
Build a soviet republic from an impoverished country into a rich industrial superpower in a city builder with intricate production chains and a fully simulated global economy. Manage the lives of your citizens from education to work and party loyalty to criminal activity.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Same day: best RU #84, worst PL #89 · 2 markets collected
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): 11.14/day in the week to Aug 22 → 17/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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
Manage all aspects of your republic in this soviet-themed city builder game. A planned economy puts you in control of everything from mining resources to manufacturing goods and providing services – use this power to make decisions that impact your citizens’ day-to-day lives and their ultimate loyalty to the nation. Whether it’s construction, transportation, trade, healthcare, education, entertainment, tourism, or any of the countless other facets of a full-fledged city, it’s up to you to determine availability, accessibility, and quality. Contend with a deep simulation of global supply chains as you seek fertile soils, ore veins, and viable lands upon which to build your nation – let the radio stations sing your praises and the citizens rejoice in their glorious soviet republic.

Multiple complex simulations work together to bring your cities to life in Workers & Resources: Soviet Republic – whether it’s the price of goods in the global market, the proper distribution of electricity and water, or the increased supply of heat during the winter months, everything can be manipulated with the right actions. Adjust your game settings based on your appetite for complexity in particular areas – civil engineers, urban planners, economists, and simulation enthusiasts will all be able to experience the mechanics they love.
Run your nation with both rubles and dollars as you strike a balance between eastern and western markets, trading with nations from either side of the Iron Curtain to gain access to valuable currency, resources, and technology. Despite following a soviet-styled planned economy, you are a fledgling non-aligned nation – this sets you free to engage in trade with both the Western Bloc and the Soviet Bloc to your benefit. Loyalty to one side is always an option, but flooding one market with your goods might result in diminishing returns, and shunning the other side might see you cut off from useful technological advances.
Familiarize yourself with the intricacies of realistic supply-chain management with over 30 commodities to acquire, manufacture, and transport. Raw materials, processed goods, and waste material all have specific places where they can be stored, with specific vehicles needed for their transportation, and specific structures needed for loading and unloading. Liquids are stored in tanks and moved with the help of pipes and pumps, or loaded onto vehicles with tanks. Mined ores are stored in aggregate storage facilities, and moved with conveyor belts and flatbed trucks and train cars. Processed goods, meanwhile, are shipped around in covered trucks and train cars, and stored in warehouses. Organize forklifts for short distance hauling, build intricate conveyor belt networks to minimize your reliance on vehicles, or use trains to haul goods from one city to another – supply-chain management is an integral part of operating a nation, and you’ll use everything from cargo planes to freight trains to cargo helicopters to make sure everything is operating smoothly.
Every road, bridge, residential building, and factory is built from the ground up with resource costs reflecting the size of the project. Pay market rates for raw materials to execute quick builds with the help of foreign labor, or establish construction offices and provide employment to your population as they head to construction sites to build everything using locally acquired resources. Buildings can require anything from prefab panels, to steel beams, gravel, concrete, and more – produce and supply them locally, or import them to simplify the process. Will you be a self-reliant republic, or will you exploit the international market for rapid expansion?

A nation is nothing without its people – they work the fields, bake the bread, and operate the heavy machinery that keeps the wheels of industry turning. Ensuring the people remain happy and loyal is essential to your success.
Follow your citizens from childhood to the end of their lives, providing them with essential goods such as food and clothes (and alcohol) while simultaneously ensuring they have access to opportunities in the form of education and employment. Be wary of those that lack loyalty to the republic – they are prone to a life of crime, and their reduced efficiency can hurt throughput. Oftentimes, they are best left without access to opportunities where they can do more harm than good. Monitor your nation’s overall happiness and loyalty to ensure few are choosing to leave – provide them with better lives, or rely on propaganda to get the most out of your citizens.
Your peoples’ needs can be imported from neighboring countries, or they can be manufactured locally through complex production chains. Massive fields will harvest grains that can be turned into bread and booze at food factories and distilleries. Clothes factories will produce clothes as long as they have fabric, which in turn is produced at fabric factories with the help of crops, chemicals, and water. Manufacture or otherwise acquire all manner of goods, from the aforementioned necessities to the luxuries of radios and TVs, and transport them from factories to warehouses to local stores where your citizens can obtain them to fulfill their needs.
There are many essential services your citizens will want access to as well – electricity, water, and heat are necessary for survival, each with their own supply chains to maintain. Watch for demand to ebb and flow with the seasons, and prepare for harsh winters lest your population suffers a sudden tragic drop. Education is provided through schools and universities, with higher levels of education opening up additional employment opportunities for your people, unlocking access to new technologies and production capabilities in your nation. Entertainment comes from local parks and theaters as well as radio and TV stations, while physical fitness is provided by local pools and sports fields. Ensuring these services are available and within reach through an efficient transit system is essential for a healthy, prosperous populace.

