
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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
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% | #51 | 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 1303 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
fajna gra ale brakuje butelkomatów
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Workers and Resources: Soviet Republic – Χτίζοντας τον Σοσιαλισμό, Μια Σφυριά τη Φορά Το ημερολόγιο γράφει 1/1/1960 και μια νέα Σοβιετική Δημοκρατία κάνει την εμφάνισή της. Υπό την καθοδήγηση του Κομμουνιστικού Κόμματος, ο παίκτης καλείται να οικοδομήσει ένα σοσιαλιστικό μοντέλο ανάπτυξης σε μια «καθυστερημένη» οικονομία, μέσα από έναν συνδυασμό σχεδιασμού, διαχείρισης πόρων και στρατηγικής οργάνωσης. Το Workers and Resources: Soviet Republic συγκαταλέγεται ανάμεσα στα πιο απαιτητικά city-builders που έχουν κυκλοφορήσει. Διαθέτει κλιμακωτή δυσκολία, με την υψηλότερη επιλογή να προσφέρει το πλήρες φάσμα μηχανισμών και συστημάτων που ο τίτλος έχει να προσφέρει. Από τα πρώτα στάδια του παιχνιδιού, μέσα από ένα εκτενές tutorial, γίνεται εμφανές ότι πρόκειται για έναν τίτλο υψηλού βαθμού ρεαλισμού και λεπτομέρειας, ο οποίος ξεχωρίζει από άλλα παιχνίδια του είδους. Μετά την εκμάθηση, ο παίκτης έχει πρόσβαση σε δύο βασικές καμπάνιες, καθώς και σε επιμέρους custom σενάρια, όπου οι βασικοί μηχανισμοί παραμένουν σταθεροί. Σε έναν ιδιαίτερα εκτενή χάρτη, ο παίκτης ξεκινά με στόχο την ανάπτυξη βασικών υποδομών, την κάλυψη των αναγκών του πληθυσμού και τη σταδιακή διαμόρφωση μιας λειτουργικής σοσιαλιστικής οικονομίας. Κεντρικό στοιχείο του gameplay αποτελεί η ίδια η διαδικασία δόμησης. Η κατασκευή δεν περιορίζεται στην απλή τοποθέτηση κτιρίων, αλλά απαιτεί πλήρη οργάνωση της αλυσίδας παραγωγής: προμήθεια υλικών, αγορά μηχανημάτων και διαχείριση εργατικού δυναμικού. Οι κατασκευές πραγματοποιούνται σταδιακά, με οπτική απεικόνιση της εξέλιξής τους σε πραγματικό χρόνο. Πριν την επέκταση προς πιο σύνθετες δομές, ο παίκτης οφείλει να αναπτύξει τον κατασκευαστικό του τομέα, καθώς και κρίσιμα δίκτυα υποδομών όπως ύδρευση, αποχέτευση, ηλεκτροδότηση και θέρμανση. Στη συνέχεια, η διαχείριση επεκτείνεται στην κάλυψη των αναγκών των πολιτών, συμπεριλαμβανομένων υπηρεσιών όπως σούπερ μάρκετ, εκπαίδευση, υγεία, αστυνόμευση και ψυχαγωγία. Όλα τα συστήματα απαιτούν συνεχή τροφοδοσία, στελέχωση και σωστό σχεδιασμό, χωρίς την ύπαρξη αυτόματων μηχανισμών λειτουργίας. Ιδιαίτερη σημασία έχει ο κεντρικός σχεδιασμός της οικονομίας, καθώς ο παίκτης καθορίζει τόσο την κατανομή του εργατικού δυναμικού όσο και τη λειτουργία βιομηχανικών μονάδων και δικτύων μεταφοράς. Η παραγωγική αλυσίδα απαιτεί σταθερή ροή πρώτων υλών και σωστή οργάνωση της μεταποίησης. Σημαντικό ρόλο στην αποτελεσματικότητα της οικονομίας διαδραματίζουν τα logistics, με τους σιδηροδρομικούς κόμβους και τα δίκτυα μεταφορών να αποτελούν κρίσιμους παράγοντες ανάπτυξης. Σε επίπεδο οπτικής και αισθητικής παρουσίασης, το παιχνίδι αποτυπώνει με ακρίβεια την εποχή, τόσο μέσω των κτιρίων και των οχημάτων όσο και μέσω της συνολικής καλλιτεχνικής διεύθυνσης και της μουσικής επένδυσης. Εν κατακλείδι, Workers and Resources: Soviet Republic δεν είναι ένα παιχνίδι που προσπαθεί να προσελκύσει το ευρύ κοινό ούτε να προσφέρει γρήγορη και άμεση διασκέδαση. Αντίθετα, αποτελεί μια βαθιά και απαιτητική προσομοίωση οικονομικής διαχείρισης και αστικού σχεδιασμού, η οποία ανταμείβει την υπομονή, την επιμονή και την προσοχή στη λεπτομέρεια. Ο εντυπωσιακός βαθμός ελέγχου που παρέχει στον παίκτη, η πολυπλοκότητα των συστημάτων παραγωγής και μεταφορών, καθώς και η έμφαση στον ρεαλισμό δημιουργούν μια εμπειρία που δύσκολα συναντάται ακόμη και ανάμεσα στους κορυφαίους εκπροσώπους του είδους. Παρότι η καμπύλη εκμάθησης μπορεί να αποδειχθεί αποθαρρυντική για τους νεοεισερχόμενους και οι αμέτρητοι μηχανισμοί του συχνά απαιτούν δεκάδες ώρες ενασχόλησης μέχρι να γίνουν πλήρως κατανοητοί, το παιχνίδι φροντίζει να ανταμείβει κάθε επιτυχημένο βήμα προόδου. Η αίσθηση της δημιουργίας μιας αυτάρκους δημοκρατίας, όπου κάθε κτίριο, κάθε γραμμή παραγωγής και κάθε σιδηροδρομική σύνδεση αποτελούν προϊόν προσωπικού σχεδιασμού, είναι πραγματικά μοναδική. Για τους φίλους των city-builders και των management games, το Workers and Resources: Soviet Republic αποτελεί μία από τις πληρέστερες και πιο φιλόδοξες προτάσεις των τελευταίων ετών. Έναν τίτλο που δεν αρκείται στο να σε βάλει να χτίσεις μια πόλη, αλλά σε προκαλεί να σχεδιάσεις, να οργανώσεις και να διαχειριστείς ολόκληρη την οικονομική και κοινωνική λειτουργία ενός κράτους. Και ακριβώς γι' αυτόν τον λόγο συγκαταλέγεται δικαίως ανάμεσα στα κορυφαία παιχνίδια του είδους του.
