Game review
Rhyolite
6.5 / 10
- Developer
- Long Lost
- Publisher
- Long Lost
- Released
- 11 December 2025
- Platforms
- Windows
- Genre
- Co-op Roguelite / Action
- Monetisation
- One-time purchase. No in-app purchases or DLC at time of writing.
- Players
- 1-4 player online co-op, plus a supported solo mode
The short version
Rhyolite puts a crew of up to four players aboard a haunted steampunk train, tasked with capturing ghostly attack signatures, charging a machine on spectral energy, and keeping the whole contraption from falling apart before the next ghost train catches up. Steam's audience calls it Positive at 100% of 39 reviews, with nearly every review -- solo or co-op -- praising the game's genuinely novel premise, escalating chaos and the specific texture of its Overcooked-adjacent task-juggling loop.
That reception comes with an important caveat: the review sample is small, and a real, if minority, thread within it flags a game that still feels clunky and lightly bug-affected at launch, alongside at least one detailed review arguing its in-run permanent progression is thinner than the premise initially suggests.
Biggest strengths
- Nearly every review, solo or co-op, praises Rhyolite's premise as genuinely original within the crowded task-management co-op genre, several explicitly contrasting it with Overcooked
- The escalating chaos of juggling ghost-attack captures, energy charging and repairs under time pressure draws consistent, specific praise as the game's core appeal
- A supported solo mode, with dedicated helper mechanics to offset the missing extra hands, draws specific praise from several reviewers who played the entire game alone
Biggest weaknesses
- At least one detailed review argues permanent, between-run progression is comparatively weak once you look past the character-levelling and train-car unlocks, describing the roguelite elements as closer to variety than deep build-crafting
- A specific, independently repeated complaint describes the game as still feeling clunky in places at launch, with bugs the reviewer expects will be smoothed out over time
- The review sample available at time of writing is small, meaning broader consensus on launch stability and long-term replayability is still forming
Who it's for: Co-op groups looking for a fresh take on the Overcooked-style task-juggling formula, especially anyone drawn to a steampunk-ghost-train premise they haven't seen done before. Also a reasonable pick for solo players willing to take on a scaled-down version of the same chaos, though it's clearly built with a full crew in mind. A poor fit for players who want deep, build-defining permanent progression between runs, or anyone wary of buying into a very small early review sample.
Our recommendation: A strong pick for co-op groups of two to four who want something genuinely different from the established Overcooked/Overcooked-alike formula -- the premise, chaos and task variety land well across nearly its entire review corpus. Worth going in aware that its review sample is still small and a minority of players report bugs and thin permanent progression, so temper expectations for a fully polished, systems-deep experience.
6.5 / 10
Rhyolite answers a question nobody quite asked -- what if Ghostbusters was set on a runaway train in the haunted Wild West -- and builds an entire co-op task-management game around it. Developed and self-published by Long Lost, it launched as a full, non-Early-Access release on 11 December 2025, arriving with a long tail of demo exposure behind it: multiple reviewers mention having played the freely available demo, some logging over fifty hours in it before the full game even released. Steam's audience has responded with total enthusiasm so far, calling it Positive at 100% of 39 reviews, though that sample size is worth flagging plainly before anything else -- this is a small, early snapshot of opinion rather than a large, settled consensus.
A premise reviewers keep calling genuinely new
The clearest throughline across the entire review corpus, without a single dissenting voice, is how fresh Rhyolite's core idea feels. Crews of up to four players work a haunted steampunk train, racing to capture the unique attack "signatures" of an enemy ghost train, charge a device on volatile spectral energy, and keep the machinery from falling apart, all while the enemy train's attacks randomly lock doors, swap players between train cars, or scatter items throughout the level. Reviewers repeatedly reach for Overcooked as the nearest comparison point, then immediately qualify it -- more than one describes Rhyolite as trading Overcooked's pure volume-of-tasks chaos for a smaller number of more varied, more puzzle-like tasks that demand genuine on-the-fly problem-solving rather than just faster hands. The old-timey train setting, ghost-hunting theming and Wild West atmosphere draw their own specific, consistent praise as giving the whole package a distinct visual and tonal identity within an increasingly crowded co-op genre.
