Compare Train Simulator 2013 prices across 50+ stores and find the best deal. Developed by Dovetail Games. Published by Dovetail Games. Released on 7/12/2009. Available on PC. Genres: Simulation.

A hyper-detailed PC train simulator where you manage throttle, braking, and timetables across real-world routes. Niche by design, rewarding if rail operations genuinely interest you.

Train Simulator 2013 is Dovetail Games' annual iteration of their long-running rail simulation series, sitting on the same core RailWorks engine that the franchise has refined since its origins in 2009. The pitch is straightforward: you sit in a cab, work the controls, hit your station stops on time, and do it all with a level of procedural fidelity that most action games would consider a liability. Modes include Quick Drive, which lets you pick a route and locomotive and just go, plus structured Career and Standard scenarios that layer in specific objectives like passenger stops, shunting tasks, and timed runs. A Scenario Editor with scripting support means you can even simulate equipment failures and unexpected track events, which is where the simulation depth starts to feel genuinely interesting rather than just slow. From a depth-of-decision standpoint, this is not a game that hides complexity. Each locomotive class has its own cab layout, brake system, and handling characteristics. Getting a heavy freight consist up to speed on a gradient, managing dynamic braking on the descent, and pulling into a station within the tolerance window requires actual procedural knowledge. That learning curve is real. The tutorial does the minimum required to get you moving, and the community's own Steam Workshop guides and forums fill the gap the official onboarding leaves open. That is worth knowing before you buy: the community is the tutorial here, and fortunately it is an active and methodical one. The DLC ecosystem is where the long-term calculus gets complicated. The base package ships with a curated set of routes and rolling stock, and the platform has accumulated hundreds of additional route and locomotive packs over the years, spanning British mainlines, US freight corridors like Sherman Hill and the Northeast Corridor, and European routes including Hamburg-Hanover. The modular structure means you only buy what geographically or historically interests you, which is a reasonable model if approached with discipline. It also means the total catalogue price, if you tried to own everything, would be absurd. Start with two or three routes that match your interest and treat additional DLC as optional expansion. TS2013 is also historically notable as the first fully Steam-integrated version of the series, making it the anchor point from which all subsequent DLC compatibility flows. If you are sourcing older content or community-built routes, knowing that TS2013 is where full Steam Workshop and Steam-based DLC support solidified matters for long-term library management. The modding pipeline is real: the Blueprint Editor allows creators to import custom models, textures, track assets, and rolling stock, which is why the third-party content catalogue has grown so large. Freeware routes built by the community add meaningful hours at zero cost once you understand what DLC dependencies each route requires. Where the game earns legitimate criticism is in moment-to-moment engagement for players who are not intrinsically interested in train operations. If the idea of monitoring brake pressure curves and watching scenery roll past at line speed does not appeal to you, no amount of route variety changes that. The ambient world, while geographically accurate, lacks the living texture of open-world sims. This is a recreation of a job, and it is honest about that. For rail enthusiasts, operations hobbyists, or anyone who finds satisfaction in mastering a complex system with real-world analogs, the depth here is legitimate and the content library is enormous. For everyone else, the genre itself is the barrier, not the execution. Diego, Scout Team

Train Simulator 2013
Simulation

Train Simulator 2013

Jul 12, 2009Dovetail Games
GamerScout Says

A hyper-detailed PC train simulator where you manage throttle, braking, and timetables across real-world routes. Niche by design, rewarding if rail operations genuinely interest you.

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About Train Simulator 2013

Train Simulator 2013 is Dovetail Games' annual iteration of their long-running rail simulation series, sitting on the same core RailWorks engine that the franchise has refined since its origins in 2009. The pitch is straightforward: you sit in a cab, work the controls, hit your station stops on time, and do it all with a level of procedural fidelity that most action games would consider a liability. Modes include Quick Drive, which lets you pick a route and locomotive and just go, plus structured Career and Standard scenarios that layer in specific objectives like passenger stops, shunting tasks, and timed runs. A Scenario Editor with scripting support means you can even simulate equipment failures and unexpected track events, which is where the simulation depth starts to feel genuinely interesting rather than just slow. From a depth-of-decision standpoint, this is not a game that hides complexity. Each locomotive class has its own cab layout, brake system, and handling characteristics. Getting a heavy freight consist up to speed on a gradient, managing dynamic braking on the descent, and pulling into a station within the tolerance window requires actual procedural knowledge. That learning curve is real. The tutorial does the minimum required to get you moving, and the community's own Steam Workshop guides and forums fill the gap the official onboarding leaves open. That is worth knowing before you buy: the community is the tutorial here, and fortunately it is an active and methodical one. The DLC ecosystem is where the long-term calculus gets complicated. The base package ships with a curated set of routes and rolling stock, and the platform has accumulated hundreds of additional route and locomotive packs over the years, spanning British mainlines, US freight corridors like Sherman Hill and the Northeast Corridor, and European routes including Hamburg-Hanover. The modular structure means you only buy what geographically or historically interests you, which is a reasonable model if approached with discipline. It also means the total catalogue price, if you tried to own everything, would be absurd. Start with two or three routes that match your interest and treat additional DLC as optional expansion. TS2013 is also historically notable as the first fully Steam-integrated version of the series, making it the anchor point from which all subsequent DLC compatibility flows. If you are sourcing older content or community-built routes, knowing that TS2013 is where full Steam Workshop and Steam-based DLC support solidified matters for long-term library management. The modding pipeline is real: the Blueprint Editor allows creators to import custom models, textures, track assets, and rolling stock, which is why the third-party content catalogue has grown so large. Freeware routes built by the community add meaningful hours at zero cost once you understand what DLC dependencies each route requires. Where the game earns legitimate criticism is in moment-to-moment engagement for players who are not intrinsically interested in train operations. If the idea of monitoring brake pressure curves and watching scenery roll past at line speed does not appeal to you, no amount of route variety changes that. The ambient world, while geographically accurate, lacks the living texture of open-world sims. This is a recreation of a job, and it is honest about that. For rail enthusiasts, operations hobbyists, or anyone who finds satisfaction in mastering a complex system with real-world analogs, the depth here is legitimate and the content library is enormous. For everyone else, the genre itself is the barrier, not the execution. Diego, Scout Team

Tags

steamQuick Drive ModeScenario EditorCareer ModeSteam Workshop SupportCab SimulationRoute DLCFreight OperationsTimetable ManagementCommunity Modding

System Requirements

Minimum

Memory
2 GB RAM
Storage
6 GB
Graphics
512 MB Pixel Shader 3.0
Processor
2.8 GHz Core 2 Duo
System requirements
Windows XP / Vista / 7 / 8

Reviews & Ratings

No ratings available

Game Info

Developer
Dovetail Games
Publisher
Dovetail Games
Release Date
Jul 12, 2009

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