Game review
Choo-Choo Charles
6 / 10
- Developer
- Two Star Games
- Publisher
- Two Star Games
- Released
- 9 December 2022
- Platforms
- Windows
- Genre
- Survival Horror
- Monetisation
- One-time purchase at NZ$28.99. No in-app purchases.
- Players
- Single-player only
The short version
Choo-Choo Charles asks a simple, viral-ready question: what if you had to explore an open-world island in an old train while a monstrous spider train named Charles hunted you? The pitch alone carried the game to genuine internet fame around launch, and it holds up well enough to earn 91.7% positive across 12,199 English reviews, Very Positive.
What both sides of that score agree on, almost word for word, is length. The median critic playtime in the negative sample is under three hours, and 38 of the 100 most-helpful English negatives call the game short outright -- but so do a large share of the positive reviews, which routinely add "wait for a sale" to an otherwise enthusiastic recommendation. Twenty of the 100 negatives specifically describe the side content as fetch quests that barely involve the train premise the whole game is sold on.
Biggest strengths
- A genuinely fun, distinctive high concept -- upgrading and driving a train while evading a monstrous train -- that lands well even for reviewers who criticise everything around it
- Strong art direction and a memorable creature design in Charles himself, impressive for a single developer's project
- Well-regarded voice acting and a game that, per multiple reviewers, delivers competently on exactly what its marketing promised rather than overselling itself
Biggest weaknesses
- Very short for its asking price -- the median negative reviewer's playtime is under three hours, and both critical and positive reviews converge on "wait for a sale" as the standing advice
- Side content leans heavily on generic fetch quests that several reviewers say barely involve the train-combat premise the whole game is built around
- Stealth mechanics around evading and confronting Charles are repeatedly described as underdeveloped, with the threat easy to escape once its patterns are learned
Who it's for: Fans of short, viral, high-concept horror who want a fun weekend curiosity and don't need dozens of hours to feel satisfied -- and who buy on sale rather than at full price, which is close to a universal recommendation across the review corpus regardless of overall score. Less suited to anyone expecting a full-length survival horror game or deep train-combat mechanics to match the premise's promise.
Our recommendation: A fun, well-executed idea best bought on sale rather than at full price -- nearly every review in this library's sample, positive and negative, converges on that exact advice. Go in expecting roughly two to four hours of content, treat anything beyond that as a bonus, and don't expect the side quests to lean as heavily on the train-versus-train premise as the marketing suggests.
6 / 10
Choo-Choo Charles became an internet phenomenon before most people had played it, on the strength of a single-sentence pitch: you drive a train around an open-world island, upgrading it with guns and armour, while a monstrous spider-legged train named Charles hunts you down. "Very fun game and the fact that IGN gave this a 4/10 proves they are a dead corporate site," reads one of the game's most-upvoted reviews, at 1,719 votes — a specific, telling detail, since it points at a real gap between how mainstream games press and the Steam community received this title. The Steam number, 91.7% positive across 12,199 English reviews, sits much closer to the enthusiastic viral reception the game got at launch than to any harsher outlet score.
A concept that delivers, mostly
Reviewers on both sides credit the core idea and its execution. Charles himself is a genuinely memorable creature design, the train-upgrading loop is satisfying in the moments it's front and centre, and multiple reviewers specifically note the achievement of a single developer shipping something this polished and viral-ready. "Good story, Great mechanics," reads one review, "but maybe not $20?" That qualifier — impressive, but not worth the price — is close to the median sentiment across the entire sample, expressed almost identically whether the review ultimately recommends the game or not.
The complaint nearly everyone shares
Length is the dominant, specific issue, and it's remarkable how consistently both sides phrase it the same way. "TL;DR: games good but too short, wait for a sale," reads one of the top positive reviews, reporting a full completion including nearly every achievement in under three hours. That number holds up statistically — the median playtime among the 100 most-helpful negative reviews is under three hours, and 38 of those 100 call the game short outright. A detailed 590-vote negative review makes the comparison explicit: "the game is quite expensive for the length of the game (i have beaten it and done all the side content) i just need to collect all the paint and i will be 100% done with less than 2 hours."
A second, related complaint concerns what fills that time. Twenty of the 100 most-helpful negatives describe the side quests as generic fetch-and-carry tasks that barely touch the train-versus-train premise the game is sold on. "The other 90% is running around doing fetch quests," reads one review, of a game whose entire marketing hook was the other 10%. Several reviewers also describe the open world itself as sparsely filled — big, but with little to actually find in most of it — and the stealth and evasion mechanics around Charles as underdeveloped once his patterns are learned, softening the horror the premise promises.
What the data confirms
The achievement curve backs up the "short and mostly completable" read precisely: 94.4% of players clear the earliest milestone, several mid-tier upgrade achievements sit in the 43–45% range, and only the optional Nightmare Mode difficulty drops to 2.3% — a normal-difficulty completion rate far higher than most games this library covers, consistent with a short, accessible experience most buyers see through to the end.
6 out of 10. Choo-Choo Charles is a genuinely fun, well-realised high concept that earns its viral moment honestly, built by one developer with real craft in its creature design and central hook. But its own audience — fans and critics alike — converges on the same practical advice with striking consistency: it's worth two or three enjoyable hours, and it's worth buying on sale rather than at full price to match what you'll actually get.
Pros and cons
Pros
- A genuinely fun, distinctive high concept -- upgrading and driving a train while evading a monstrous train -- that lands well even for reviewers who criticise everything around it
- Strong art direction and a memorable creature design in Charles himself, impressive for a single developer's project
- Well-regarded voice acting and a game that, per multiple reviewers, delivers competently on exactly what its marketing promised rather than overselling itself
- Genuine achievement for a solo project, with several reviewers specifically crediting the scope given it was made by one person
Cons
- Very short for its asking price -- the median negative reviewer's playtime is under three hours, and both critical and positive reviews converge on "wait for a sale" as the standing advice
- Side content leans heavily on generic fetch quests that several reviewers say barely involve the train-combat premise the whole game is built around
- Stealth mechanics around evading and confronting Charles are repeatedly described as underdeveloped, with the threat easy to escape once its patterns are learned
- The open world is large but sparsely filled, with several reviewers describing most of the map as empty space padding out the runtime rather than meaningful content