
Build, automate, and optimize a giant factory on 3D terrain using conveyor belts, trains, chutes, pipes, and airships. Sell your goods to nearby villages to expand their borders, increase happiness, and unlock even better technology!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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.
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.
About

Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 4.5Kreviews | 91% | — | $3.4M |
| $19.99 | 50ratings | 82% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 809 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Really solid Factorio Lite. I love how your factory is a town with little peons/villagers hopping all over instead drab factories. It’s very worth it on sale, but just feels like it could still go a step further and be amazing. Runs perfect on my steam deck, however I’d heavily suggest disabling the right hand track pad. Game has bugs when swapping between keyboard and mouse on the fly, just spend the time to learn the gamepad and you won’t have issues. I kept bumping that right hand pad on accident. Only two real complaints come to mind: The tooltips really suck. For a lot of menus there is no tooltip at the bottom describing what is selected or saying what it does. What’s the difference between fertilizer and water on crops? It doesn’t tell you at the farms that use them. Also a lot of item descriptions don’t give you hard data, no conveyor speeds or how many items a caravan can hold or what this research will unlock before you choose it. Or that friggan wagons can’t pass through each other and will cause deadlocked traffic unless you give them an interstate. The descriptions are pretty basic and useless, gets quite annoying. And I’m not sure what I’m going to do when I finish the campaign. Even worse, so far each campaign has just been walking me through a tech tier without any special flavor or anything. Theres no grand goal like launching a rocket or some unique challenge ruleset.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Spanish - Spain, Simplified Chinese, German, Portuguese - Portugal, Russian, Traditional Chinese, Japanese, Portuguese - Brazil
Hours played at review time, across 811 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It has a nice premise, looks beautiful, and for what it's worth I think this is a good game that's worth buying on sale if you enjoy the automation genre. However, as someone who 100% completed this game and was, for that reason, forced to interact with it for perhaps longer than I should have, I have a lot of negative things to say about it. The game starts pretty simple, and the first few campaigns are fun. You learn the basics and quickly set up some production lines. The fact that you are directly selling stuff to your villages is very satisfying, even though it's basically just throwing your items into a void and getting coins for it. But it's already easy to notice some cracks: the GUI is terrible and very inconsistent, and the controls aren't much better. At this stage, it honestly doesn't matter that much since each of your production lines will consist mostly of one building for each item crafted, which is enough. As you move on to the next stages of the game, it starts to get a bit more annoying. The first big obstacle for me was the production of iron. One or two smelters just weren't enough, and once I had to place a lot of them, the lack of a properly working blueprint system and the limited throughput of the available transportation methods became really apparent. There's a setup that somewhat works and is usually enough for the rest of the game, so I didn't have to worry about scaling any further. But then the endgame comes, and what a mess it is. There are four elements, and each requires incredibly boring and tiresome extraction methods. The worst part is that the recipes are exactly the same for stuff like research books and crystals, so every time I was done with one, I then had to do the same thing three more times using the bad GUI and controls, which became a pain. Copy-pasting production lines is close to impossible, and having to go through this process multiple times for each campaign (I played campaigns for achievements) really drained the life out of me. This game has many issues that make the endgame bad, and many mechanics are basically useless. For instance, trains and other endgame transportation methods are rarely worth using since belts and pipes are almost always the better choice. Any city-building fun that might have existed at the beginning just becomes about getting as many houses as possible so you can unlock more workers and hopefully have enough to not have to wait an hour for the current objective to complete. Overall, this ruined my experience with the game, and I'm glad it's over so I never have to touch it again. I'm still going to recommend it, because, as I mentioned before, unless you are looking to 100% complete it, you can stop whenever you like, and until that point, it will be a fun journey.
No os dejéis engañar por los gráficos. Por aquí algunos dicen que es un juego relajante... nada más lejos de la realidad. Pasarse la campaña es un quebradero de cabeza. Pero juegazo.
fun game. production feels more simple compared to factorio, but the 3D grid adds extra complexety to designing your conveyer belts etc. i feel like there is no way to "fail" in this game. while it is nice if you want to just chill and build some towns and villages, but it gives no real challenge (compared to PvP or people's needs in anno or external threats in factorio)
There's something so satisfying about watching your townsfolk run back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and
Waren herstellen > an Dorfbewohner verkaufen > Tonnen an Geld scheffeln > mehr Waren produzieren. Was will man als kapitalistischer Automations-liebender Zocker mehr?
A relaxed Factorio-like/builder played on a 3D landscape with complex supply chains and charming music. There's three main 'systems' going on in Factory town: your towns/houses, which require deliveries of food and goods to both increase their happiness and pay out various currencies; research, which initially just involves delivering paper and books to schools, but quickly grows to involve combing books with other goods at a laboratory or magic tower to make specialized books that focus on a single subject or element; and mana, which involves mining crystals, refining them, then using the magical power inside them to create items, resulting in a depleted crystal that can be recharged and reused. Various tips worth mentioning as I made my way through the game's 8 campaign levels: * Wooden scaffolding can be affixed directly to the sides of buildings, and can take goods from (or have them delivered to) up to two blocks up. Not coincidentally, caravans require a two block ceiling to pass under something, so you can run belts directly from one building to another over your streets without blocking the traffic below. * Items in barns can be used directly by the player in building, so there's no need to ship things like belts, train tracks, stone, or fertilizer all the way over to the town square. * Hitting 'G' will take you to the underground layer(s). Pipes can be placed directly on this level, effortlessly connecting buildings. Extremely useful for connecting wells to farms and pastures without having ugly tubes running all over the map. As an added benefit, each type of pipe has its own layer, so you can stack different pipes without worrying about cross-contamination. * All buildings/roads/etc. are refunded 100% when removed, so don't hesitate to remodel/rework systems. The only real negatives I can think of are that, for a game that actively encourages vertical expansion, it can be very annoying or even impossible to click on or see what's going on in the lower levels of your town; and that some of the campaign goals feel a little excessive. For instance, the final level requires 400 blue star currency. Each 100 points of that currency requires 100-400 of four randomly picked, high-level goods, and - even when you have the goods available - takes a while to process. The requirement could have been reduced to 200 currency without cheapening my feeling of accomplishment. Overall, a neat little game - I enjoyed it enough to 100% the achievements.
It definitely has the one-more-turn effect but like most conveyor belt simulator games it gets too close to my day job by end game. I never finished any of these type of games. 1. It has "humans" but they are easily replaced by conveyors quite early in game and then they are objectively better 2. Trains are lackluster and just investing in conveyors is better for short, medium and long term 3. Chutes are an unique idea and I loved it. Its like a cheap gravity powered conveyor that you can get in early game but remains viable throughout. 4. The support mechanic is similar to minecraft. You don't need pillars. So, that makes boats obsolete too as you can just build a floating conveyor over the water which is waaaay more efficient in short, medium and long term. 5. The campaign forces you to build things you don't really need. 6. Building upgrade is inspired by Anno series. Its like if Anno and Factorio had a lowpoly child.
Like Factorio but cute instead of bleak, and no biters to contend with. Deeper than appears on the surface. Heartily recommend.
Nice Game with easy to understand mechanics. I like to compare it with Factorio as mother of automation genre. It has more types of transportation and the pathfinding ist sometimes stupid (if it comes to concurring routes). Therefor it is more complex to establish well functioning setups. I've also not figured out how exactly the ratios are. So in my eyes it is more for gamer who like to react on shortages or outputstacking than for gamers who love to calculate exactly the ratios. On the other hand it is simpler to oversee because mega factories are not possible. It is about little village industries.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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