Railroads & Catacombs Reviews
In this exciting Card Building Roguelike game you create your cards from scratch adding different upgrades. Build your train, explore this mad land and face fearsome bosses. Discover infinite synergies. How far will you go?
App ID | 1156060 |
App Type | GAME |
Developers | Felipe Aulló |
Publishers | IndieArk |
Categories | Single-player |
Genres | Indie, Strategy, RPG, Adventure, Early Access |
Release Date | 14 Sep, 2023 |
Platforms | Windows |
Supported Languages | English, French, German, Spanish - Spain, Simplified Chinese, Korean |

65 Total Reviews
56 Positive Reviews
9 Negative Reviews
Mostly Positive Score
Railroads & Catacombs has garnered a total of 65 reviews, with 56 positive reviews and 9 negative reviews, resulting in a ‘Mostly Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Railroads & Catacombs over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
2888 minutes
Pain Train!
👍 : 0 |
😃 : 0
Positive
Playtime:
17886 minutes
I am enjoying it.
👍 : 1 |
😃 : 0
Positive
Playtime:
1741 minutes
Very good game for anyone who likes deckbuilder roguelikes and lovecraftian horror. Super impressive to see this from a solo dev!
👍 : 1 |
😃 : 0
Positive
Playtime:
63 minutes
I only play on my sd and I can’t figure out what I am doing wrong. The controls on the sd doesn’t work at all and this is supposed a verified game for the sd. Any suggestions please?
👍 : 1 |
😃 : 0
Negative
Playtime:
461 minutes
This game is so poorly balanced, and entirely ruled on RNG. Even when you have a good deck, spent thousands of resources making your character, one bad RNG event can literally kill that character.
All of the costs are stupidly high as well. Oh, you got an injury on a Tier 1 map? It costs more coal to heal you than you can even earn in a Tier 1 map.
I'll be uninstalling and forgetting about this game, until a friend asks and I tell them to fucking not bother.
👍 : 3 |
😃 : 3
Negative
Playtime:
374 minutes
This game really is Darkest Dungeons weird Cousin in the best way possible.
👍 : 5 |
😃 : 0
Positive
Playtime:
1755 minutes
Recommend
+ Good game mechanic (roguelike deckbuilder + Grid based combat + base building) - not many games has these feat.
+ Abundant of characters and classes to play (eventually unlock after defeat bosses and might be more in future updates)
+ Optimal graphic quality and having vibe of darkest dungeon with quite not load in computer resources
+ A bit challenge in early hours of play, when you not know which card upgrades need to be add to make great combo. But after you know good card combo you may wipe out all enemy in 1st turn
+ Promising more updates from game dev.
Unlike some aspects in current version, which may better in next updates
- A bit grinding to obtained resources (which may alleviate after you got psychiatry, who will not lose insanity)
- A bit grinding to obtained card upgrades to make high damage output combo
- Some unbalance issue in each character e.g. engineer job has only benefit in train (base) by having 2 energy points for 2 work jobs, which is not in combat and might leading to less fun or being the choice to using in combat
- No reward for beating the boss in level 4 in current version
👍 : 2 |
😃 : 0
Positive
Playtime:
374 minutes
TLDR; Good core game, very repetitive fast and some balance issues and no choices or consequences in dungeons really.
I wish there was a neutral rating. I'm going to give this a recommend, because the core of this game has a ton of potential but there is some lacking content to make this a real gem.
Pros
1. The theme of the game is great, from art to the sound design. For a small indie game it really did very well with this. Very much darkest dungeon style, but different enough to not feel like a straight copy.
2. Combat is fast enough (outside of one boss) that it's never really a slog. It's easy to understand what anything does by hovering over the character and reading the descriptions. You only run one character at a time, and a dungeon takes 10-15 minutes per run (outside of one that can be a slog at 25). So you are in a nice game play loop of getting resources, using them upgrade your train (central hub), unlocking new characters, upgrading characters every 10-15 minutes.
3. Deckbuilding aspect is done well, where each character has a pool of cards they can find during a dungeon run, keeping whatever they take. There are card upgrades, card removal, character power level and subclass upgrades that further specialize the deck. So 2 characters of the same class can have different enough play styles that it doesn't feel silly to have 2 guardians, or 2 rageborn. Though it does seem like there is only 2/3 variations per path, but there are enough classes that it feels fine. The only downside is your deck is fairly small (6-8 cards starting), so once you get a few of the cards you like/want you just end up passing on cards. You get card rewards for fights in dungeons, so you easily get 5+ choices per dungeon run and end up ignoring most of them fairly quickly.
