
Intel Core i3 2.00 GHz or AMD equivalent

Recommended

Windows 10

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Game Info

Developer
Akos Makovics
Publisher
Future Friends Games
Release Date
May 29, 2025

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Frequently asked questions about Islands & Trains

How much does Islands & Trains cost?

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What platforms is Islands & Trains available on?

Islands & Trains is available on PC.

When was Islands & Trains released?

Islands & Trains was released on 29 May 2025.

Who developed Islands & Trains?

Islands & Trains was developed by Akos Makovics and published by Future Friends Games.