1
Squirrel's Pick Squirrel's PickThe best game on this page. If you only try one, try this.
TransportationTrainsCity Builder
Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$39.99 ~87.7 hr median no co-op complexity: moderate 90.3% of 32k
The Squirrel's verdictA broader multi-modal scope — trains, trucks, buses, ships, and planes spanning historical eras — defines Transport Fever 2's expansion on the rail-builder formula. Reviewers with high hours describe the sandbox as highly replayable, and an active mod community adds vehicles and maps. At a median 87.7 hours and $39.99, it targets players who want a more complete, polished transport sim.
Not for you if you want a tight, train-focused game rather than a broader multi-modal transport system with a more complex interface.
2
Closest Match Closest MatchThe most similar game to the anchor, by what players say.
FlightCity BuilderDriving
Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$29.99 ~73.5 hr median no co-op complexity: moderate 83.3% of 11k
The Squirrel's verdictTransport Fever extends the Train Fever formula with ships, planes, multiple vehicle eras, and a mod scene reviewers describe as fantastic. The world is static — factories neither appear nor deplete over time — and the UI carries a similarly unpolished feel. At a median 73.5 hours, it suits players wanting broader transport scope and strong mod support without a genre change.
Not for you if you want factories and resource nodes to appear or deplete dynamically rather than staying fixed throughout a run.
3
TrainsEconomyHistorical
$29.99 ~52.5 hr median no co-op complexity: moderate 82.8% of 10k
The Squirrel's verdictPlayers who find Train Fever's open structure too loose will find Railway Empire's scenario campaigns and structured objectives more directed. Reviews describe very few bugs and good overall quality. The economic layer includes a notable quirk: cities won't redistribute surplus goods to neighboring cities. Median playtime is 52.5 hours, and the pace is relaxed enough for strategy-focused players.
Not for you if you prefer open sandbox building over scenario campaigns, or find the city resource-balancing quirk a dealbreaker.
4
Budget Pick Budget PickThe best game here for the least money.
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 feature is its token-and-resource-tier progression system: trains, stations, and industries each require specific global resources to unlock and upgrade, giving the late game more structure than Train Fever's flat economy. It resembles OpenTTD in layout but reviewers describe the progression layer as meaningfully deeper. Median playtime runs 58.4 hours. Built for players who want clear goals layered on top of a sandbox rail-builder.
Not for you if you want a finished campaign or scenarios rather than an open-ended building sandbox.
5
TransportationTrainsEconomy
Strong Mods Strong ModsA deep, active modding scene extends it past its base content.
$24.99 ~32 hr median no co-op complexity: moderate 78.5% of 2k
The Squirrel's verdictVoxel Tycoon's procedurally generated, expandable world sets it apart from Train Fever's fixed maps: players build rail and truck networks connecting factories across regions they unlock progressively. The voxel construction style is visually distinctive, and the cargo-chain research loop follows a similar structure. Median playtime is 32 hours. Reviews flag significant FPS drops once factory and vehicle counts scale up.
Not for you if you want consistent, frequent updates — reviews describe long gaps between meaningful changes to the game.
6
TrainsTransportationEconomy
$49.99 ~72.2 hr median co-op complexity: moderate 72.5% of 3k
The Squirrel's verdictBoth put you laying track and routing cargo between growing cities, but Railway Empire 2 leans into actual tycoon depth: tech trees, research, city management, and a streamlined track-laying tool reviewers call one of the best around. Median playtime runs 72 hours, co-op is supported, and it targets players who wanted more structure than Train Fever's loose sandbox offered.
Not for you if you want deep, non-linear research systems rather than a tech tree reviewers describe as mostly small percentage bonuses, or you're put off by persistent bug and crash reports.
7
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 verdictSame track-laying and cargo-routing core as Train Fever, but Railroad Corporation adds bonds, labor management, and bidding for land, pushing toward a business-tycoon layer Train Fever never committed to. Trains still run on AI pathfinding rather than manual signal control, so junction chaos remains a shared frustration. Suits players who wanted more economic depth alongside the trains.
Not for you if you want direct control over signals and junctions, or replayable maps instead of the same static cities each run.
8
Railroad Corporation 2
PC
TrainsEconomyHistorical
$39.99 ~32 hr median co-op complexity: moderate 71.6% of 384
The Squirrel's verdictSignals, train priority, and co-op multiplayer are what separate Railroad Corporation 2 from Train Fever's feature set. Track construction is described by reviewers as improved over its predecessor, and the bond and corporate mechanics carry over. Reviews also note train pathing bugs and unbalanced multiplayer sessions. Median playtime is 32 hours. Aimed at players who want more control over junction logistics and are willing to play through a rougher release.
Not for you if you want a polished, complete experience rather than one with reported pathing bugs and unbalanced co-op.