Compare Locoland prices across trusted key stores and find the best deal. Developed by Gromada. Published by ESDigital Games. Released on 5/28/2015. Available on PC. Genres: Indie, Strategy.

A rail-locked RTS from Russia's early 2000s that somehow still converts skeptics: if the idea of steam-robot train combat with base economics sounds absurd enough to work, it mostly does.

My spreadsheet instincts fired up the moment I realized Locoland's core constraint: every unit in the game is a locomotive, and every locomotive is permanently bound to the rail network. That single design decision turns what looks like a cartoonish kids' RTS into something genuinely tactical. You cannot blitz across open terrain. You cannot flank freely. Every attack route, every retreat, every patrol order is dictated by the geometry of the tracks on that map. For a strategy player who thinks in terms of chokepoints and supply lines, that framing is immediately interesting. The economic loop sits underneath all of it. You capture resource structures, including factories, oil wells, and repair depots, to fund your train fleet and keep it operational. Weapons can be attached to your locomotives to change their combat role, and you can combine multiple rail cars into longer, heavier trains or detach coaches mid-battle to adapt. The 20 mission campaign runs a difficulty curve that starts accessible and then spikes hard without warning, which is the game's most honest flaw. Some late missions have what players correctly describe as a single correct solution, and finding it means replaying the same opening sequence several times until the timing clicks. That is not strategic depth; that is a puzzle with one answer. Fans of twitchy trial-and-error will tolerate it. Players expecting the build-order freedom of a proper RTS will hit a wall. The tutorial situation is the other honest complaint I have to flag. There is not one, not in any meaningful sense. The control scheme is actually fairly compact: right-click to move or attack, Shift plus right-click to force-attack any tile, Ctrl to set a patrol route, and ram attacks executed by holding Shift during an attack order. None of that is explained in-game. Experienced RTS players will mouse around and figure it out within twenty minutes. Newcomers, especially younger players the colorful aesthetic might attract, will feel abandoned. The AI moves fast and commits hard, so the learning period has real consequences. What holds Locoland together across a play session is the atmosphere and the mechanical novelty. Dynamic weather, day-night cycles, meteor showers, and volcanoes all pass over the battlefield while your armored trains are exchanging fire. It does not affect gameplay in deep ways, but it gives the world a restless energy that keeps the maps from feeling static. The steampunk-robot setting is genuinely charming rather than cynically applied, and the enemy train AI, while not sophisticated by modern standards, moves with enough aggression to demand active attention rather than passive turtling. Capturing enemy factories and fending off zeppelin attacks adds variety to objectives that would otherwise reduce entirely to "destroy everything." The honest context here is that this game originally shipped as Steamland in the early 2000s and reached Steam years later. Its graphics, windowed-mode support, and interface design reflect that origin faithfully. For a strategy enthusiast who wants something compact and unusual to run through over a weekend, the 20-mission structure fits. For anyone expecting a deep mod ecosystem, multiplayer, or a tutorial that respects their time, those things are simply absent. It is a small, strange, mostly functional RTS with a rail-constraint mechanic that no mainstream game has really copied, which is either a missed opportunity or a sign that the idea is harder to scale than it looks. Diego, Scout Team

Locoland

Locoland

May 28, 2015GromadaESDigital Games
GamerScout Says

A rail-locked RTS from Russia's early 2000s that somehow still converts skeptics: if the idea of steam-robot train combat with base economics sounds absurd enough to work, it mostly does.

PC
Steam Deck UnsupportedProtonDB Platinum
Best Price Available
€2.49
at Kinguin
Lowest tracked: €0.89
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GamerScout Verdict

Worth a look for RTS veterans who want a bizarre rail-constraint twist, but only if they can tolerate zero hand-holding.