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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, German, Polish, Russian, Simplified Chinese, Spanish - Spain, Italian, Japanese, Portuguese - Brazil, Hungarian, Korean +6 more
| $39.99 |
| — |
| — |
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| $0 |
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
An extremely sophisticated city-building game for hardcore simulation enjoyers. Gameplay involves a lot of micromanagement - lots of piping, wiring, setting up hundreds of small pathways for citizens to follow, manually setting route nodes and destinations for supply buidlings, setting up percentile distribution of jobs for workers that come to stations, number of jobs in each building. This complexity can be tuned through gameplay settings, allowing most of the more boring stuff to be turned off. Decreasing complexity also decreases difficulty because many of the additional simulations produce extra costs (such as trucks requiring fuel, buildings requiring clean water and simply building the extra infrastructure). Some things could be improved: The distinction between daylight simulation, people's life simulation, the calendar and the speed of transport is so strange it would better dissappear: sometimes a truck can take days of in-game time just to travel 10 kilometers. The map editor itself is very inconsistent. I like to make 90 degree turns, space stuff equally apart, and such but the editor limits the connection points between roads to weird points that don't match the map gridlines. The most annoying thing is that it is usually possible to connect everything perfectly but it requires redrawing large parts of the road, tearing down the old roads, placing the cursor on some very specific point somewhere else, etc. For some reason, the gridline snapping is also only supported for the corners of the gridlines whereas some of the simulations such as snow are tied to the inside part of the square gridline, which makes for a strange sight of half-cleared roads. The buildings also rotate on some very strange principle, requiring the player to turn them left and right a couple of times with different degrees of strength for perfect degree alignment. Citizen job assignment could use a system of demand vs supply so that the player wouldn't need to manually assign how many citizens go where. Instead of allowing citizens to come at random time, buildings would work better with pre-assigned 3 shifts of 8 hours each (10:01-18:00, 18:01-2:00, 2:01-10:00), such that each citizen would be able to reserve a shift for themselves in the most understaffed building and come to the worksite within a couple hours based on routes the player has set up (early comers spend a few hours at the worksite doing nothing) instead of going to just any available worksite or random public transport stops at random time. I guess that it would make the simulation too hard to run fast.
dla mnie gra ma fajną rozgrywkę. Mechanika tej gry jest bardzo rozbudowana pod względem technologi. Według mnie gra jest bardzo fajna.
ery noice game, by far the most realistic city builder ive ever played
this is the only good thing to come out of capitalism, comrade, what are you waiting for?
cities skylines zor mod
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гра супер
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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