Season One is running: fifty mileposts, a weekly league and a special line every Thursday. Depart from the deepest terminus you have reached.
Fly the drone above the train and defend it from all the monsters trying to wreck it.
The armoured cars fight on their own. But you are the thing that can support them, and you can only be in one place at a time.
Fly the roof. Overcharge the car you are standing over. Stomp the boarders off the deck. Drag in the scrap and upgrade the cars and drone at the stations.
TWELVE WAVES TO A TERMINUS the line asks how long you want to keep going. Pull in and bank the run, or run on into the next division, where everything that was hard is worse. There is no last stop, only the one you chose or lose.
THE TRAIN Laser, mortar, tesla, shield, flak, carrier. Three of a kind in a row unlocks pierce, chain, salvo and reach. Three of a kind anywhere can instead be fused into one car a level higher, a railgun, a jericho, a gatling, which costs a single coupling instead of three. Breadth or depth. You cannot have both.
THE DRONE Whatever car you hover over fires harder and faster. Scrap only magnetises to where you are. Boarders only come off under your boots. Nothing you do is free, because everything you do is somewhere else.
THE STATION Goods on plinths, a board shows what a repair costs, and a lever marked DEPART sends you back out. Buy a car. Bolt a module to it. Decide what the train is for.
THE DEPOT A dead run still pays. Bonds buy the shape of the next run, never power inside this one. A warranty costs thirty and buys you a single derail. After that it is percentages.
WHAT IT COSTS Free is the whole game: every wave, every car, every module, the depot. A couple of the cars and modules are earned by playing rather than handed over, and none of them are for sale.
The Line Pass is one optional purchase. It clears the hoardings, opens the difficulty ladder past the first line, and unlocks the deeper depot ranks. A one-time unlock, not a subscription. Nothing behind it changes the balance of a free run.
Games fun and keeps you interested no complaints really. At the end of the day even if it’s a copy it’s still entertaining.
Developer Response
Thanks for playing!
DEPARTURES
Three orders every day and five every week. A streak that counts the days you finish a run, with held signals for the day you cannot. A yard that ships bonds while you are away.
PICK UP WHERE YOU STOPPED
Every terminus you reach is kept. Depart from the deepest one with the train that pulled in.
THE SEASON
Four weeks, fifty mileposts, measured in the miles you run. A free track, and a Season Ticket track with two liveries and freight of its own. Nothing you reach is lost when a season closes.
THE SPECIAL
Thursday to Monday, the same line under one hard rule: Boss Rush, Far Country, Night Freight, Haulier's Week, The Swarm. A livery for each, at wave twelve.
THE LEAGUE
Race up to thirty drivers a week on season miles. The top seven go up a class.
THE DEPOT GROWS
The Stations, a new line of six fittings. A requisition desk that books a car, a module, a contract or a head start for your next run. Six liveries you can buy with bonds.
THE RESCUE ENGINE
Lose the engine past wave three and a sponsor can send one more. Once a run.
AND
The creatures walk on real legs now, and every evolution has a shape of its own. A new title screen that fits small phones and landscape. Reduce Motion is honoured.
Version 1.6
The developer, Furkan Donmez, indicated that the app’s privacy practices may include handling of data as described below. For more information, see the developer’s privacy policy .
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The developer indicated that this app supports the following accessibility features. Learn More
Supported Features
Reduced Motion
Information
Seller
Furkan Donmez
Size
42.9 MB
Category
Action
Compatibility
Requires iOS 16.4 or later.
iPhone Requires iOS 16.4 or later.
Mac Requires macOS 13.3 or later and a Mac with Apple M1 chip or later.