1
Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this. Hidden Gem Hidden GemLoved by the players who found it, but still under the radar.
TransportationEconomyPolitics
$19.99 ~122 hr median co-op complexity: moderate 89.5% of 2k
The Squirrel's verdictNIMBY Rails is built around placing rail on a real-world global map at any scale, including co-op, which sets it apart from Railway Empire's constructed historical regions. Terrain imposes no engineering constraints here — track laid over mountains costs no extra effort and trains run at full speed regardless — so the challenge is network design and passenger demand management rather than route engineering.
Not for you if you want terrain to factor into track-laying decisions or expect the polish of a fully released title.
2
Hidden Gem Hidden GemLoved by the players who found it, but still under the radar.
EconomyLogicPuzzle
$24.99 ~36.2 hr median co-op complexity: moderate 88.7% of 3k
The Squirrel's verdictBoth are trains without twitch reflexes, but the job changes: Railway Empire builds a transport economy across a map, Rail Route puts you in the signal box managing live dispatch and scheduling on fixed lines. Shared appeal is planning at your own pace; this trades empire-building and city demand for pure traffic control and switch logic.
Not for you if you want city growth, resource economies, and network expansion rather than dispatching trains through fixed signals and schedules.
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's defining identity is its grid-based building mode combined with a token-and-resource progression tree, which sits closer to Transport Tycoon than to Railway Empire's city-growth and historical scenario structure. You lay track, route trains, and serve city demand, but advancement requires managing global token resources rather than cash alone. No campaign or scenarios exist; the experience is open-ended sandbox building. Median playtime is around 58 hours.
Not for you if you want scripted campaigns, scenarios, or city-growth mechanics rather than open sandbox play with a token-based progression system.
4
Closest Match Closest MatchThe most similar game to the anchor, by what players say.
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 shares the track-laying and resource-routing core of Railway Empire but drops the open sandbox for fixed, isolated levels with mission objectives and money-based timers. There's no city growth or multi-map empire to manage. Suits players who want the train-logistics puzzle in short, structured bursts rather than a sprawling economy to build at their own pace.
Not for you if you play Railway Empire specifically to relax without a clock running and want an open economy to grow rather than fixed levels to solve.
5
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 suits players drawn to free-form track placement and bond-based financing in a growing freight economy. The economic structure is broader than Railway Empire's but less fully realized, and the complete absence of signaling means all junction routing is handled by AI, which reviews describe as a source of trains stalling and waiting far from their destinations.
Not for you if you want any direct control over train movement at junctions, since there is no signaling system whatsoever.
6
Railroad Corporation 2
PC
TrainsEconomyHistorical
$39.99 ~32 hr median co-op complexity: moderate 71.6% of 384
The Squirrel's verdictRailroad Corporation 2 adds signals and train priority that its predecessor lacked, plus co-op, while keeping the same planning-heavy freight economy and free-form track building. Reviews note improved construction tools but flag recurring train pathing delays, cargo balancing gaps, and unbalanced multiplayer. Median playtime is around 32 hours. Suits players who want the railroad management formula with co-op and better routing controls.
Not for you if you want a fully developed release; reviews describe an incomplete campaign, pathing issues, and multiplayer that needs further refinement.
7
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 shares the build-track-serve-cities loop and unhurried pace, but adds city-building and a courier system moving goods to stations rather than pure train-to-train delivery. Where Railway Empire hands you clear tutorials, this one leans on players figuring out mechanics themselves. Median playtime sits around 24 hours, suited to players who like puzzling out systems rather than being taught them.
Not for you if you want clear tutorials and explained mechanics rather than figuring out unintuitive systems through trial and error
8
TrainsEconomyCity Builder
$19.99 ~33.6 hr median no co-op complexity: moderate 64.5% of 4k
The Squirrel's verdictTrain Fever centers on route-building and vehicle logistics with real supply-and-demand underneath, similar to Railway Empire, but strips away the tycoon economic layer and historical campaign structure. The focus is narrower: connecting cities, timing vehicle arrivals, and managing lines. Reviews note the game feels unfinished in places, with unpolished menus and late-game cargo balancing problems. Median playtime runs around 34 hours.
Not for you if you want a deep economic layer, scripted campaigns, or a polished menu and tutorial structure.