
Build an industrial empire on a remote island. Mine resources, reshape terrain with excavators, grow food, construct factories, lay train tracks, and trade with the outside world. Research 100+ technologies to advance from basic metal smelting all the way to nuclear power and space flight.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 5.71/day in the week to Sep 2 → 6/day in the week after.
About
Your journey begins on a remote island with a small crew of workers and a ship full of supplies. Mine raw materials, reshape the fully dynamic terrain, grow crops, build factories, and research new technologies. Expand across the island, lay rail networks, trade with distant settlements, and work your way up to nuclear power and space flight.
The entire terrain is fully dynamic. Every mountain can be flattened, every valley filled, and even the ocean can be reclaimed to expand the available land. Create open-pit mines to reach deep ore deposits, or dump excess rock into the ocean to expand your shoreline. Build ramps and slopes so your vehicles can reach any elevation.
Start simple with iron smelting, concrete mixing, and food processing. As you research new technologies, expand into oil refining, electronics, computing, and eventually rocket and space station components. Manage waste and pollution before they affect your people's health.

Trucks handle general logistics automatically, delivering products where they are needed most. Lay conveyor belts and pipes for high-throughput direct connections between machines. Build a rail network to move bulk cargo across long distances. Use amphibious vehicles and bridges to reach other islands.
Grow crops on farms and process them into food or industrial products. Supply fertilizers to boost yields and build greenhouses to grow more advanced crops. Your population needs housing, clean water, electricity, healthcare, and household goods. Keep them happy and healthy, and they will reward you with Unity, a resource that lets you speed up construction, enact powerful edicts, and claim resources on the world map. Neglect waste management or let pollution build up, and diseases will spread.
Send your ship out to explore the world map. Discover new islands with resources to import, refugees to rescue, and allied settlements to trade with. Establish shipping contracts for recurring exchanges, or negotiate quick trades when you need something fast. Your ultimate goal is full self-sufficiency: launch rockets, build a space station, and mine asteroids for rare resources that make your colony independent indefinitely.
Copy and paste parts of your factory, or save entire layouts as blueprints to reuse and share. Use planning mode to lay out designs before committing resources. Design your own island in the map editor and play it or share it with others. Or switch to sandbox mode where all buildings and resources are free, perfect for experimenting and learning.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Engagement
Reviews
Themes across 1019 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's like Factorio, but harder as everything is dependant much more (and with terraforming) It's like Satisfactory, except there are Serious death spirals (which you can nowadays disable in the settings) It's like Foundry, but for adults. It's like Shapez2, but more real. DSP doesn't compare CS2 (Cities Skylines 2) doesn't compare This is the factory builder you share with your nerdbros who are sick of their old builders and are longing for stimulation. AND NOW THEY HAVE TRAINS WITH AUTOMATIC SIGNALING And that whole endgame factorio train thing where you just have trains per resource per netwerkl? AUTOMATIC. Absolute hidden gem. 9,5/10 this is the "Factory builder" that humbled me. Unfit for normies.
Минус в карму мафи геймс за наезд на разработчика читмода
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $13M | 41.7K | 97% | $9.74 | |
| $13M | 22K | 83% | $39.99 | |
| $13M | 26K | 93% | $14.99 | |
| $13.1M | 6.8K | 91% | $49.99 | |
| $13.1M | 30.3K | 95% | $17.49 | |
| $12.9M | 16.6K | 86% | $34.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.4M | 4.5K | 91% | $19.99 | |
| $170.5K | 160 | 90% | $24.99 | |
| $3.8M | 7.7K | 95% | $24.99 | |
| $2.3M | 2.6K | 66% | $29.99 | |
| $4.3K | 20 | 80% | $5.99 | |
| — | 0 | — | — |
Reviews, worldwide (the counter carries no country): 6.43/day in the week to Jul 21 → 13.2/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Czech, Dutch, Swedish, Italian, Russian, Simplified Chinese, Japanese, Korean +8 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
One of the best base building, resource management, automation game i've played so far. What makes this game different to the many games of this genre is definitely the terraforming. You have to change the terrain to how you want it with diggers and trucks!