Chaos that scales from one player to four
A specific, recurring point of praise concerns how well the game scales across party sizes. Multiple reviewers explicitly address whether Rhyolite requires a full group to enjoy, and the consistent answer is no -- solo mode ships with dedicated helper mechanics, including an automated companion, that let a single player experience a scaled-down version of the same core loop rather than a compromised one. That said, the overwhelming majority of the review corpus describes co-op, and specifically two-to-four-player sessions, as where the game truly shines, several reviewers singling out the specific texture of near-misses -- a teammate electrocuted mid-repair, a ghost stealing tools and scattering them across the train, a sudden meteor strike -- as the moments that made sessions memorable enough to keep coming back to.
A minority flags clunkiness and thinner-than-expected progression
Set against that near-unanimous praise, a smaller but specific and detailed thread of the review corpus raises two distinct concerns. One reviewer describes the game as still feeling clunky in places at launch, citing unspecified bugs they expect will be ironed out over time but that were noticeable enough to mention directly in an otherwise positive review. A second, more detailed review argues that despite character levelling, unlockable abilities and multiple purchasable train cars, the game's permanent between-run progression is comparatively weak once the initial novelty wears off -- describing the in-run variety, driven mostly by randomised curse and modifier combinations, as doing most of the heavy lifting rather than any deep meta-progression system layered on top. That same review specifically contrasts the amount of choice available during a single run, where players juggle which curses to accept and which train cars to bring, against the comparatively flat sense of growth once a run ends and the slate resets, arguing the game leans harder on repeatable variety than on the kind of build-crafting depth that keeps some roguelite fans returning for dozens of hours. Neither complaint dominates the review corpus, but both are specific enough, and detailed enough, to be worth flagging honestly rather than glossing over in favour of the otherwise glowing consensus.
What the achievement curve suggests
Global achievement data offers a useful, independent check on how players are actually progressing beyond the review text. The single most-earned achievement, tied to unlocking the game's boss-tier ghost trains, sits at 34.8% of all owners, while completing a standard run sits noticeably lower at 23.7% -- a real gap suggesting a meaningful share of players who dip into the mid-game don't end up seeing a full run through to its conclusion. The drop becomes far steeper from there: an achievement specifically tied to completing the game solo sits at just 2.2%, and every tier of the game's endless post-campaign mode sits clustered around 1-1.2%, indicating that whatever depth exists beyond a first full run remains very much a minority pursuit at this early stage of the game's life, consistent with a young, recently-launched title whose review corpus is still forming.
Final verdict
Rhyolite is a confidently original co-op game that earns its currently spotless review score through a genuinely fresh premise and a chaotic, puzzle-flavoured spin on the task-juggling formula Overcooked popularised. Reviewers across solo and co-op play alike, across small and large sample sizes of playtime, converge on the same read: this is something they haven't quite played before, and the specific texture of its ghost-train chaos is worth experiencing with friends. A minority of more detailed reviews flag real, specific launch-state clunkiness and comparatively thin permanent progression, and the review sample overall remains small enough that broader consensus is still forming -- worth knowing going in, but not enough to outweigh what is, so far, a distinctive and well-liked co-op debut.
Pros and cons
Pros
- Nearly every review, solo or co-op, praises Rhyolite's premise as genuinely original within the crowded task-management co-op genre, several explicitly contrasting it with Overcooked
- The escalating chaos of juggling ghost-attack captures, energy charging and repairs under time pressure draws consistent, specific praise as the game's core appeal
- A supported solo mode, with dedicated helper mechanics to offset the missing extra hands, draws specific praise from several reviewers who played the entire game alone
- Character classes, unlockable abilities and multiple purchasable train cars give runs a real sense of escalating capability that several reviewers single out for praise
Cons
- At least one detailed review argues permanent, between-run progression is comparatively weak once you look past the character-levelling and train-car unlocks, describing the roguelite elements as closer to variety than deep build-crafting
- A specific, independently repeated complaint describes the game as still feeling clunky in places at launch, with bugs the reviewer expects will be smoothed out over time
- The review sample available at time of writing is small, meaning broader consensus on launch stability and long-term replayability is still forming
- The achievement data shows a steep drop-off from early milestones to actually finishing a full run, suggesting the difficulty curve or chaos factor turns away a real share of players before they see everything on offer