
Station to Station is a minimalist & relaxing game about building railway connections. Grab your conductor’s hat and bring the voxel-art world to life through the magic of trains!
In Station to Station, your world starts small with a handful of rural structures. Place stations and create connections to foster growth and expansion. The more connections you build, the more your area will grow, bringing with it a vibrant, lush environment full of life and color!




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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Langue | Interface | Audio complet | Sous-titres |
|---|---|---|---|
| Russe | |||
| Ukrainien | |||
| Anglais | |||
| Allemand | |||
| Français | |||
| Espagnol |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Works brilliantly on steam deck just in case you were wondering, whether you're docked using mouse and keyboard or controller, or just the deck itself
While I've enjoyed the game, it isn't what I thought it was. Everything I'd seen online (short form content) had shown the game to be a city builder where you have to create a train station between towns to generate profit in order to move on to the next area. When in fact it's a level by level / complete XYZ challenge before moving on without really giving you the chance to sink your teeth into any management of any sort. Fun but not what I thought it was and if I'd have realised, I don't think I'd have gotten it.
The game is beautiful & the puzzle mechanics are engaging. It amazes me that reviews with under 2 hours can be taken with any credibility. Someone tells you that the game doesn't offer X, Y, and Z without even having played the game. It's frustrating how wrong they are. There is difference of opinion and then there is simply lying because you didn't get enough of a dopamine rush within your refund period. It was advertised as a puzzle game that uses a gorgeous voxel graphic, and it delivers on that. To call it a mobile game is disingenuous. What you want in a game like this is for it to be it's own thing. There are train-sims already. There are more train-sims coming out where you can happily turn your map into a dystopian nightmare of efficiency. This is a game that rides the edge between cozy/comfortable & a challenging puzzle game exceptionally well. You'll see me finished the game w
It really is a lovely little game in many ways, but doesn't click as a puzzle experience (yet) for me, From my POV, the puzzle solutions seem very linear and prescriptive. It looks more freeform and creative in approaching solutions than it actually is, at least so far. It's not especially satisfying to finish a puzzle because there was not much room to do it any other way. And it's already a little annoying. The side-challenges turn it into an optimisation task that's a bit of a chore and has you hunting for the one pixel that knocks an extra 1 gold off the price of building the track. This takes up much more of your play time than any decisions you have to make, all of which are pretty obvious - if you have the info, that is. Often an earlier step in a puzzle can mean you have to effectively restart later, so you end up puzzling over the connections and solving it all as many steps u
I am one of the artists for this game and this is my own review for my own game? When I first saw the concept game play I was really sceptical. Was not even sure if this is my kind of game. For the first half a year I wasn't really positive that is will be fun. Though the game evolved over time and became quite a well polished product. What do I think of it now? I think it looks much better than I expected. It's very pretty actually. Gameplay is quite challenging and itches my completionist part of the brain. When the game gets boring there is usually a new mechanic that gets introduced which gives the game a new spin. On a scale from 1/10 I give it a 7.7 This is not a managament game, it is a puzzle game. If you expect something else you will be dissapointed.
Warning: THIS IS NOT A TRAIN GAME. Okay, so - it's a puzzle game first and foremost, that happens to have a train theme. But I felt compelled to warn that upfront because trains are my father's brand of autism and I know how particular y'all train people can be. This kind of caught me off-guard, since I had seen a teaser for the game in some Not-E3-Anymore showcase in recent years and just thought it looked like a cozy train game with a nice voxel artstyle. What I didn't expect was how addicting the relatively simple mechanic of hooking up stations in a particular order to maximize bonuses would be. The game never exactly feels hard unless you're trying to go for 100% completion, and the main puzzle mechanic doesn't change much throughout the game's duration. What keeps it fresh is the steady introduction of new biomes, each with their own little quirks and special ability cards to pla
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