The latest Dead Rails update brings exciting new features, including a Star System and new character classes. This Dead Rails Star System Update guide covers everything you need to know to get started.
Star System: Challenges & Rewards
The Star System adds challenges that range from Easy to Very Hard, offering different rewards based on difficulty. Completing these challenges helps you progress faster by earning valuable in-game items.
- Easy Challenges: Low risk, small rewards.
- Medium Challenges: Balanced difficulty and rewards.
- Hard Challenges: High risk, high rewards.
- Very Hard Challenges: Extremely difficult but offer the best rewards.
Some challenges, like taming a unicorn, feel misplaced in terms of difficulty. Keep an eye on challenge requirements before attempting them.
New Classes Breakdown
Each new class brings unique abilities that can completely change your playstyle. Here’s a breakdown of the most notable ones:
Cowboy (35 Bonds)
Start with: Revolver, ammo, and a tamed horse.
Best for: No train challenge, as the horse gives mobility.
Verdict: Simple but strong early-game advantage.
High Roller (50 Bonds)
Abilities: Items sell for 2x value, but you are 10x more likely to get struck by lightning.
Best for: Making quick cash—selling a gold bar earns $120 instead of $50.
Downside: Lightning risk is real, so stay indoors on stormy nights.
Verdict: Amazing for money-making but risky.
Vampire (75 Bonds)
Abilities: Increased speed & melee damage.
Weakness: Takes damage in sunlight.
Secret Bonus: Starts with a Vampire Blade (not listed in class description).
Best for: Night-time combat.
Verdict: Strong at night but vulnerable during the day. Needs a safe hiding spot.
Conductor (50 Bonds)
Abilities: Drives the train at +20 speed but has half max health.
Best for: Speedrunning.
Downside: Squishy and lacks a melee weapon at start.
Verdict: Great for teamwork, bad for solo play.
Miner (15 Bonds)
Start with: 2 coal and a permanent headlamp.
Best for: Exploring dark areas and getting a free early weapon.
Verdict: A solid budget pick.
Zombie (?? Bonds)
Abilities: Can eat corpses to heal but can’t use snake oil or bandages.
Downside: Healing from corpses is minimal.
Best for: Situational survival; might be better if corpses gave varied healing amounts.
Verdict: Feels underpowered unless you fight constantly.
Survivalist (?? Bonds)
Abilities: More injured = more damage.
Start with: Tomahawk (instead of a crucifix as listed).
Best for: Risky but powerful melee builds.
Verdict: High-risk, high-reward. Not ideal for new players.
The Star System makes challenges more rewarding, and the new classes add variety to gameplay. The High Roller is an easy cash-making pick, while Cowboy and Conductor excel at mobility. Vampire has strong melee potential, but its sun weakness is a major drawback.
Each class suits different playstyles, so experiment and find what works best for you!