Five battles. One sealed route.
An expedition takes your train through four encounters and a final boss. You choose the route; the game never changes the sealed waves to react to your build.
Before departure, the offline manifest fixes all fifteen possible encounter cards, route links, rewards, enemy roles, upgrades and the final boss. The route preview shows the whole tree before you commit to a run.
A run unfolds in fixed steps
Your fleet, coins and station lives carry forward. Each new encounter gives you a fresh field, so you lay the loop again.
- Fight the opening encounter, then choose one of two already-known routes at each of three junctions.
- After the fourth encounter, select one of three fixed run upgrades before the final boss.
- Win or lose the boss fight; the run and its route record are saved locally.
Build a style, not a bigger wave
Three workshop paths offer bounded upgrades to weapons, locomotive drive and station resilience. You equip two paths for a run; the waves never scale up because your profile improved.
There are no random reward chests, paid choices or rewards drawn during a fight. The game has no ads, purchases, account or network connection.
What testing tells us — and what it does not
A deterministic bot completed 72 of 72 tested route, upgrade and boss combinations. That bot knew the upcoming waves and could rebuild freely; this is a solvability check, not a human difficulty or enjoyment result.
The expedition is playable in the local build, but its 12–18 minute target, real-device readability, touch feel and audio still need human testing. The game is in development; no release date or price is set.