In the crowded station of deck-building roguelikes, where titles like Slay the Spire and Monster Train have laid down significant track, Battle Train arrives with a fresh and explosive timetable. This is not a game where you fight on a train; it is a game where the train itself is your primary weapon.
The experience is best described as a tactical, tile-based board game come to life, where you feverishly build railway networks across a grid to launch your locomotive as a missile at your opponent’s base.
This core combat is wrapped in the bizarre and often funny presentation of a reality competition show, framed as a behind-the-scenes documentary. It’s a concept that blends strategic combat with the randomized, run-based structure of the genre in a very direct way.
The Art of Locomotive Warfare
The moment-to-moment gameplay in Battle Train is a constant tactical puzzle. Your primary objective in any match is to use cards from your hand to lay down track pieces, creating an unbroken line from your station to one of your opponent’s depots.
Once that line is complete, you can send your train careening down the path to inflict damage. To play these cards, you spend minerals, the game’s equivalent of mana, which can be replenished and increased by building your tracks through specific mineral mine tiles scattered across the board. This creates an immediate tension between aggressive expansion towards the enemy and the necessity of building up your own economy.
Your hand is a mix of cards that serve different purposes. While most cards are track segments of various shapes, you also draw powerful ability cards for boosts and debuffs, bombs that can obliterate sections of track or even damage depots directly, and defensive blockades to slow an enemy assault. The true strategic depth, however, comes from the shared track system.
Once your railway connects to your opponent’s, the entire network becomes a public utility; both players can use all connected tracks. This feature turns every match into a tense affair of push and pull. You might cleverly build onto an enemy’s pre-laid track for a surprise attack, but in doing so, you hand them a golden path directly to your own front door. It’s a system that forces you to think about board control in a way that feels distinct from many of its genre peers.
One Track Mind, Many Random Runs
Like most modern roguelikes, Battle Train structures its campaign around individual runs on a randomly generated map. This map is presented as a series of branching paths with nodes, a familiar system for anyone who has played FTL: Faster Than Light.
Each node represents a different encounter, from a standard battle against a quirky conductor to a shop where you can purchase new cards and upgrade your train. You will also find challenging puzzle missions and unique mini-games that offer substantial rewards. A full run requires defeating several of these opponents and their mini-bosses before you earn the right to face the final champion.
Progression between these runs is a key component. You will steadily unlock a large collection of new cards to be added to the possible pool, as well as permanent train equipment. These upgrades include things as simple as cosmetic hats and other parts for your locomotive that add a bit of charm to each new attempt. To add more variety, each run starts with you choosing one of three randomly generated contestants, each with their own funny name and a special starting card or passive boost, ensuring that no two campaigns start in exactly the same way.
Behind the Steam
The game’s narrative is presented in a highly unconventional format for a roguelike. The entire experience is framed as a popular TV game show named Battle Train, and you are its latest contestant. Your goal is to fight your way to the top to challenge the long-reigning champion, the wonderfully egotistical and train-obsessed Supreme President Conductor Aalvado.
The story is told through a series of animated cutscenes that take the form of a fly-on-the-wall documentary about the show’s production. These vignettes introduce a cast of characters that includes the show’s host, Hank; a disgruntled producer named Joice; and even the host of a rival children’s program, a talking turtle named Todrick. The comedic and satirical tone of these scenes provides a strange, yet often amusing, layer of office politics and celebrity drama on top of the core gameplay.
Signals of Trouble
For all its strategic charm, Battle Train is hampered by a few significant design choices. The most glaring issue is how it handles story progression. Access to the final boss is gated entirely by the narrative. You are required to land on specific “story nodes” during your runs to trigger cutscenes.
It is literally impossible to complete the game on skill or a lucky build alone until you have viewed an arbitrary number of these scenes. This design directly undermines the player agency that is so vital to the roguelike genre; a perfect run can end in a deeply unsatisfying way simply because you didn’t trigger the required story beats.
This structural problem is compounded by other issues. Some battles can slow to a crawl, becoming tedious back-and-forth stalemates. The game also suffers from noticeable performance problems, with severe stuttering and slowdown during intense late-game encounters where the screen is filled with tracks.
Basic quality-of-life features, like an option to forfeit a doomed run or a simple confirmation before ending your turn, are conspicuously absent. The lack of a PvP multiplayer mode is also a major missed opportunity, as the core competitive gameplay seems perfectly suited for it.
The Review
Battle Train
Battle Train presents an ingenious and wonderfully tactical twist on the deck-building roguelike, with its shared-track combat system creating genuinely tense and strategic moments. Its quirky game show presentation is charming and often funny. However, this brilliant core is fundamentally undermined by a baffling design choice that tethers progress to viewing story scenes rather than rewarding player skill. This structural flaw, combined with significant performance hitches and missing quality-of-life features, leaves a potentially great game feeling frustratingly stalled on the tracks.
PROS
- Inventive and deeply strategic shared-track combat system.
- Charming game show premise with humorous, well-presented characters.
- Good variety in cards and randomized starting setups for each run.
CONS
- Player progression is frustratingly locked behind mandatory story scenes.
- Significant technical performance issues, including severe stuttering.
- Key quality-of-life features and a multiplayer mode are missing.
- Battle pacing can become slow and repetitive.