Love this as much as Factorio and Satisfactory. They each have their good and bad sides but CoI is great because it adds the terraforming aspects which I love
Okay, this will be a hard one for me, as I genuinely feel that outside of the Big Three(Factorio, DSP, Satisfactory), this game is by far the most consistent and has the most potential off all that I tried. However, that potential at this points is precisely that - potential, and that "consistency" is going the way I don't really approve at times. That being said, I don't want to blindly hate, but instead offer constructive criticism for it to become better and actually something I can recommend to others, because in its current state I really can't. First thing first - Cut cost of the buildings in half, this is NON-NEGOTIABLE. The whole playthrough this was a major limiting factor that was crippling me, preventing me from building how I want, building efficiently and just staling the progress, not respecting MY time at all. Honestly, at times if feel like this was NEVER tested at all, because out of all factory games you are just forbidden to outscale your problems, you can't "build more", and this is one of the three big reasons why you can't. Just two small examples that make no sense to me: 1)t2 furnace is incomprehensibly more expensive than t1, to be precise, about 9 times, and it is actually more expensive than t1 ARC furnace, which led to me absolutely skipping this tier whatsoever. I would consider using it if it was 60-80 t3 construction parts, or even 180 t2 construction parts, but NOT 180t3 vs 60t1 on the t1 forge. 2) around the late midgame I build and saturated 4 t3 assemblers for each tier of parts, so I had access to 96/48/24/12 parts per month respectively. This whole setup remained the most item-hungry thing on my entire base consuming around a hundred of iron, wood and concrete, which I will get back to later, but now I will just say that building this, effectively upgrading my previous setup(that was there from the beginning of the game and used almost exclusively trucks) to twice the productivity and ensuring saturation at all times, allowed me to finally breathe and not feel like I've been limited by details supply... Until I noticed my iron and limestone patches started quite literally shrinking on my eyes AND this didn't last very long either. Meet Fast Neutron reactor - an absolute abomination of a building that requires 1500 t4 parts + 1760 for turbines and generators + supporting infrastructure. I decided to settle on 3 reactor setup: 3x breeder on 75% +2 0x reactors for fuel efficiency, that would effectively give me a bit over 500MW, while my base was consistently eating around 350. And the cost... 10k t4 parts. 80 whole years of production that was already VERY demanding and couldn't really be upgraded. Around 16 hours of SITTING AND DOING NOTHING just to finish that single setup. I had 3k stockpiled and I managed to build and start the breeder reactor and its infrastructure, test it, but that's it, I am leaving the game right now because it just doesn't respect my time. And this is not something I thought I would EVER say being a person who sank 800 hours in the famous pyanodons, where some production buildings are also very hungry on resources - like the very first molten salt coal power plants you unlock, or just entire mall philosophy of stockpile over continuous production. The difference is - you always have stuff to do, things to fix and places to be. You are naturally distracted so that even when your mall produces stuff to build veeeery slowly, you always have enough when you need it(also the sheer amount of specific buildings that are rarely needed constantly, for example you build an iron processing plant, than go back to your trees/animals/lithium/uranium, so by the time you get back to upgrade your copper, your buffers are already filled), and this is how you make the production that is small feel much and much bigger. Not to mention that this problem is getting less and less apparent the further you into the game, while here it is always something that sits in your prain and tortures you. And even in vanilla factorio/DSP/Satisfactory in less extreme, but still applies, it is always YOUR choice to slack and not build and expand, here you are FORCED to DO NOTHING AND WAIT. So while we are at it, let's talk about the second limitation: people. Honestly, at first it was entertaining to prepare different food for them and all, but as the time progressed, they become just a burden and a limiting factor to my expansion. Thankfully, after introduction of t4 and t5 assemblers, you can free out some of your workforce. but it still feels like a half-baked mechanic. The office buildings feel extremely weird and inbeneficial. I