Compare Last Train Home prices across 50+ stores and find the best deal. Developed by Ashborne Games. Published by THQ Nordic. Released on 11/28/2023. Available on PC. Genres: Strategy. Metacritic score: 80/100.

A WW1 Czechoslovak Legion survival-strategy hybrid where managing your armored train is as brutal as the battles outside it.

Last Train Home drops you into one of the more overlooked corners of military history: the desperate 1918-1920 retreat of the Czechoslovak Legion across Siberia aboard an armored train. Ashborne Games blends real-time tactical combat with a persistent train-management layer, and the combination is tighter than you might expect from a debut studio. You are not just fighting engagements on a hex grid - you are keeping soldiers fed, wounded men stable, coal in the furnace, and morale from collapsing somewhere west of Irkutsk. Both halves of the game create constant pressure on each other, which is exactly what good strategy design should do. The tactical combat layer is the more polished of the two. Squads move through snowy, destructible environments with real line-of-sight rules, and unit specializations - riflemen, machine-gunners, scouts, medics - demand actual composition thinking rather than blob-and-click. Cover matters, flanking matters, and losing a veteran soldier genuinely hurts because replacement and recovery back on the train is slow and resource-expensive. The AI is not a genius, but it applies pressure consistently and punishes recklessness reliably enough to keep you honest. Difficulty spikes exist, particularly in mid-campaign, but they are survivable with careful pre-mission prep rather than cheap restarts. The train management side is where Last Train Home earns its identity. Between engagements you allocate scarce personnel to compartments - workshop, medical car, command car - and each assignment is an opportunity cost. A soldier resting and healing is not scouting the next station. Every upgrade decision on the train feels weighted. This layer does show its limits in the late game: once you have stabilized your core systems and understand the resource loop, the tension softens. A few more late-game disruptions or event chains would have extended that pressure curve. The UI for the train view is also occasionally cluttered, and new players will benefit from a dedicated tutorial pass before their first full run rather than learning by attrition. For newcomers to strategy games, Last Train Home is actually a reasonable entry point. The campaign is linear with clear objectives, the real-time combat can be paused at will, and the scope is a single train rather than a continent-spanning empire. The learning curve is steep in the first three hours and then flattens considerably once the resource rhythm clicks. Veterans of Company of Heroes or Frostpunk will feel immediately comfortable with one half of the game each, and will spend the first session figuring out how the two halves talk to each other. The mod ecosystem is currently modest given the game's age, but community scenarios and difficulty tweaks exist on the Workshop. At 87% positive across over five thousand Steam reviews and a Metacritic score of 80, the reception matches what the game actually delivers: a confident, historically grounded strategy title with a memorable setting, a functional dual-layer design, and enough mid-game tension to justify the runtime. It is not a genre-defining landmark, but it is built by a team that understood what story they wanted to tell and designed systems around that story rather than bolting a narrative onto a generic RTS chassis. Diego, Scout Team

Last Train Home
Strategy

Last Train Home

Nov 28, 2023Ashborne GamesTHQ Nordic
GamerScout Says

A WW1 Czechoslovak Legion survival-strategy hybrid where managing your armored train is as brutal as the battles outside it.

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About Last Train Home

Last Train Home drops you into one of the more overlooked corners of military history: the desperate 1918-1920 retreat of the Czechoslovak Legion across Siberia aboard an armored train. Ashborne Games blends real-time tactical combat with a persistent train-management layer, and the combination is tighter than you might expect from a debut studio. You are not just fighting engagements on a hex grid - you are keeping soldiers fed, wounded men stable, coal in the furnace, and morale from collapsing somewhere west of Irkutsk. Both halves of the game create constant pressure on each other, which is exactly what good strategy design should do. The tactical combat layer is the more polished of the two. Squads move through snowy, destructible environments with real line-of-sight rules, and unit specializations - riflemen, machine-gunners, scouts, medics - demand actual composition thinking rather than blob-and-click. Cover matters, flanking matters, and losing a veteran soldier genuinely hurts because replacement and recovery back on the train is slow and resource-expensive. The AI is not a genius, but it applies pressure consistently and punishes recklessness reliably enough to keep you honest. Difficulty spikes exist, particularly in mid-campaign, but they are survivable with careful pre-mission prep rather than cheap restarts. The train management side is where Last Train Home earns its identity. Between engagements you allocate scarce personnel to compartments - workshop, medical car, command car - and each assignment is an opportunity cost. A soldier resting and healing is not scouting the next station. Every upgrade decision on the train feels weighted. This layer does show its limits in the late game: once you have stabilized your core systems and understand the resource loop, the tension softens. A few more late-game disruptions or event chains would have extended that pressure curve. The UI for the train view is also occasionally cluttered, and new players will benefit from a dedicated tutorial pass before their first full run rather than learning by attrition. For newcomers to strategy games, Last Train Home is actually a reasonable entry point. The campaign is linear with clear objectives, the real-time combat can be paused at will, and the scope is a single train rather than a continent-spanning empire. The learning curve is steep in the first three hours and then flattens considerably once the resource rhythm clicks. Veterans of Company of Heroes or Frostpunk will feel immediately comfortable with one half of the game each, and will spend the first session figuring out how the two halves talk to each other. The mod ecosystem is currently modest given the game's age, but community scenarios and difficulty tweaks exist on the Workshop. At 87% positive across over five thousand Steam reviews and a Metacritic score of 80, the reception matches what the game actually delivers: a confident, historically grounded strategy title with a memorable setting, a functional dual-layer design, and enough mid-game tension to justify the runtime. It is not a genre-defining landmark, but it is built by a team that understood what story they wanted to tell and designed systems around that story rather than bolting a narrative onto a generic RTS chassis. Diego, Scout Team

Tags

steamTrain ManagementPausable Real-Time TacticsHistorical WW1Permadeath SoldiersResource ScarcitySquad CompositionSingle-Player CampaignFrostpunk-like

System Requirements

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Reviews & Ratings

Metacritic
80
Steam
87%(5,284)

Game Info

Developer
Ashborne Games
Publisher
THQ Nordic
Release Date
Nov 28, 2023

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