Beating the main story campaign in Voidtrain takes roughly 15 to 20 hours for players focusing directly on primary objectives, while a standard run covering side puzzles and train upgrades averages 25 to 30 hours. Players who take a completionist approach—unlocking every research tier, decorating multiple train wagons, and collecting legendary weapon modules—typically log between 40 and 60 hours.

Playtimes vary significantly depending on train travel speed, world difficulty toggles, and how much time you dedicate to gathering raw materials in the void.

Voidtrain Completion Time Overview

Aggregated player submissions from HowLongToBeat alongside verified reviewer logs show consistent benchmarks across different playstyles:

PlaystyleAverage TimeMedian / RangePolled Sample Notes
Main Story (Rushed)16–20 Hours15–19 HoursHowLongToBeat reports a 20h 28m average (11 polled); rushed runs dip to 15–16h.
Main + Extras25–27 Hours25–30 HoursHowLongToBeat records a 26h 36m average (19 polled); Xbox Era reviewer logged 25h.
Completionist (All Tech & Upgrades)26–40 Hours30–60 HoursHowLongToBeat lists a 26h 48m median; solo builder playthroughs regularly report 40–45h.
Steam Next Fest Demo45 Minutes40–50 MinutesDeveloper confirmed standard completion time for the public standalone demo slice.

Playtime Breakdown by Playstyle

Main Campaign: 15 to 20 Hours

The main campaign spans a three-chapter narrative tracking the trail of an enigmatic scientist across the floating void tracks. If you prioritize following quest markers from depot to depot, complete only mandatory outpost blockades, and upgrade your train just enough to survive incoming attacks, the campaign wraps up near the 15- to 20-hour mark.

Reviewers who moved steadily through narrative stops without lingering in the void recorded full clears in roughly 20 to 25 hours. Rushing the final third of the game becomes significantly faster once players have functional weaponry and basic train automation online.

Main Story plus Side Content: 25 to 30 Hours

A standard playthrough involves exploring points of interest outside the main track line. Taking this route extends your run to roughly 25 to 30 hours. Activities that add to this duration include:

  • Using the wrist winch to grapple toward firefly-marked islands and solving beam or rune puzzles to recover locked chests.
  • Participating in three-wave arena trials against void bugs to earn bonus loot crates.
  • Boarding and neutralizing pursuing New Light Corporation trains during chase sequences instead of solely blasting their engines from afar.
  • Unlocking the steam engine and subsequent diesel engine tiers at depot consoles.

Completionist and Tech Tree Mastery: 35 to 60 Hours

For players dedicated to fully maxing out their rolling fortress, playtime readily stretches past 40 hours. In player reports, solo engineers who spent extended time running the train at its slowest speed to vacuum up heavy debris logged between 40 and 65 hours.

A completionist run involves:

  • Maxing out tech tree research tiers (unlocking over 25 to 50 tech recipes and decor pages).
  • Expanding the train up to multiple wagon cars with four-platform lengths, decorative themes (such as Viking or luxury cabins), and defensive turrets.
  • Breeding and assigning full crews of Rofleemo workers to dedicated stations (such as train keeper, botanist, and cleaner stations) and maintaining their happiness with mushrooms.
  • Assembling customized four-module legendary weapons via the armory workbench and hunting for weapon cores.

Key Factors That Change How Long It Takes

Several gameplay mechanics directly speed up or slow down your pacing:

  • Train Cruising Speed: Traveling at the slowest gear allows you to grab floating scrap, wood, and heavy chunks manually, maximizing research point gain but drastically inflating overall hours. Conversely, engaging the afterburner lets you speed between depots in minutes once tech requirements are met.
  • World Customization Settings: The game features built-in difficulty toggles in the escape menu. Increasing item stack sizes eliminates hours of chest-sorting and inventory management. Adjusting enemy soldier health and damage multipliers (adjustable between 50% and 200%) or turning off void shark attacks will drastically reduce combat downtime and death penalties.
  • Rofleemo and Lootcatcher Automation: Early gameplay requires manual collection and station upkeep. Recruiting Rofleemos and feeding them mushrooms unlocks automated train repairs, compost handling, and garden harvesting, while water-fed Lootcatchers fetch resources automatically, cutting down manual scavenging in the mid-to-late game.
  • Co-op vs. Solo: Voidtrain supports up to 4-player online co-op. Multiple players can divide tasks—one steering and shooting mines while others winch to abandoned trains or gather fuel—which significantly speeds up crafting progression compared to solo runs.

Frequently Asked Questions

Can you keep playing Voidtrain after finishing the story?

Yes. Player reports confirm that after completing the final chapter and rolling through the conclusion, you can continue driving your train from depot to depot to stockpile materials, redesign cars, and finish any remaining research table blueprints.

How long does the Voidtrain demo take to beat?

The official Steam Next Fest demo build released by developer Nearga was designed to take roughly 45 minutes to complete, introducing the basic handcar mechanics, basic crafting, and early void threats.

Does playing solo take longer than co-op?

Yes. Solo players must handle train maintenance, furnace smelting, steering, cooking, and scavenging alone until Rofleemo automation stations are fully researched and staffed, generally adding 5 to 10 hours to an initial playthrough.