can throw 1000 people in which require a gargantuan amount of food to feed and it allows me to... increase my maintenance output by 10%... really? I mean, probably it WILL become beneficial when your total pop count is about 30k with all supporting infrastructure, but not at my 8k I had in the end of the game. It feels devs themselves don't know what to do with this system and honestly, there's not much advice I can give. Maybe just reduce the amount of household goods/electric goods they consume. Even with 60% recycling productivity my endgame steel smithery on 6 t2 arec furnaces was producing 144 steel and it felt like half to 2-3 of it just went straight to the city one way or another, leaving me with a very little profit, so when I decided to build a bridge to the titanium island, it took me almost a hundred years to finish it. Other than that I actually liked the system overall, how you can handle them, unity percentage bonuses, wastewater and waste handling. My only real issue is that the amount of people needed(and how much they themselves need) can be a major limiting factor to growth of the factory. Third biggest limiting factor - trains. Again, I wouldn't ever think I would say that, but I didn't like the trains in this game from the very start, when you drop 10 tutorials on my head after researching them. 10, CARL. Factorio has less train-related blocks in the entire game, and the whole system can be explained in under 5 minutes. But, after 30 minutes of watching devs' tutorials, tinkering with them myself, and 50 YEARS OF SINKING MY ENTIRE STEEL SUPPLY INTO RAILWAYS AND STATIONS(getting back to my very first point) it was operational. I quickly switched to hydrogen loco + 2 t2 wagons, and it was fine... after I figured out how to make them not block each other on the stations, but I still couldn't shake the feeling something was wrong, like they are not effective enough. And that feeling only intensified when i realised there are no trains on my depos, and my system is not getting enough resources where needed. Even more alarming was the fact that on my biggest juncture TRAINS WERE QUEUEING. I had around 30 trains at this point. And then it came down to me... they are fcking tiny. Let's get back to my construction parts setup that was visually melting my iron stockpile: it required around a hundred of iron, wood and concrete just for the very first phase. 2 stations unload a single big wagon in about half a month. if we only have 2 stations and 2 wagons, we will need around 1.5 months to fully unload it taking into account the movement of the train on the station. For a single resource, out of which there are three. Okay, the entire unloading will take approximately 5 months, which gives about 200 per month, which is actually a double of what we need, nice, some room for mistakes, and it is okay... until you consider you need constant rotation and multiple trains doing this. And the icing on the cake - a SINGLE t5 assembler will eat it. This ginormous station handling hundreds of items per month is feeding a single damned assembler that will STILL drain your resources like crazy. This is very underwhelming. (continuation in comment)
石油短缺毁我梦,木材不足伤民心 铁铜缺乏无基建,人民不起凝聚心 让我的小岛国再次伟大!
Excellent game, even in current early access state, with some things (World map and "story" stuff) feeling unfinished. Has a huge amount of content, complex production chains, some of the more bold choices about maintenance and electricity cost of belts and vehicle fuel. Had a lot of fun barely escaping death spirals. The Train DLC thing is a somewhat fishy cash flow fix, but very much non mandatory to enjoy the game, and can be easily added later, if one really really needs that nuclear train.
a
plötzlich werden erlaubte Mods, Coi Extendet geblockt nachdem man 7xx Stunden hinter sich hat.
[h3]Positif:[/h3] - Le début est intéressant, le jeu est accessible. - le monde, les ressources, les chaines de productions sont crédibles, on a l'impression d'un monde physique cohérent. [h3]Négatif:[/h3] - Le rythme est assez lent. - Le jeu manque de tension et d’objectifs concrets, il manque une tension ou un danger qui pousserait à évoluer. - La progression technologique paraît artificielle : on recherche de nouvelles technologies et on construit de nouvelles chaînes de production parce qu’elles sont disponibles, pas parce qu’un besoin urgent ou une contrainte forte l’impose. - La population est relativement passive et il y a peu de sentiment de survie ou de pression. [h3]En résumé:[/h3] - On construit une industrie pour soutenir… une industrie encore plus grande, manque de but et d'intérêt pour moi. - Le jeu peut rester très bon pour des joueurs qui aiment optimiser un système pour lui-même.
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