
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 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.
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 | 3.1Kreviews | 74% | — | $2.7M |
| $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
This is the worst collection of bugs, poor design choices, and all around bad practice in software engineering I have ever had the misfortune to be told was a game. At first, the game seems really fun, really interesting, great collection of business sim, transportation, and research of manufacturing products concepts all rolled into one, along with some decent graphics, bright landscapes, and cute little towns. But after expanding to sell products in various towns and regions, you will find that your transportation orders do not work properly, products are stuffed full into warehouses and won't go where they should. In addition, the linux "support" of this game is rather pathetic, and the developer cannot seem to figure out how to load save-files which have spaces in their name.. No, between constant crashes, memory leaks freezing the whole system, and in-game "features" which do not work, plus the severe lack of explanation of game mechanics in tutorials or manuals, this product is a hot mess. DO NOT BUY
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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
| $29.99 |
| — |
| — |
| — |
| 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.
Hours played at review time, across 810 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
For a game designed entirely around economics and logistics, it lacks in useful metrics to track those categories. The graphs are simple, and it's hard to track where resources are going. A pet peeve of mine is requiring a tech tree for bridges. Really?
It's a logistics and production game that doesn't seem to consider either logistics or production. Road and rail transport are impossible, mainly because the game has mechanics of traffic and road interaction but no tool to handle them properly (no traffic lights, signs, etc.) and rail is a nightmare. Good luck organizing an industrial complex without going mad. In a few words is a great, but unfinished game.
This game sits in a weird spot for me... it's complicated enough that you have to think, rather than just focusing on distribution, so it loses the zen aspect of something like openttd or railway empire, yet it's not as complicated as factorio, so when I want a thinking game I'd rather play that instead. It's not really a game for me, but it's not actually a bad game... so yeah, I guess it depends on what you want from a game if you think it'll be for you or not. :)
I checked back to see if the game had any cool new updates and I found an advertisement window at the bottom of the title page? like come on, I bought this game to enjoy it not so the developer(s) could peddle their wares to me every time I open the game (which will be far less often now). if you want to add games your working on put it in an up-coming games tab with a link in the settings page or something. Little disappointing really.
Pros: - Can place fun combinations of buildings to optimize production - Seeing your actions impact towns to see them grow is nice - Sucks you in for the first few hours Cons: - Shallow, very shallow. There is many buildings sure but altogether it almost doesn't matter what you do because you will turn a profit - No information available about profitability of your buildings. You don't know if this farm or smelter you built is actually making you money or costing you more. All you can see is the costs but not the profit or sales it generates. - No ability to modify towns to create transport hubs or improve efficiency in them (and yet you are penalized for traffic you generate in towns) - Money is a joke, you do basically anything and it just flows in. Even the initial 83k//month loan payment was totally doable by selling basic logs/sand/potatoes to a single town Final verdict: Good try, but other games do it way more in depth and provide more fun long term than this. Glad I picked it up on a sale because even then it's hardly worth it.
this game is buggy, vary unoptimized also to managing the trains in mid to late game is horrible due to the lack of granularity on how to manage items for the logistics of the game
At first RoI looks interesting, cute, and focused on the essentials of a business simulation. Unfortunately, it seems to give not that much feedback as necessary if you want to understand what is happening. And yes, there's a tutorial and it's not a good one, but instead a step-by-step guide through some functions of the game. RoI lacks many information I'd like to see when building my business empire. Menus are not intuitive and I got the feeling that the game development started well before it ended up with a rush to complete it.
I completed the game once and it was ok, but there are many frustrations with the game. I'm kind of neutral about it. I like growing settlements in trading games, but I like them to be a simplified realistic simulation, not arbitrary custom rules for the sake of game mechanics. There is a growth mechanic in this game, but it's weird and unsatisfying. You need to supply the city with certain materials (I think for free, or PAY THEM instead) when it reaches a "growth threshold". It will spawn a shop of one of the types that creates certain demand. Without the shop, people simply... don't need that type of goods, even if it's clothes. There is not enough information, both in the game and in general. You can import resources "from the state" with a "markup" but I didn't find what the exact price is. You can see it popping up when they buy it, but I don't know whether it is listed anywhere at all. There are charts with, say logistics expenses (trucks, trains, etc.) but they don't seem to be separated into categories, so I don't know how much trucks cost per month. And some events give you a direct discount specifically for trucks (you pay for the event, so you need to actually calculate the cost). In general, tables and plots in the statistics aren't easy to use. Raw resources get depleted and in general are pretty limited across city territories. The territories you have to buy before your competitors to be able to build there, which is a headache. Starting cities often have just a few higher tier shops, which heavily influences what kind of products you want to invest into early on (which means that you may be almost forced into the food industry when you want to specialize in heavy industry). Also, this game is much more focused on production compared to trading. Less trade routes, more deciding on what tech and product to research and produce next. Which is fine, but important to understand.
