
Build, automate, and optimize a giant factory on 3D terrain using conveyor belts, trains, chutes, pipes, and airships. Sell your goods to nearby villages to expand their borders, increase happiness, and unlock even better technology!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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

Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 4.5Kreviews | 91% | — | $3.4M |
| $19.99 | 50ratings | 82% | — | 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.
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 809 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Sort of like Factorio meets Settlers. What i keep coming back to is how relaxing it is. There's no time penalties or punishment. You work on your objectives at your own pace, and all while the game has a fantastic calming soundtrack. The dev is active on Discord and responds to suggestions and bugs.
It has alot of interesting concepts but... It will never get any more updates. it's basically abandoned at this point The dev moved on to make a mobile game instead of expanding on what could have been a good game There is little to not replayability because every game is exactly the same There is alot of very questionable interactions which most of the time make no damn sense The town quickly becomes a ghost town and feels extremely hollow That being said the worker AI is extremely questionable and overall very bad Wagons and other road transports tend to deadlock themselves because they cannot clip through each other Setting up logistics blocks is a nightmare and should not be as confusing as it is Even if you figure out how to setup the logistic blocks eventually the entire screen will be filled with lines flashing between each block constantly and completely destroying the aesthetic appeal of the game with no option to disable I believe the dev moved on from this game because they couldn't fix a lot of the issues A large chunk of my hours are from idling, if you really want to play this still then at least wait for a sale because at 20$ it's not really worth it.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Spanish - Spain, Simplified Chinese, German, Portuguese - Portugal, Russian, Traditional Chinese, Japanese, Portuguese - Brazil
Hours played at review time, across 811 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The developer has abandoned the game and moved along, leaving many bugs and quality of life issues behind. The campaign eventually became unplayable on larger maps due to AI issues not being able to calculate a route to faraway targets. You also spend HOURS at the beginning of each campaign map remaking all the basic assembly lines with no variation. There is no blueprint system to help speed things along. So basically, fun at the beginning and as you're learning, but it becomes a slog later on and wastes too much of your time.
States Steam deck verified. Does not run properly on Steam deck. Cannot read text, buttons work sometimes and do not work other times. Shame as looks good but definitely not Steam Deck friendly.
Yes this game is awesome in my opinion. Best fact - no annoying defense from waves of enemies like on other factory build games. I really enjoyed how you can slowly build up your production and transports only to realize after a new unlock that you have to rearrange or create new lines in order to build new products, too. Or find the bottleneck in the production line to max out the output :) One downside that it had for me was, that if you don't start to earn specific research points early on, it could really be annoying to wait until you have enough earned to unlock new, necessary technologies. Could use a speed up button every now and then ;) Great game! Would really love to see a sequel!
Factory Town is a game of... inconsistent quality. I would only really recommend it to fans of the genre looking for a palate cleanser. Maybe the most damning faint praise I can give it is that it at least is a fully complete game with a start-, middle- and end-game that all actually exist and are achievable, unlike a lot of dead early access projects that never figure out what the point of playing them is (RIP 'Towns'). The pitch is simple - it's Factorio, but with people on a fully 3D map. You still turn things into infrastructure and Science and then use the Science to go up the tech tree, but there are also Trade Goods which mostly just puts an extra layer on top. The UI is probably where the quality is the most up-and-down. You want to route a road across the entire map, over hills and valleys? Sure, just drag a line and it mostly just works. You want to set up a worker to loop between two points? Sure, just point at the pick up and drop-off spots and it'll automatically set up to loop. You wanna do anything other than those things? Haha, enjoy digging through menus and being unsure if what you did is what you want to do. This same pattern applies to most things in the game, from worker management to chutes to "logistic blocks" (a fancy name for "yo I heard you like super complicated logic tools from Factorio" - thankfully you rarely need anything more than the basic 'grabber'). It holds up, as long as you don't think about it too hard. Maybe don't pay too much for the game, either.
If you like Factorio or Dyson Sphere Program, don't let the cutesy graphic style throw you. This is like a slightly less intense version of those games. Multiple methods of transporting items (belts, trains, people, wagons, ships, etc), logical functions, a dozen base resources, a deep research tree. Rather than building a rocket or a dyson sphere, your ultimate goal is to maximize happiness of your citizens by supplying better and better goods to their homes. Unlike Factorio, there is no optional addition of external pressure (aggressive aliens), nor is there any penalty for not moving quickly enough. If you start a game and leave your computer for an hour, you won't lose anything. Aside from a series of campaigns that introduce you to newer levels of the research tree in an orderly way, there isn't a strong objective to motivate you in sandbox play. If you find yourself lacking motivation without an objective, the campaign will last you many hours, I'm still working thru it. I recommend this game for anyone who loves city/factory building, resource management, logistics, that whole genre. I found it satisfying and enjoyable, if not genre-defining (which is how I'd rate Factorio and DSP)
I'd call it a family friendly version of Factorio. Lots of building and fun logistics setup with no combat or antagonist so you can leave the game running all night with little worry or if you fall asleep at the desk or something. My only real complaints are the seafaring transports will sometimes refuse to complete a route if the distance is too far, which can be easily fixed by setting up a barn in the water and simply setting up a second route to cover more distance, so not a big deal. My second complaint is when i finished playing through the campaign I was really really hoping for some kind of cool bonus campaign where there is a seriously significant goal in mind, maybe something that could take me a few weeks to accomplish with end game stuff to stockpile or something like that. (I know I can set up a custom challenge for myself but there is something lacking in setting a challenge for yourself where if it is set by someone else you feel more pride in beating the challenge, plus it would be neat to play a started end game city and modify it to my vision kind of like what you could do in the later campaigns)
Caution: This game will increase your organizational skills while getting you to think you are relaxing...
After playing for a while I realized that this game is amazing, but it has a fatal flow. The compaigns are actually really annoying because the game makes it like they are the right way to play the game? There is nothing more disheartening than seeing your whole progress just vanish after a mission and to repeat making the same ♥♥♥♥♥♥♥ thing again to FINALLY approach a new topic. Each compaign forces you to repeat the previous mission's worth, and there is so much ♥♥♥♥ to automate that it gets tedious Imagine factorio if you had to redo the whole process when you unlock red science or whatever, then at blue science, and so on. My recommendation is to skip compaigns entirely, go for "custom" gamemode straight away. That way you are getting to the fun, and progress becomes linear and you keep the pace. Moving forward devs should take that kind of approach to heart. There is a reason why every mission completion has lower percentage, not because of the skill required but repetition.
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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