
Transform your childhood home as you build brilliant factories and forge lifelong friendships, then reach for the skies and finally finish your family's dream - your mother's precious rocket ship. Roll up your sleeves, it turns out that saving this town really IS rocket science!
Modeled estimate, not a reported figure. How we estimate →
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): 0.33/day in the week to Jul 21 → 1.6/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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

You play as Morgan, an aspiring engineer headed home to complete your family's dream project - a rocket ship! Finding home not quite how she left it, Morgan will need to research and build clever contraptions and sprawling factories to help the locals. From simple drills and furnaces to complex assemblers, cranes and miles of conveyor belts, you'll convert local resources into useful materials and bring industry back to sleepy St. Ambroise.

Build clever contraptions and sprawling factories to solve the town's problems
Get to know the locals, make lifelong friendships and become the heart of the community
Research and invent new machines, energy sources and mechanical friends
Discover a heartwarming story as Morgan, an aspiring engineer with high hopes for town!
Finally build your family's rocket ship!
Outside of smashing together crazy contraptions, you'll need to mine out resources, explore coasts, railyards, quarries and underground areas - each part of town has its own materials to inspire you! You'll need to complete challenges, incorporate electrical elements, water, cranes, furnaces, crafting, automate through robotics, and loads more to ensure St. Ambroise returns to its former glory. Are you ready to roll up your sleeves?
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 74 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The premise is pretty simple: it's a blend of factorio and Stardew Valley with stripped down mechanics from both games. The gameplay is not deep in either respect. But the main story is sweet and well-written. And you can finish in about 30 hours if you're not messing around. The blend of gametypes has some drawbacks. It has a Stardew like village, day system and relationship system. But the day system constantly interrupts your building without adding much to the game. The villager relationship system is like Stardew on the surface, but you don't get much in the way of item or story rewards for making friends, relationships don't degrade if you don't maintain them, and none of them are essential to win. The game wants you to build all over the town, but narratively you're discouraged from blocking the paths of villagers even though there's no way to go ham on your factory that doesn't. Fortunately, there's no negative consequences for doing so. Overall the two game systems don't mesh that well together, but it's ok because they make it so there's no need to engage with most of the game's mechanics if they're not your speed. Just build the rocket. Mess around with whatever else feels fun.
Media

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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, Italian, German, Spanish - Spain, Simplified Chinese, Thai, Japanese, Portuguese - Brazil
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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.
Hours played at review time, across 75 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I really wanted to like this game. I like Factory games a lot and this game gives a nice cozy vibe on top of factory elements. However, I have to downvote after finishing it. I will put my review here hoping a fellow factory builder can make his or her own judgment. [h2] UI / Control [/h2] This is the most frustrating part of the game. Factory games require dozens if not hundreds of hours to work with it, so it has to be polished like a mirror. This game has a lot of questionable design decisions that only brings frustration, not challenges. e.g. [list] [*] Tool bar is locked to the player inventory, which makes operating with many different items swapping all the time very painful. [*] Why the hell don't they show keyboard keys on top of the tool bar buttons!? [*] Deconstruction requires an item, which occupies your tool bar button, which may be hidden when the tool bar is rotated. [*] Deconstruction has no confirmation timer. If you misclick, a building with configuration is gone, and there is no undo to revert it. Study other factory games which has timers, such as Factorio, Satisfactory and DSP, because they know [i]losing a building is more costly than adding one[/i]. [*] Deconstruction issue becomes worse at some point, when you have a mount that can mass-deconstruct, which has a different mouse button binding from the character. [/list] These issues make you realise how the big 3 (Factorio, Satisfactory and DSP) are polished and minimize stress. [h2] Map design [/h2] Since the map is relatively tiny, space is always the constraint. The dev resources might not have been enough to optimize the game for larger scale, which I can understand. However, it is very frustrating that transport buildings (belts, pipes, underground belts and cranes) block the character's (and even the townsfolks!) motion. Combined with the map structure that multiple regions connected with narrow passageways make it more like a bad transportation puzzle than a factory game. Of course, it gets worse when you get a mount, which has bigger collision shape. Although the map is small, traversal is time consuming. They could, again, learn from the big 3, which provides means to avoid being blocked from things you have built. [h2] Story [/h2] The story is not bad, but not brilliant. It's just there. The townsfolks are all nice and nothing interesting happens between them. The downside of having a story in a factory game is that it has an end. After you finish it, there is no reason to keep improving your factory, which makes you less motivated to invest optimizing the factory even before the end, knowing that you will throw it away. To be fair, Satisfactory also has an end, but you could keep growing the factory using AWESOME sink. This game does not have such a resource sink. There are side quests that have no point completing. I think they are supposed to unlock features to reduce the frustration, but they are too late and too little. The final chapter requires tons of automation, as all factory game do, but I can just sleep many times in bed to accelerate time instead of running for chores. [h2] Art [/h2] The graphics and music is very stylized and some people may like it. It is not spectacular, but it gives some consistent vibes. I would like to mention particularly the music that changes tone among areas with the same melody. It also has seasonal variations. It is a nice artistic touch, but the problem is that you will spend most of the time in your main factory in the final season, so it will become repetitive nonetheless. [h2] Conclusion [/h2] If you are a casual gamer and like the art style, you may like it for few hours. If your are looking for a serious factory building game with a twist, it is probably not for you.
Lost interest in the story, building and characters because time doesn't pause when talking to characters or building. There isn't even a blueprint mode to plan out your layout with time paused. Not relaxing at all. EDIT adding more detail for devs: Listen, I bought the game on Oct 16,and played until Nov 3, 2025. Back then, the devs (you) didn't want to add time pausing when talking to characters because it was immersion breaking and wasn't how they (you) envisioned the game. I can see from the update history that time should have paused when talking to villagers (since Oct 29) but it didn't. Since then there have been no worthwhile updates. I regret trying to set aside my initial worries about the game and not refunding it when I still had the chance.
Wow, I am impressed. I was beginning to dislike automation games, due to the constant similarities. However, this game was a refresher! I enjoyed the story and characters. The automation was focused on improving the town, versus other automation games where you destroy the environment and leech resources.
What really killed it for me was the money system. Little quests that in a life sim would be about gaining favor points but here give tiny amounts of money. Their are the main income source. Yet I have ridiculous amounts of material, but no where to sell. It makes gaining cosmetic items and the Vary expensive expansions take forever.
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day/night cycle turned the game into boring chore with a lot of backtracking, and the dev is refusing to do anything at all with it, despite many complaints
This started as just another automation game on the list to play. A cutesy Stardew Valley day and relationships mechanics clone with automation instead of farming and combat. While I have my differences of opinion on their lack of blueprints, puzzle like Tetris approach to factory design as a limiting factor, and day cycle, there is something innately beautiful in this game. The story in this game hits a bit different when you have lost a loved one, and with that I was moved more than usual by the ending of this game than I would have otherwise. I recommend this game if you want an automation game to enjoy, but also richly built small town feel of a girl coming home to finish what her late mother started, to launch a rocket.
It's Stardew, but instead of farming, you're automating a little factory. It's cute, has a sweet story that really moved me, and it's one of those games that might help get you into automation games if you're curious but the big ones are too daunting in their complexity and lack of information.
It tries to be stardew valley, and it is bad at it. Controls are ackward, story is boring. Not for me.
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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