1
Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this. Closest Match Closest MatchThe most similar game to the anchor, by what players say.
TrainsEconomyHistorical
$29.99 ~52.5 hr median no co-op complexity: moderate 82.8% of 10k
The Squirrel's verdictRailway Empire uses scenario-based campaigns with set objectives rather than an open-world global map, and its track-laying accounts for terrain in ways that shape route choices. Cities expand based on goods supply, and trains handle cargo and passengers within fixed regional maps. At a median of around 52 hours played, it suits players who want structured goals and a slower strategic pace over freeform sandbox building.
Not for you if you want an open-ended global sandbox rather than scripted regional campaigns with predefined objectives.
2
Hidden Gem Hidden GemLoved by the players who found it, but still under the radar. Budget Pick Budget PickThe best game here for the least money.
EconomyLogicPuzzle
$24.99 ~36.2 hr median co-op complexity: moderate 88.7% of 3k
The Squirrel's verdictBoth put you in charge of rail networks, but Rail Route trades NIMBY's open-world building and route planning for real-time signal dispatch: you're switching tracks and managing conflicts on existing lines rather than laying track over any terrain. Suits players who want the operational tension of train scheduling over city-scale network design.
Not for you if you want to design and build sprawling rail networks from scratch rather than dispatch trains on fixed lines.
3
TrainsEconomyTransportation
Jank Tolerant Jank TolerantRough edges and bugs — rewarding if you don't mind them. Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$24.99 ~58.4 hr median co-op complexity: moderate 84.9% of 3k
The Squirrel's verdictMashinky runs on a hex-grid map with no real-world geography, and its route planning involves grading, tunnels, and bridges as genuine construction considerations. Progression gates trains and infrastructure behind era-specific tokens rather than cash alone. A single developer built it, and it remains in early access with no campaign mode. Suits players drawn to tycoon-style progression systems and hands-on signal and junction management.
Not for you if you want to build lines across real-world cities and geography, or expect a finished campaign or scenario structure.
4
TrainsAutomationResource Management
Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$29.99 ~34.2 hr median no co-op complexity: moderate 85% of 1k
The Squirrel's verdictRAILGRADE is structured as discrete puzzle levels with defined start and end conditions, a fixed resource chain, and time-based completion goals. Tracks can be raised and bridged across terrain within each level, but there is no persistent world, no sandbox, and no real-world geography. Reviewers consistently describe it as a puzzle game rather than a rail sim. Suits players who want contained, goal-driven rail-construction challenges.
Not for you if you want an open-world sandbox or find timed completion conditions stressful rather than motivating.
5
TrainsTransportationEconomy
$49.99 ~72.2 hr median co-op complexity: moderate 72.5% of 3k
The Squirrel's verdictRailway Empire 2 adds scenario-based missions, a goods and warehouse logistics layer, and terrain that meaningfully constrains routing — reviewers note mountains function as real obstacles. Co-op is supported. At a median of around 72 hours played, it is the longer commitment on this page. Players upgrading from Railway Empire 1 report the tech tree offers incremental bonuses rather than structural additions.
Not for you if you want freeform global-scale building rather than regional mission maps, or came from Railway Empire 1 expecting major mechanical overhauls.
6
TrainsHistoricalTransportation
Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$35.99 ~28.6 hr median co-op complexity: moderate 73.5% of 1k
The Squirrel's verdictRailroad Corporation shares NIMBY Rails' free-form track-laying and rail-economy focus, but swaps the open-world global map for static, fixed campaign maps with the same cities and terrain each playthrough. It adds bonds, labor management, and cargo contracts, but reviewers report no signaling and no junction control, so trains largely self-manage on shared track. Suited to players who want deeper economic systems more than open-world freedom.
Not for you if you want the open-world global scale of NIMBY Rails or expect to directly control train scheduling and signaling at junctions.
7
Railroad Corporation 2
PC
TrainsEconomyHistorical
$39.99 ~32 hr median co-op complexity: moderate 71.6% of 384
The Squirrel's verdictSignals, train priority, bonds, and political lobbying sit at the center of Railroad Corporation 2's campaign structure, alongside track-laying and station placement. Reviewers note track construction is meaningfully improved over its predecessor. Co-op is supported. The game released in early access in 2026 and some reviewers flag incomplete content. Suits players who want corporate and logistical management depth alongside rail building.
Not for you if you want a global real-world map and passenger ticket economy rather than a campaign-driven cargo and corporate management structure.
8
TrainsCity BuilderTransportation
Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$29.99 ~24.4 hr median no co-op complexity: heavy 68.1% of 1k
The Squirrel's verdictSweet Transit centers on colony building: you extract resources, construct warehouses, and establish supply chains, with trains as the connective tissue rather than the main focus. There is no real-world map or open global sandbox. Reviewers flag the UI and tutorial as unintuitive, and the Mixed rating on Steam reflects that friction. Suits players who want production-chain logistics alongside train-network building.
Not for you if you want real-world city and geography building, dislike steep learning curves with thin tutorials, or expect trains to be the primary system rather than a logistics layer.