From roads to railways, and from sea to sky, managing the transportation of goods and people is vital to the health of your republic. As your nation spreads and cities develop around resource hubs littered across massive maps, you’ll find yourself constantly expanding your transportation network to meet ever-growing needs.
Buses, trams, trains, subways, ships, and planes provide public transportation for people to move greater and greater distances, fulfilling needs at distant shops, or providing their expertise at far-flung factories and mines. Operate interconnected systems to facilitate the movement of people across these massive expanses, even using cable cars and winding dirt roads to provide access to the more remote parts of your republic.
Trucks, trains, cargo planes, and cargo ships are essential for moving resources long distances, with different subcategories of each vehicle determining exactly what type of goods it can move. Limited access to certain vehicles might force you to explore transit methods you would otherwise have left behind – or perhaps you’ll build connections at customs offices along your border to enable trade with foreign powers instead?
Build custom airports, plan the placement of train signals, and design intricate interchanges to truly customize your transit networks. Road signs will influence speed limits and vehicle access, runway length will determine accessibility for various kinds of airplanes, and train stations can be built for passengers or cargo, with access points for pumps, conveyor belts, and forklifts to integrate smoothly into your existing supply chains.
Allow your people to purchase cars for private transit, but consider limiting access to such vehicles based on education levels or party loyalty to prevent the plague of freedom of movement and congestion – with well planned infrastructure and transit networks, you can fully control the flow of workers and resources alike.

Workers & Resources: Soviet Republic has dedicated modding tools and a plethora of extensive player-created mods available in the Steam Workshop. Customize your experience with new buildings and vehicles to build the soviet republic of your dreams.
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 | $39.99 | 27.4Kreviews | 91% | — | $34.3M |
| $9.99−75% | 120ratings | 82% | #24 | 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 1316 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
dla mnie gra ma fajną rozgrywkę. Mechanika tej gry jest bardzo rozbudowana pod względem technologi. Według mnie gra jest bardzo fajna.
Już dawno się tak w nic nie wciągnąłem jak w tą grę. Tryb realistyczny jest mega wymagający ale i mega satysfakcjonujący. Ładna i estetyczna, unikalny pomysł i estetyka. Wszystko tu pasuje do siebie.
Media