Cons
1. Lack of consequences. This isn't really a push your luck style of dungeon exploring, there is a sanity mechanic but it's pretty easy to never have to deal with it. Supplies and wood are plentiful enough that you can easily keep a character sane for an entire dungeon run. So many characters have built in healing that I rarely if ever have to camp to heal up. I find only when I first run a character that has no upgrades or new cards do I need to worry about supplies at all. Afterwards you just stockpile them until you need to level or want to try a new character. This also means it's really just trivial to upgrade characters, so someone dying isn't really a big deal. Also besides the class/character type combination, nothing is unique about a character. It sucks losing some upgrades you found, but getting a new character and leveling them is very easy. Meaning if someone dies, it just costs you a little bit of time. It's very rarely going to be run ending unless it's very early in the game.
2. Lack of choices. There isn't really a map, with the train aspect I thought you'd be traveling and have to fight through a dungeon to unlock a new area as your train advances etc. This has not been the case, you just always have the same selection of dungeons and beat them to unlock more or higher difficulty. There is also so far no events or anything within a dungeon or world map at all. Meaning the gameplay loop is go into a dungeon, get materials, use them to, and repeat. This gets old and you end up
just in a situation where you can over level every character. There is no end of run that I have found so far.
3. Character balance. There is one character the Therapist, that ignores the sanity mechanic. Once you get him, you can just endlessly farm supplies. He breaks a core mechanic of the game and while it was already easy to deal with sanity, he just makes you forget it even exists. He really needs a rebalance, as he just becomes the best farmer you could ask for in this style of game.
On top of this, every character I have tried so far has had some sort of self healing. This means you really don't care about the camping mechanic, since there is no delay punish in fights. You can just fight as long as you need to to heal a character up. Every fight has a condition to end it, and as long as you don't fulfill that fight enemies spawn endlessly. There is too much sustain across the board in characters that does too much. Between cards and upgrades you should be near 100% health at all times. This plays into the lack of consequences. I clear every fight in every dungeon every time. There is no reason not to, my characters can just heal up in the fight. I never have to use supplies outside of early level characters, so I can just endlessly farm.
Conclusion
Overall for the price I can't really complain, why I ended up giving it a recommend. In it's current state you can see the potential and hope the developer can deliver on that and there is probably 6-10 hours of enjoyment right now unless you really like the grind. It is however very close to being a game I'll sink dozens if not hundreds of hours into once there is a bit more to do and some updates. I hope more updates come out and some balancing tweaks. This is a game I'll let sit in my library for months or years and check in again after some major updates.
👍 : 9 |
😃 : 0
Positive
Playtime:
1375 minutes
An excellent, brutal game, reminiscent of Darkest Dungeon in many ways. This game leans heavily on the Darkest Dungeon inspiration but, as that is my favorite game of all time, I think it is a good choice. Combat is dangerous and lethal. A single mistake can lead to death or injury. I'll break down the rest of the review into pros and cons:
Pros
-Amazing art style. Very gritty and similar to Darkest Dungeon. It has that same raw, pulp comic feel and plenty of dark embellishments. The monsters are also highly varied and horrific. The train is very aesthetically appealing.
-Very creative concept and implementation. The train base dynamic is fairly unique and allows for expansion without getting complicated. The text and characters hint at a world with a rich lore.
-Excellent descriptive text, very dark and Lovecraftian.
-The card design dynamic is very fun and allows for a massive amount of variability in character abilities. You can certainly design crappy ones (though deletion mechanics allows you to eliminate them) but you can also design incredibly powerful combos.
-Unlocking new classes through combat is a fun achievement dynamic.
Cons
-I honestly don't have many and, hopefully, they will be addressed in the final game.
-Being able to field only one character at a time makes it hard to level up and gets a bit repetitive. Allowing even two (at least some of the time) would be much more fun.
-A little more story about why you are fighting these monsters and what your end goal is would be good. The descriptive text is excellent and the survival mechanic makes sense, but I'd like to see the monsters/dungeons tied to the narrative a bit more.
Overall, I'm amazed this is in beta and created by a single dev. I've paid much more for supposedly complete games that were far more flawed. I'd highly recommend this game and will also plan to follow any of this dev's future projects (which I hope are many).
👍 : 7 |
😃 : 0
Positive