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Dreadline Express: The Horror Train Where Gossip Is a Weapon

Writer: Niels Gys
Niels Gys
7 hours ago
4 min read

Dreadline Express launched on Steam on October 16, 2026, taking players aboard humanity's last surviving train for a first-person psychological horror mystery. Its defining mechanic revolves around collecting information as cards, connecting discoveries and using that knowledge to solve puzzles, influence conversations and unlock new possibilities.


Forget collecting weapons and ammunition. Here, your most valuable possession might be something you overheard about a passenger three compartments ago. Apparently, humanity has survived the apocalypse only to discover that gossip is now a legitimate progression system.


And knowing someone's secrets doesn't necessarily mean you should do anything with them.



Enjoy interrogating suspicious people until everything goes horribly wrong? The Conjuring: Unspoken turns your phone into ghost-hunting equipment. Because apparently the demons needed your mobile number too.



Everyone has secrets. Unfortunately, you've brought an album.

The investigation revolves around a narrative album that stores information discovered while exploring the train. Examine something suspicious, question a passenger or uncover a relevant detail, and that knowledge can become a card you can use elsewhere. Combining discoveries and bringing cards into conversations gradually opens possibilities that weren't available before.


The developers call this a metroidbrainia, which sounds like a medical condition caused by excessive Metroid exposure. What it actually means is that progression depends on understanding the world rather than finding increasingly elaborate equipment.


And I quite like that idea. You might already possess everything needed to progress, but unless you understand how the pieces fit together, that knowledge is about as useful as a chocolate fire extinguisher. Conversations become puzzles where selecting the right information can change what happens next. Some passengers essentially become locked doors with feelings. Except you're examining their personal history, selecting the appropriate psychological crowbar and seeing what happens when you shove it into the conversation.


It's a disturbing approach to human interaction, although probably still preferable to the average family Christmas dinner.


An eerie, glowing-eyed train conductor sits behind a desk inside Dreadline Express, surrounded by strange machinery, tangled wires and a colourful lamp in the psychological horror adventure.

Silver Pines has another delightful approach to suffering: saving your game costs the same coins you need for ammunition and medicine. Apparently even supernatural horrors have discovered transaction fees.



Congratulations, you've helped. The patient is considerably worse.

One particularly unpleasant example described in a hands-on preview involves a passenger named Euler, who's suffering from an unbearable noise. Depending on how you approach his predicament, the available interactions produce different outcomes. One leaves him drugged and unresponsive. Another takes a substantially more gruesome route while allowing further conversation.


Without spoiling the details, consider what that means for the investigation. You're trying to solve problems, yet the solution itself might be morally worse than whatever was happening beforehand. Traditional survival horror often asks whether you're prepared to sacrifice ammunition or medical supplies. Dreadline Express appears more interested in whether you're prepared to sacrifice somebody else's well-being to satisfy your curiosity.


Imagine surviving the apocalypse, getting trapped on a train and finally finding someone willing to help with your problems, only to discover they've obtained their medical qualifications from a nineteenth-century asylum and consider unconsciousness an acceptable treatment outcome. I'd probably keep my complaints to myself.


There's another interesting contradiction. Dreadline Express encourages players to fill their narrative album, but the developer also advises following your curiosity rather than obsessively completing everything on your first playthrough. Some choices can close off alternative possibilities.

Which is inconvenient if you're the kind of player who considers an unfinished collectible album a personal insult.


You could understand one part of the mystery perfectly while remaining ignorant about another because of decisions you've already made. That potentially makes subsequent playthroughs interesting, although how extensively the finished game delivers on those branching possibilities remains to be established.



Clever deduction or guessing what the developer wants?

This concept depends heavily on the puzzles making sense. Finding an unexpected connection between two discoveries can make you feel like Sherlock Holmes. Spending twenty minutes combining unrelated cards because you cannot work out what the game expects can make you feel like Sherlock Holmes after somebody replaced his cocaine with industrial-strength wallpaper paste.


An early GameSource review awarded Dreadline Express 7.5/10, praising its worldbuilding, characters and rewarding deductions while highlighting frustrating puzzles, occasional visibility problems and an ending that didn't entirely satisfy.


Those reservations matter because the card system carries so much of the experience. If connections remain satisfying, investigating the train could become wonderfully absorbing. If they become obscure, the mystery risks turning into an elaborate guessing exercise.


Early Steam reception is encouraging. October 17 showed 49 reviews, all positive, although that's still a small sample and nowhere near enough to establish a mature consensus.


What makes Dreadline Express interesting is the prospect of horror emerging from understanding people rather than merely being frightened by them. The train provides the setting, the passengers supply the secrets, and the card system gives your discoveries consequences, sometimes rather unpleasant ones.


Dreadline Express gameplay showing the narrative card album, with Train, Light, Alcohol Bottles and Alien Sky discovery cards used to investigate mysteries aboard humanity's last surviving train.

Had enough of humanity's last surviving train? Explore CRIMENET's Horror Games hub for more psychological nightmares, murderous creatures and holidays that would leave a travel insurance company screaming into a pillow.



Dreadline Express FAQ

Is Dreadline Express out now?

Yes. Dreadline Express launched on October 16, 2026, and is available on Steam for Windows PC.


Is Dreadline Express a card game?

Not in the traditional sense. Cards represent information, clues and discoveries you collect while investigating the train. You use them in conversations, combine discoveries and solve puzzles rather than fight card-based battles.


Is Dreadline Express a survival horror game?

It's primarily a first-person psychological horror adventure focused on exploration, investigation and narrative choices. Traditional survival-horror combat and resource management aren't its main attraction.


Do your choices matter in Dreadline Express?

Yes. The developers confirm that decisions can open new possibilities while closing off others. However, the full extent of the branching narrative remains uncertain.


Does Dreadline Express have a free demo?

Yes. A free demo is available on the official Steam page, allowing you to investigate before committing to humanity's least reassuring railway service.

 
 
 

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About the Editor
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I'm Niels Gys, founder and editor of CRIMENET GAZETTE. I write about crime, heist, villain, and horror games because somebody has to separate genuine criminal masterpieces from games that couldn't organize a successful mugging.

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​Outside the website, I'm the frontman of JETBLACK SMILE, a Belgian rock 'n' roll band that sounds like bad decisions played through loud guitars. Turns out writing about chaos, criminals, and morally questionable life choices isn't all that different from writing songs.

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I started CRIMENET because too much gaming coverage feels afraid to have an opinion. Reviews become press releases, every game is "solid," and somehow everyone leaves happy except the reader.

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Not here.

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CRIMENET covers crime, heist, villain and horror games, with GTA Online as one of our main ongoing beats. Not the heroic kind. The kind where you rob banks, build empires, betray your crew, or become the monster everyone else is trying to survive.​

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I don't do review scores. The internet already has enough people arguing whether a game deserves a 72 instead of a 71, like they're negotiating a hostage release over a single percentage point. I'd rather tell you what the game actually feels like to play and whether it's worth your time.

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Every article is built on research, evidence, and an unhealthy intolerance for mediocre game design.

 

Strong opinions are welcome. Invented facts are not.

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More "your inside man in the digital underworld."

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I'm not here to save the world.

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I'm here to tell you which crimes are worth committing. 🤘

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