Related
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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, German, Polish, Russian, Simplified Chinese, Spanish - Spain, Italian, Japanese, Portuguese - Brazil, Hungarian, Korean +6 more
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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 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ery noice game, by far the most realistic city builder ive ever played
Honestly, great game,sometimes the things don't ork out as you wanted it (my past 1000h). But now that I finaly found out what is the best industry for me I am realy enjoying it. I have only 1 more thing to say and that is that I would rly want to see this game being suported for the next couple of years I am begging devs to do some content regarding present times. :D
this is the only good thing to come out of capitalism, comrade, what are you waiting for?
norm
so uhh it has bugs. it issssss very very complicated and uhh realistic mode is near impossible (PLEASE FIX IT I BEG OF YOU I WANT MY TYCOON BACK)
cities skylines zor mod
Challenging but fun once you get the hang of it
Overall it's an fairly average experience, but I have come to have a particular distaste for it. The game ragebaits you with all the fine tuning need to get any basic going, and it tempts you, just one more technicality to iron out, another quirk of the game to figure out, and then finally, one thing would be done, but just that one is nothing by itself. To make anything working, or head towards an actually functional economy, you need to build one thing, and then the other in a manner, that feels never ending. It satisfying to see the products of your labours, to build a neighbour, or a factory with a cargo station connection, but that is never enough by itself. You need research, you need investment, and logistics fine tuned to a T, to compete in this game. You need a web of essential city services available, first off all, which means you have put hours into the game, without realizing where it would go, or not. You accomplish one thing, and you are content for a moment, only to realize, it's barely enough, and games like, hey, just a few more things to take of, and then we'll be in the good place, and then, the same things repeats, before you realize you sunk over 10 hrs into a single gameplay, while barely reaching any close to the mid game. The game can penalize for small over sights at times, didn't build enough heat exchangers for the neighbour, come winter, now your hospital would stop working cause of low temperature, a child would die, happiness score would sink, and people would began to leave, until your new still nascent republic is entirely abandoned. You mind that your critical infrastructure is adequately manned at all times, fire stations, water treatment facilities, otherwise a building would burn down, or people would be without water, which is a bit tricky in the early republic, particularly, when your facilities are somewhat scattered. Factory connections are tricky, and not the most intuitive, the same with railway, particularly using it for a variety of loads, and formats. The graphics are nothing to write home about, but not unpleasant to eye either. The news of ai use to create some pieces of imagery/media for game are unsavory, though I haven't bothered to verify those a the moment, so don't quote me on that. The somewhat mid-fidelity graphics are a good tradeoff for a smaller file size, and a more robust performance. Secondly, the game modes don't make much sense to me, it's know particularly, and played for it's realistic mode, and it's work just fine for that, that is, if you willing to make it your full time job, or devote, a whole vacation's worth of time to it, I am not making it up, you can check out the players on Youtube, it'll take them 4 or 5 episodes to get a core industry going. But, anyways, the point is that it works, but the other modes have not been created with a lot of thought, and game stops to make much sense at mid levels of difficult, or becomes something a bit too easy to make the goals feel meaningful. I think the gameplay can be much more resolved with a bit of thought, without taking away from the complexity of the set up that the game is trying to create, and I penalize it for not being a better version, a better thought out version of it. It's as if the game developers were too tired with just the complexity they have created in itself, to focus on translating it to a more satisfying gameplay. The UI feels clunky, and dated, and makes everything have a bit more friction. The research trees, and selection menus for building types can be much more clear, and resolved with better segmentation, not just granularly the way game does, but in broader terms too. A better idea, for lower difficulty levels, would be a less complex version of the simulation, but one that still has all the parts intact, just made a little simpler, or scaled down, as opposed to the current idea of the game where, in lower settings certain parts like energy management or waste, are turned off altogether. The game is too keen on being a logistics simulator, and does not think in broader strokes of running a city. You need to go big on everything in this game or go home, one understands that everything needs effort and doesn't come by itself, but there are smaller cities and units that exist, out in the real world, with a mostly balanced interplay of community and industry, and that are no less in complexity, just a little simpler, and scaled down, and Workers, and Resources does not seem like a game that allows for that. It's idea of a soviet republic is also a bit brute, as some have pointed out, and misses out on some of the finer aspects of it. I get that the game is focused on logistics, but it could have made an effort with better curation of music, and incorporation of artifacts, accomplishments, vis-a-vis performing arts, community, and so, cause after all, it the game of also compels you to build proper cities and not just liveable, but also a fulfilling neighbourhood. I'd have appreciated a narrative alongside the gameplay, that'll have enrich it, made it more satisfying, but as is clear, the developer, or the project leads didn't have that bent of mind. Overall, my experience with the game is rather mixed, it has some things going for it, but I'd rather avoid getting caught up in it's whirlwind, it'll save me a lot of time, and energy. It's just not worth that, I can see where it would lead towards the late game, but it's just too much of an investment to get there. And that's not exactly cause of the complexity, that it has, but the UI, and the organization of concepts, tools, and paths in the game. Lack of a mode that is smaller in scale, but with similar complexity is also unpleasant.
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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