Key art showing Doug Barker aiming a flare pistol against a pack of glowing-eyed animal monsters in a snowstorm

Game review

Fright Train Review

7.6 / 10

Developer
WildArts Games
Publisher
Black Lantern Collective
Released
15 September 2026
Platforms
["Windows"]
Genre
Action

Resident Evil on Rails, With a Furry Cast

Fright Train's pitch sounds like a mashup that shouldn't work: take the resource-scarce, over-the-shoulder survival horror of the classic Resident Evil games, set it on a massive train barreling through an Antarctic blizzard, and populate the cast with cute, chunky-bodied anthropomorphic animal characters instead of grim-faced special agents. It works anyway, and works well. You play Doug Barker, a paranormal investigator responding to a distress call from a runaway research train called the L.R.S. Great White, now overrun by monsters and being pursued by something considerably worse hiding in the storm outside. The tone lands somewhere between horror and charm: the setting is genuinely tense and claustrophobic, but the character writing, voice acting, and creature designs keep things from ever feeling grim for its own sake.

The Dead Space and Resident Evil influences are obvious and openly worn: limited inventory space, deliberate reload animations, a slow-loading revolver-and-shotgun arsenal, and enemies whose weak points reward precise aim over spray-and-pray. What sets it apart is the train itself, which isn't just a backdrop but a system you have to actively maintain. Windows need boarding up before storms hit, engine cars need repairs, and letting the train's condition slide too far means freezing or getting overrun by whatever's waiting outside in the blizzard.

A Train-Car Loop Built Around Pressure, Not Just Combat

The core gameplay loop asks you to clear a train car of enemies, loot everything you can carry or afford to leave behind, patch up the car's systems, and push forward before the next storm wave hits. It's a tighter, more claustrophobic spin on the roguelite formula: runs are structured around a handful of three-car "sections" within each act, and completing a section unlocks the next, with gear and currency carrying forward until the act resets and strips your loadout for the next cycle. Two separate currencies drive exploration and door-opening, and a small cast of vending machines, including one that pays out cash for junk items you'd otherwise be stuck carrying, add welcome texture to what could otherwise be a straightforward loot-and-shoot loop.

Players consistently praise how well the tension escalates: early runs are a genuine scramble for ammo and healing, and the inventory system, which renders your equipped gear visibly on your character's back, forces real decisions about what to carry into a fight versus what to leave behind. The flip side, reported almost as consistently, is that the roguelite variety doesn't run especially deep. Room layouts repeat noticeably between runs, enemy waves follow fixed patterns car to car, and nearly every monster in the game shares the same weak point (their legs), which flattens what should be a varied bestiary into a fairly repetitive shooting gallery once you've learned the pattern. None of this tanks the fun on its own, but it's the clearest ceiling on the experience right now.

Sharp Ideas, Rough Execution

Fright Train's biggest asset is how many small, smart ideas it's juggling at once, and its biggest weakness is that a few of them aren't fully sanded down yet. The inventory and gear-slot system is inventive and Tarkov-adjacent in its tactility, but managing it is entirely drag-and-drop, which becomes a genuine liability when you're doing it on a countdown timer with monsters closing in. Players have also flagged a more serious bug where swapping an item for a healing canister or ammo can silently delete a weapon from your inventory entirely, a problem serious enough to derail an otherwise strong run if you don't keep a backup gun stashed. The developers have been visibly responsive to feedback since launch, patching quickly and engaging directly with bug reports, which has gone a long way toward reassuring early players that these are launch-week rough edges rather than a sign of neglect.

Getting cornered is the other recurring complaint: enemies that close to melee range become nearly impossible to shoot, since your gun fires from roughly where your character stands rather than tracking a proper aimed reticle, and the dodge roll only sends you forward rather than in a direction you choose. Combined with a small number of players getting soft-locked outside the train during a storm with no way to fight back, these are the sharpest edges on an otherwise well-conceived combat loop.

Worth the Price of Admission

At $14.39, Fright Train is priced modestly for a roughly four-to-five-hour campaign with meaningful replay value chasing higher difficulties, achievements, and leaderboard scores. Reviewers who came in as longtime Resident Evil or Dead Space fans and reviewers who'd never touched the genre before both landed in largely the same place: surprised by how well the mechanical ideas fit together, charmed by the cast, and willing to forgive the jank because the developers are clearly still actively improving it. The demo that preceded launch clearly built real goodwill, with a number of players noting they'd been waiting since trying it to pick up the full release.

Verdict

Fright Train takes a genuinely odd combination, claustrophobic survival horror crossed with a cute animal cast and a moving-train roguelite structure, and makes it work far better than it has any right to. The core loop of clearing cars, managing a shrinking window before the next storm, and juggling a genuinely tactile inventory system is tense and rewarding, even if the level variety and enemy weak points don't hold up to close scrutiny across a longer playthrough. A handful of bugs, including one that can delete weapons outright, keep it from feeling fully polished at launch, but an actively engaged dev team and a very reasonable price make this an easy recommendation for horror-roguelite fans willing to ride out some launch-week rough edges.

Pros:

  • Genuinely original mashup of survival horror tension and a train-maintenance roguelite loop
  • Tactile, visible inventory system that rewards careful loadout planning
  • Charming voice cast and character writing that balances horror with real warmth
  • Reasonably priced for its length, with real replay value in higher difficulties

Cons:

  • Enemies mostly share the same weak point, flattening combat variety over time
  • Room layouts and enemy waves repeat noticeably between runs
  • A serious bug can delete weapons when swapping inventory items under pressure
  • Aiming and dodging both struggle once an enemy closes to melee range

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 7.5 / 10
  • Progression 7.5 / 10
  • Value 8.5 / 10
  • Originality 8.5 / 10
  • Interface 6 / 10