
Put your entrepreneurial skills to the test in the first title in the ROI series as you create & optimise intricate production lines. As an early 20th-Century industrialist, grow your empire & adapt to an ever-changing business landscape with unexpected events that could lead to boom…or bust.
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.
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): 0.14/day in the week to Aug 17 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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


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; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 4.2Kreviews | 73% | — | $3.7M |
| $7.49−75% | 123ratings | 64% | — | not modelled | |
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 803 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It leaves a lot to be desired... Rise of Industry puts players in charge of building and managing their own industrial empire. The game is set in the early 20th century and features a complex supply chain system that allows players to produce and distribute a variety of goods. The gameplay is centered around managing resources, researching new technologies, and building factories and transportation networks. It had the potential to be an engaging and entertaining experience, but unfortunately, the execution of the game left a lot to be desired. Although the premise was promising, the gameplay was lacking in variation and depth, quickly becoming repetitive and tedious. Additionally, while the graphics initially looked interesting and unique, but it did not take long for it to become tiresome and dull, failing to capture the imagination or stimulate the senses. The overall result was a game that failed to meet the expectations or to deliver an enjoyable gaming experience. While it may hold some appeal to die-hard fans of the genre, I cannot recommend Rise of Industry to a wider audience. There are simply too many other games out there that offer a more immersive and engaging experience.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Genres
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, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
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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 810 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A good game that feels like an updated version of Industry Giants or OpenTTD, if you dig logistic simulators. This is fun up until a certain point where everything starts getting tangled up, more on that later. If I could give this a neutral rating, I would. Quick pros and cons: PROS: + Good entry in a very limited genre + I enjoy the cel-shaded graphics CONS: - At a certain point, it becomes less about logistics and more about wrangling your traffic and having the perfect setup. At times it felt like I was playing Cities Skylines, which is a fine game but I'm playing a logistics simulator, not a city builder. I've seen some of the layouts from much better players, and they're more like circuit boards than an actual road system (like Factorio). Major mood killer for me. - Price isn't affected by distance and sky high transport costs eat up the purpose of moving said goods, which makes anything but trucks next to useless and/or niche. Instead of building a chain, the main strategy is to build localized hubs as close to towns as you can. Very disappointing, because I love trains and that's the whole purpose of train transport. -Very vague UI. You can't find specific information, just compilations of data. Sure a factory might be losing money, but which one?? -Original dev sold off the rights, so this is probably abandoned. The game isn't terrible, it's just that I wanted an itch scratched but there are other ways to scratch this itch. If I wanted to wrangle traffic, I would play Cities Skyline. If I wanted to make a well-oiled manufacturing hub, I would play Factorio. If I want logistics, I would do Industry Giants 2 or OpenTTD.
사지말자 돈아깝다 이 게임을 사고 얻은 교훈 꼭 한글화 확인후 구입한다
Not a bad game at all, but I was expecting a more enjoyable experience, especially at the current price point. The tutorial could do a better job at preparing you for playing the game. Some of the terms and mechanics are poorly explained. Also I did not appreciate the game using 100% of my graphics card on a new map, independent of the visual settings, frame rate, or resolution. What really annoyed me though was the tedious aspects of the game such as setting destinations per warehouse, having to tweak destinations for every contract, and especially the lack of ability to copy settings between warehouses. The latter really makes it feel like a chore to do any type of traffic fixing / local space optimization. With a (micro)management game like this, having a good UI is critical, and when seeing UI patterns which do not scale at all (like the clumsy narrow-view list of outgoing products or destinations), I could already foresee my frustrations getting worse during the late-game stage.
Roads are a mess. Apparently they work like in some other game. Don't care. Roads don't work like roads in this game, roads worked fine in the Anno series from the 90's. As in, if there's a road, stuff that was connected to it could move about on it. Stopped playing after 30 minutes because the roads don't work. Apparently you're supposed to learn how the roads work, and it's similar to some other game - welp, don't care, don't wanna learn "your system", just want roads that work.