Its a fun game, of which I "completed" by building the car prototype, but it has some serious issues late-game including its achievements. #1 Warehouses seem to just break if you put everything on manual after X amount of buildings, routes, or whatever it may be. Late-game, close to finishing the car prototype, some warehouses would just stop delivering stuff regardless of anything I tried, and I tried everything, trust me (different route, auto mode, raise/lower minimum counts, wait/don't wait for a full truck, truck/train/zeppelin, deleting and replacing the warehouse, saving and quitting the game, nothing). Yet I could place a new warehouse right next to it, have the product get shipped to that one instead, and then it sometimes delivered properly..... #2 Lag is a serious thing to consider. I may not have the best computer for today's AAA games, but its an MSI Apache Pro GE-62 QF (3GB 970m / i7-6700HQ 2.60 GHz / 24GB RAM). I had to turn down nearly all settings to the lowest just to make it playable after a few hours of gameplay and I was getting roughly 30 FPS on the fastest speed setting (because that's the only way to play the game effectively). #3 It is extremely time consuming setting up your logistics networks because auto warehouses are absolute trash. You have to manually change every building to manual (regardless if you have auto warehouse turned off in the menu), set the cycles to infinite, then tell the building where to ship its products. #4 There is an insane amount of useless "alerts" and warnings that each building puts out (products unavailable, storage full, can't return to destination, etc) where 99% of them are false and get flagged too early. You can kind of turn off the products unavailable in the settings, but for the storage full you have to manually toggle alerts off for every single building. And for the unable to return to destination alert, you just have to live with that, you can't turn it off and you can't even "acknowledge" it so it goes away, it just takes up space in the bottom right corner of the screen. #5 Achievements are broken. I'm an achievement hunter (as you can tell by my profile) and the only reason I came back to finish this game was because I saw I only had a few left to complete. After finishing the game, I went to verify which ones I missed, and I only had 3 left I needed from the base game (yes, it won't give you the 100% unless you BUY THEIR DLC). I still needed: - Hard Working (Place 1,000 buildings across all playthroughs) I owned the entire map and bought out all the competitors long before I finished the game and the game only counted 267 buildings I placed. I tried making new games, placed different buildings, saved the game, restarted the game, restarted my laptop, nothing works. It randomly chooses when it considers you placing a building. I know for my own sake I placed well over 1,000 buildings by now. - Freelancer (Complete 50 contracts across all playthroughs) This one should be easy because contracts take maybe 5 minutes, including the time it takes to get the logistics set up, to finish a contract after you beat the game. Same thing as Hard working, except this one never updates. I'm forever stuck at 21/50 contracts completed. - Billionaire (Raise $1,000,000 in one playthrough) Now, if you've played the game, you may understand that $1B is not that much money. By the time I finished the game, I had over $800M just sitting in my HQ unspent, not even mentioning my total earnings the whole game. I think the main issue is with the wording of that one, its actually tracking your CURRENT wallet, not total earnings. Regardless, it was still several hundred million dollars off at all times. This is not an early access game, this is not a new game, this is not a cheap game. Rise of Industry is a price-gouging $30 game with little-to-no optimization and broken game mechanics. I've had far more fun, entertainment, and replayablitiy from other games made by less people, who care about their community, and fairly (if not, even UNDERESTIMATED) their own games worth. Prime example: Vampire Survivors. Runs super smooth with flashing FX, hundreds of damage numbers, and sometimes thousands of entities on screen. It has infinite replayability, a dev that sometimes updates his game by the week, listens closely to his community, adds user-suggested content into the game, and caters to the community to make a space for everyone to collectively work together and share experiences. Not to mention the, well over, 100 achievements that I loved hunting for. You know how much that game costs? $3 Get your ♥♥♥♥ together, Rise of Industry EDIT: I have not verified the validity of this guide myself, but someone has claimed that the guide ""Freelancer" achievement explained....." has helped them complete that specific achievement and the other broken ones with the same method. The guide can be found in this discussion if you scroll down a bit. https://steamcommunity.com/app/671440/discussions/0/1743346190271779059/?ctp=3
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.4M | 4.5K | 91% | $19.99 | |
| $1.6M | 2K | 80% | $24.99 | |
| $289.5K | 1.3K | 67% | $6.99 | |
| $61K | 107 | 66% | $17.99 | |
| — | 0 | — | — | |
| $7.4M | 8.4K | 83% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.7M | 7.8K | 64% | $16.99 | |
| $2.7M | 16.2K | 71% | $8.49 | |
| $2.7M | 4.1K | 86% | $24.99 | |
| $2.7M | 18.1K | 97% | $4.99 | |
| $2.7M | 4.4K | 90% | $24.99 | |
| $2.7M | 3.7K | 65% | $29.99 |