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There's quite a few life moral lessons to take away from playing Creepy Waves FM: Train Depart...

1) Never accept opened soda cans (even if it comes from someone in authority)

2) Don't talk to strangers on a train. Most of the time they'll give you their life story. Other times they'll just come off as creepy.

3) If you find yourself with a block of the Bolivian marching powder - stick it down your pants and sell that stuff ASAP. You'll be rich and have stories to tell the grandkids...

Overall, Train Depart puts the player in familiar territory to the Fears To Fathom game series - a 16 year old travelling solo for the first time finds himself in a pickle when he discovers a strange bag in the train's toilet...

There was an engaging story here, complete with texts from parents and friends, a nice mechanic with a game-within-a-game (even if it was an idle clicker) and some shady characters to boot. Caused an uneasiness throughout and made you realise that sometimes the most innocuous places can cause fear and dread. A few grammatical errors throughout kept this from the lofty highs of games of similar ilk.