Eu gostei muito do jogo, mas por ser um jogo de gerenciamento de industrias falta muita informação, por exemplo, eu sei se as fábricas estão dando lucro ou não, e não uma especifica, assim como fazendas entre outros. fui até o final apenas 1x, pq o jogo aparenta ser bugado, do nada de milhões que vc esta tendo prejuízo você começa a lucrar insanamente. A parte de logística tbm deveria ter uma revisão, pq é extremamente caro ir de um lugar ao outro dependendo do transporte que você usa, se for de fazenda para fábrica muitas vezes não compensa. Outro ponto positivo é que você não consegue mexer no preço final dos produtos, muitas vezes tendo prejuízos enormes por causa de 1 dólar, então a mecânica do jogo em geral deve ser revisada, mas parece que depois de 2 anos os desenvolvedores abandonaram o produto. Então por esses motivos, por mais que eu veja que o jogo tem potencial, eu Não recomendo o jogo. Se quiser um jogo bem melhor e mais completo, chama Captalism 2 (que sem duvida esse jogo foi copiado) e está disponível no Steam
I gave up playing after multiple attempts getting screwed over by the logistics system. There is something wrong with train pathing. I'm not sure if you did point to point it would be fine or not, but I don't want to do that. I want a more complex system where any warehouse can deliver to any other warehouse using shared tracks. But on 3 or so games, eventually an issue where my trains would be working fine, would suddenly stop for no apparent reason. One time, I loaded up the game, and a station that was working fine was complaining it had no path for no reason. And when I tried rebuilding it, and briefly severed it and another nearby warehouse with a shared intersection, the second one didn't start complaining it had a missing path, and very much should have. I couldn't seem to get it fixed either, without possibly rebuilding the whole system, and that's assuming the problem had anything to do with the existing building/track and not something more fundamental to the game code. Also, most of the time the AI is fairly dumb, making them largely a non-threat, even when they behave remotely smart. They usually did outpace my expansion, but I'm always bad at expansion, however, even the best job I saw an AI do, I could have easily beaten them out with attrition of just doing a better job building an efficient business empire. And that's when the AI remotely succeeds, that's not taking into account when it does incredibly inefficient builds and only produces like 10% its potential final output. The game also kinda encourages you to be sure to grab up the best zone that also has a limited resources like metal, as you can always build up basing farming just about anywhere at any time (ignoring pollution). If you don't buy up a plot with metal, oil, etc. mining nodes, then you could potentially get locked out of making those products until you buy out a competitor. This just further compounds some degree of screwing over the AI and/or you options when entire lines of product are not viable to make at all. Obviously you could pick a disadvantageous property for challenge, but again, the AI is mildly dumb at best.
这个游戏不错,我说说我踩的坑。 1.首先是水,水是这个游戏最重要的资源之一,点了科技一个水厂放满收集器只能产五个水,而很多工厂需要一个水,空气净化需要两个水,农业生产更是个无底洞,所以水要根据情况多放,又不能太多,不然占用空间和车。 2.这个游戏背景我不清楚在哪个国家,挖石油没种地赚钱,肉比菜便宜。 3.完整生产链费时费力,中间产物一堆,一旦分配不好就会导致仓库爆满和部分工厂停摆,且多数终级产物性价比并不高,比不上全铺原材料和初级加工。 4.刚开始不久,你会发现自己完全挣不到钱,生产的物资甚至没法在城市里消耗,这里是一个重点,那就是城市设施并不是什么都收,在你放的建筑里可以设置目的地,里面有一个政府,这才是处理产品的地方,产品直接卖给政府。 5.仓库调动是一个重要的问题,仓库能派出的车是有限的,如果一个仓库连接了太多的工厂,极其容易导致物资囤积和影响生产,所以,你不一定把产物聚集到仓库卖出去,原材料汇集到仓库,末端产出工厂直接设置目的地为政府,不经过仓库直接卖掉。
Weird and buggy ui. I have no idea how to look at my loans. Trains randomly stop running
This would have been fun, if it wasn't a buggy mess 3 years after release. I can deal with all the other issues people mentioned, but it's so frustrating to desperately try to figure out why a warehouse isn't sending out a product, only to realize you aren't doing anything wrong, it works just fine if you save and reload the same game. Until you build a new warehouse, and that one ends up bugged in the same way.
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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