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€2.49
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StandardGlobalSteam KeyKey
€2.49-50%
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StandardGlobalSteam KeyKey
€2.70-19%
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€2.70
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StandardGlobalSteam KeyKey
€4.69-6%
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StandardGlobalSteam KeyKey
€4.99
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StandardEurope (EU)Steam KeyKey
€4.99
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Price History

Lowest tracked
€0.8926 Jul 2026
Current best
€2.49
Official storesKeyshops
€0.47€1.90€3.34€4.778 Jun1 Jul24 Jul15 Aug7 Sept
8 Jun — 7 Sept
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Screenshots & Media

About Locoland

My spreadsheet instincts fired up the moment I realized Locoland's core constraint: every unit in the game is a locomotive, and every locomotive is permanently bound to the rail network. That single design decision turns what looks like a cartoonish kids' RTS into something genuinely tactical. You cannot blitz across open terrain. You cannot flank freely. Every attack route, every retreat, every patrol order is dictated by the geometry of the tracks on that map. For a strategy player who thinks in terms of chokepoints and supply lines, that framing is immediately interesting. The economic loop sits underneath all of it. You capture resource structures, including factories, oil wells, and repair depots, to fund your train fleet and keep it operational. Weapons can be attached to your locomotives to change their combat role, and you can combine multiple rail cars into longer, heavier trains or detach coaches mid-battle to adapt. The 20 mission campaign runs a difficulty curve that starts accessible and then spikes hard without warning, which is the game's most honest flaw. Some late missions have what players correctly describe as a single correct solution, and finding it means replaying the same opening sequence several times until the timing clicks. That is not strategic depth; that is a puzzle with one answer. Fans of twitchy trial-and-error will tolerate it. Players expecting the build-order freedom of a proper RTS will hit a wall. The tutorial situation is the other honest complaint I have to flag. There is not one, not in any meaningful sense. The control scheme is actually fairly compact: right-click to move or attack, Shift plus right-click to force-attack any tile, Ctrl to set a patrol route, and ram attacks executed by holding Shift during an attack order. None of that is explained in-game. Experienced RTS players will mouse around and figure it out within twenty minutes. Newcomers, especially younger players the colorful aesthetic might attract, will feel abandoned. The AI moves fast and commits hard, so the learning period has real consequences. What holds Locoland together across a play session is the atmosphere and the mechanical novelty. Dynamic weather, day-night cycles, meteor showers, and volcanoes all pass over the battlefield while your armored trains are exchanging fire. It does not affect gameplay in deep ways, but it gives the world a restless energy that keeps the maps from feeling static. The steampunk-robot setting is genuinely charming rather than cynically applied, and the enemy train AI, while not sophisticated by modern standards, moves with enough aggression to demand active attention rather than passive turtling. Capturing enemy factories and fending off zeppelin attacks adds variety to objectives that would otherwise reduce entirely to "destroy everything." The honest context here is that this game originally shipped as Steamland in the early 2000s and reached Steam years later. Its graphics, windowed-mode support, and interface design reflect that origin faithfully. For a strategy enthusiast who wants something compact and unusual to run through over a weekend, the 20-mission structure fits. For anyone expecting a deep mod ecosystem, multiplayer, or a tutorial that respects their time, those things are simply absent. It is a small, strange, mostly functional RTS with a rail-constraint mechanic that no mainstream game has really copied, which is either a missed opportunity or a sign that the idea is harder to scale than it looks.

Diego
Diego · Scout Team

Strategy & simulation

Tags

singleplayertrading-cardstier:indieRail-Bound RTSResource CaptureTrain CombatSteampunk SettingDifficulty SpikesRetro StrategyMission-Based CampaignOld-School Design

System Requirements

Minimum

OS
Windows XP/7/8/8.1
Memory
100 MB RAM
DirectX
Version 9.0
Storage
600 MB available space
Graphics
16 MB VRAM
Processor
Pentium II 300 MHz

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Game Info

Developer
Gromada
Publisher
ESDigital Games
Release Date
May 28, 2015

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Frequently asked questions about Locoland

How much does Locoland cost?

As of 7 September 2026, the cheapest in-stock offer for Locoland is €2.49 at Kinguin, out of 7 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Locoland cheapest?

The lowest in-stock price we track for Locoland is €2.49 at Kinguin (7 September 2026). We compare 7 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Locoland available on?

Locoland is available on PC.

When was Locoland released?

Locoland was released on 28 May 2015.

Who developed Locoland?

Locoland was developed by Gromada and published by ESDigital Games.