
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 2,402 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


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
Good: Easy to understand, highly dynamic gameplay is helped by the level of customization you have over a scenario. This allows for very high replay value as you complete new maps and utilize new play styles. Bad: Many bugs, saves corrupt. Player-made maps are fickle and may corrupt themselves, wasting hours of work for no apparent reason. In-game advertisements for the developer's new Cooking game.
I think people leaving bad reviews due to warehouse / traffic management are being unfair. This game lets you set up to 9 different destinations for each individual node (with research), so there aren't really any problems if you enjoy micromanaging your supply chains.
Media

Related
Related
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
| $29.99 |
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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
Pathing bugs galore
Meh, I would rather play OpenTTD.
I like finicky organization games. I enjoy the challenge of making sense of supply, demand, resources available, and the cost/benefit ratio. Logistics in a nutshell. I also love the struggle of a complex game. I hate everything about this game. There isn't a single aspect I can confidently admit to understanding or enjoying. The true test was when I lost internet connection and played this game. I learned how unplayable the system was without internet. I don't mind restarting game after game because I failed, so long as I at least learned where it went wrong. Here, I learn nothing from losing. A constant throwing things at the wall and seeing what sticks... or seems to. I attempted the same processes, opposite ideas, minor tweaks, major tweaks, big risks, and low risks. I have no data to narrow down what worked or didn't. When I have to google for an issue at every step that I can't pinpoint, it stops becoming a game. The expectation here is to give it time and learn, do research, but I can't claim to care when the information is not intuitively provided in-game. The knowledge entry cost is too high. There should be a chance to easily dip your toes in, enjoy the game and begin to make it as difficult as you wish. Getting hit with a wall of information in the tutorial is pretty hard to digest when you really have no idea what is being referenced, and the help icon doesn't change that. I wish the complications arose from difficult production chains, rather than the beginning of industry. The greatest suggestion I'd have here is to change the warning notifications in the game. Give me info. I know I am losing money, tell me how to view it. Show me how to find what isn't working instead of informing me. I can appreciate the incredible work of passion required to build this game, especially with how intensely complex it is. I applaud the fact that I still have not encountered a bug, crash, or unexplained game blip (as far as I'm aware.) If you enjoy that particular curiosity spark that makes you feel like a baby trying to figure out taxes, this is your game. If you are scientifically oriented, love research, intensely fascinated by production, and do not mind NOT playing the game to play the game, this your game.
Got the hang of it in about 3 hours and realized that it was just like a clicker game. Once you break even, you just rinse and repeat and no challenge. Eventually make enough money to win.
it just feel like half of the game mechanics are missing...
This is probably a perfectly fine little game for a steep discount, but just once I'd like to see a supply chain manager game not hiding production and consumption rates. Yes, I can calculate rates from the production duration and the production yield, but why? Having to calculate them at every corner is tedious even with the best UI, and RoI's doesn't hold up at all.
很可惜 接触这款游戏的时候太晚了 本身游戏是小作坊完成的并且还是很负责地从EA做到了正式版 但也是因为游戏曝光度不够宣传等问题 结果导致作者在22年把这款游戏的产权卖了 进而没有更多更新了 但有关于2代新作的预告 期待新作有更多改进 这一作的数值在科技进入3级后完全给打乱了(完全不担心钱的问题了) 可能也是鼓励去进而复杂供应链 游戏总时长在40-60小时 但收益已经作者收不到了 还是推荐新作的表现
Shallow logistics, with "gameplay" enforced by lack of controls. Too many trucks, leading to traffic jams ? Research an increase in truck transport capacity, and voil... err, nope, they still leave the production sites with only ONE unit in each. No option to ask for the trucks to get full before departure, you'll still get your depot flooded with one truck per unit produced. That's but one example. The game seemed to have potential, but it's not used, and I'll gladly go back to OpenTTD or Simutrans, instead of this half-baked game. Hence, not recommended.
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 |
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| — | 0 | — | — | |
| $7.4M | 7.7K | 83% | $24.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.7M | 4.6K | 79% | $24.99 | |
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| $3.6M | 36.5K | 92% | $4.99 | |
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| $3.6M | 11.6K | 91% | $13.99 | |
| $3.6M | 5.5K | 91% | $19.99 |