- Free
- Category: Games
- First released: September 26, 2013
- Versions: 12 archived
- Installable: 1 of 12
- Seller: NimbleBit
- com.nimblebit.pockettrains
Requirements: Compatible with iPhone, iPod touch, and iPad. Requires iOS 6.0 or later.
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Chart History
Ratings Over Time
sampled from 3 archived captures| Date | Version | Rating | Ratings | Price |
|---|---|---|---|---|
| November 5, 2013 | — | — | 4,310 | Free |
From archived App Store listing data, captured by the Wayback Machine.
Archived Reviews
8 of 15I love the developers of this game. I appreciate every aspect of their works, in most circumstances. But I feel like pocket trains is a bit.. limited. I feel like the variety of trains deeply outweighs the "bux"/day that is possible. When you're first starting out, it's fine, leveling up usually keeps your momentum going. But after a certain point, the time investment to get the same number of bux for opening train crates that you're not sure the contents of feels a bit predatory. <br/>And with costs as low as a dollar for the equivalent of opening 10 crates (for trains that often statistically require you to open far more than 15), the microtransactional economy seems almost worthwhile compared to sitting in front of ads for 10 minutes daily, or accomplishing special jobs that have no indication of the reward. <br/>If players were empowered to be able to buy their own bux using in-game currency, I feel like the game would seem a little more forgiving, and make collecting the huge library of trains more inviting. For example a reversible "exchange" menu in the bank seems only fair. This is especially true since the rate changes, making short term players evaluate whether they want to wait another day before purchasing more bux, or spend time watching ads that would make up their losses. It would also incentivize longer term players, since they would have the most coin-flow, and resultantly the most bux. This may, of course, force rebalancing of the in-game economy. But I feel like it would be more fun if it were about trains, not bux. <br/><br/>If a developer is reading this, no shade whatsoever. I love the slow pace of pocket trains, and a sense of growth that seems as logarithmic as it is exponential. But I think that patience should be incentivized, and building good and sustainable railroads that increase cash flow should be the deciding factor of whether a player succeeds or fails. Thanks for viewing my winded review, and have a wonderful rest of your day/evening.
This game keeps your attention and helps you carry out your mission. Active brain time!
One of my favorite things about this game is that once you’ve developed most or all of the map, it’s just as easy to play for five minutes as it is to play for an hour. It’s the perfect game if you’re looking for casual, slow building, low stakes gameplay. It’s possible to progress for free, and for the most part the ads aren’t too overbearing if you want to earn more coins and bux to progress faster.<br/>Great game, fun pixel art, silly and interesting cargo, and a chill and happy soundtrack. It’s perfect!<br/><br/>Devs: have you ever considered a line from Anadyr to Nome? I think it would make geographical sense despite the way the map divides.
It’s a great game. Takes a lot of planning and route management. It’s fun.
For a simple “one trick pony” of a game the it’s pure little train bliss from the get go!
Give it a try!
Came back like 10 years later and it’s still peak
I had the original version and played for years…had covered the world with my vast railroad empire….then the developer stopped updating the app and it was no longer supported. So I tried this new one….BORING!!!!! Too much time for little reward and way too many ads and requirement to spend money. Just NOT WORTH THE TIME INVESTMENT….BYE BYE…WOULD RATHER DRIVE MY CAR.
Period reviews recovered from Apple's customer-review feeds via the Wayback Machine.