
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
The game is amazing if you like these kind of games. Hours pass by without even noticing and there's always something to do, something to optimize, something new to build. The research tree is inmense, there's a lot of content in this game. BUT. They're still in Early Access and there's already a DLC hiding content behind a paywall. The game is not a cheap indie either, which makes this inexcusable (honestly the price is fine for a game like this, but the DLC while in development is dirty).
On paper, this is hands down a more complicated game than any of the "Big 3" in the genre: Factorio, Satisfactory, and Dyson Sphere Program. For anyone thinking of buying this who has never touched at least one of those games—you can stop reading here. Go play one of those instead, because this one will overwhelm you and possibly turn you off from the entire factory-builder genre. Unlike other games in the genre, the extra difficulty in COI comes down to: -Handling byproducts -Managing population growth -Managing buildable space It sounds like something any factory-builder fan would love, but let me explain why in practice the game kind of falls apart for me. 1. Handling byproducts This part is genuinely fun (most of the time). It requires you to either build additional production chains to process byproducts or set up mechanisms to dispose of them. Since these byproducts are often fed into other production chains, you have to carefully balance your ratios or vastly overproduce everything. The main problem is that almost every mid-to-late-game production chain generates at least one byproduct (often more), so it gets tedious fast. Imagine Factorio's [spoiler]Gleba and Fulgora[/spoiler], but with much more variation in what you need to manage just to keep your entire production chain from either backing up or getting starved. During those sections in Factorio, I frequently had to close the game because I was overwhelmed by the dependencies between all of the products and needed to do something else, and I know other people in the community share my sentiment about those sections being harder to plan for. 2. Managing population growth Almost every production building requires people to run it. Those people have to be fed, supplied with goods and medicine, and have their garbage collected. Population growth can take in-game years, and diseases can spread quickly, leading to a population collapse. In a worst-case scenario, improperly prioritized facilities are left unmanned, triggering a death spiral. With proper priorities set, your critical infrastructure should be the last thing to go dark, so that specific scenario is not a death spiral you should be realistically worried about. The real issue is that, due to these population fluctuations, expansion has to be very gradual. With every major growth spurt, you have to stop what you're doing and revisit your current setup: -Farms -Power Transformers -Luxury goods production -Waste disposal You constantly have to verify that your existing infrastructure can support the new population size. If it can't, you must immediately halt expansion to add a new module or redesign the relevant factory. Underproducing food or falling behind on waste management will set you back significantly, costing you population that takes years—if not decades—to regain while your factory sits partially unmanned. In other games, underproducing simply means reduced throughput; here, you are actively punished for expanding too fast. 3. Managing buildable space The maps feel huge until you actually start playing and realize how massive the facilities are. You quickly learn that [u]space is a resource[/u]. To make matters worse, you can't just place factories anywhere: some recipes require seawater, and ore processing needs to stay close to the mine. If you want to use trains, you also have to account for their huge turning radiuses and strict incline limits. Eventually, you reach a point where you either have to flatten an entire mountain range with excavators or surrender to belt/pipe/rail spaghetti, as a clean layout isn't always possible. And if you do choose to wait for those mountain ranges to be moved— better leave the game on the second screen, grab some popcorn and watch a movie or do something else. Leaving the game overnight is also not an option, since all it takes is for the game to back up on one of critical byproducts like rock/slag to eventually turn the entire infrastructure down if left unmonitored. [h3] Summary / TL;DR [/h3] Most factory builders give you a sense of accomplishment with every completed production chain, without forcing you to immediately overhaul your existing infrastructure under threat of losing the entire run. This game does. It's also the only factory builder where map space is vast, but buildable space is extremely scarce until the mid-to-late game. This forces you to either stall your tech progression while terraforming or construct suboptimal logistics because you can't hook a poorly placed factory into your rail network. I really tried to like this game, I put 250 hours into it across multiple saves, but I just had to step away. Maybe I'll revisit it for 1.0, but at this point in development I doubt my gripes will be addressed. These aren't bugs or balancing issues but fundamental design philosophy that just doesn't sit right with me.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 2,400 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
I come back to play again when I noticed DLC update. But this game is still in early access, WTF?
I'm not sure this game is for me, but it does what it sets out to do very well, so I will still recommend it for those who like this style. [h3] The opinionated part [/h3] This game is harder than others of the genre in my opinion, because there is much that can go wrong. You aren't just building a factory but a whole civilization. You are limited by the number of workers you can support, and they all need housing, food, water, waste management, and then later electricity. Pollution will lower their health and start killing them if it gets bad enough. Vehicles need fuel, both vehicles and machines consume "maintenance". Production chains get more intertwined as the game goes on, so any disruptions can cascade. You built a couple more vehicles? Turns out you are now using more maintenance than you are producing, so your other vehicles and machines start to break down, so deliveries get delayed. Your power plant doesn't get coal in time and you run out of power, your food deliveries don't make it and your workers start dying. This makes expanding a slow, delicate process, which is different than what I am used to. Unlike other automation games, you need to keep an eye on a lot of different things to catch issues before they snowball into something game-ending. The game gives a lot of tools to help this though. You can stockpile emergency resources and generators, you can set custom notifications on any storage building to be alerted if supplies start dropping. You also have a resource called "unity", which is basically "worker morale". You can spend some for quick actions like instant deliveries in emergencies. If this type of careful management appeals to you, then you will like this game. [h3] The universally good part [/h3] The terraforming is pretty cool. Having an iron mine actually slowly wipe a mountain off the map is great. Using extra rocks and dirt (and garbage) to expand your coastline is fun. The terraforming is slow, so something like carving a mountain pass takes time but is rewarding to complete. The realism in production chains is fun too. For me it can feel like there is too much to keep track of sometimes, but it does feel incredibly realistic. There are many ways of reusing products to reduce pollution, you can get your people to recycle to reduce strain on natural resources (if you can process the recycling). Everything is very detailed. TLDR: Game is very cool and well made, feels like a cross between an automation game and a colony sim that is quite grounded in reality. For some, this will be awesome, for others it will not.
The game is amazing. You can play at your own pace, pause, test, fidget around with builds and adjust the game to your own personal preferences in terms of difficulity. The game has an excellent tutorial that doens't pop up and force you to read a bunch of stuff, but just makes the game flow more easily with a guided experience, rather than holding your hand and telling you what to do - it is optional to do the tutorial, but you'll eventually do it anyway and get some rewards for it. The game is also brutal, you can death spiral your base easily if you don't know what you are doing and it's both fantastic and really frustrating, but as always, you can load an autosave. As an avid Factorio player, this game is a fantastic game that does "the same thing" without doing the same thing. It tickles that itch and the terraforming is FANTASTIC. You aren't just placing down a miner and watching ore spawn from nothing, you are actually digging up the ground and moving it around, sorting it and then using the materials to build more. There are some bad thing, not being able to adjust a blueprint and then save overwrite the old blueprint, instead having to make a new one, but it's minor QoL stuff that the devs are probably already aware of.
DLCs before the game is even released? Excuse me? Finish the game first.
DLC with pay wall In Early Access and then the Mod set up is very wonky (have to use discord) and banning mods with very little other than they did bad but nothing to show than there word.
Game is fun and enjoyable but the release of DLC for a EA game is not something I can support or recommend.
Don't agree with what devs are doing in relation to the mod community.
DLC sold before 1.0
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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