
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 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

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
Put a few hours into the "free" version of this game and decided to buy it on a sale (7.99). It's a very good game and strangely addictive if you're into games like modded minecraft and factorio, but the stakes in this game are extremely low. It is a play at your own pace game and the campaign offers very interesting challenges that help you learn the game. I am still playing through the campaign as I am writing this. The moment to start your game you may want to turn it off because it looks awful, like it was designed decades ago, but if you can get over the humble graphics you'll be delighted by an extremely rewarding and creative game that asks you to think 3-dimensionally and take your time instead of hammering you with assaulting baddies or villagers with moods. So, if you want a break from the chaos that is rimworld and factorio, I think this game will fill that void and let you relax whilst still being challenged.
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
Chilled-out stress free Factorio; just the building part without anything trying to kill you or running out of time or such. Had fun for 6/8 campaign maps / 30 hours, at which point it started getting grindy. But 30 hours of fun = can recommend.
在《工业小镇》学习自动化合理安排每一块地方?不,本游戏是简单版自动化游戏,是个玩起来还行内容不多,玩了几把就会发现非常简单,再多玩就有点重复性高让人枯燥提不起动力的游戏,你只要知道以下几点过关,攀科技,更快更强,简单的不能再简单。 1、建筑物个数是不受限制,并且仓库只要存放了,就能运用于建造建造物,也就是说可以在远处直接找个无关紧要的地方,通过少数的人来制造并存放石头、木头、传送带(管道)或者其他建造常用的材料,你会发现建造好像不受限制一样,想怎么造就怎么造。 2、无敌的传送带,能顶替工人、麻烦的列车轨道,并且该游戏的传送带不是特别难造,尽管要做更快的传送带只要运用第1点,就能解决这个问题。 3、当你传送带或者其他东西把建筑物的出口堵死没法添加更多的传送带进/出口,你可以试着搭高平台,可以做到更多方位的进/出,而且不需要支点不会塌下,这也是我最喜欢的一个点,不在局限于平面,而是立体的,可以做到更多做不到的事,也不用太动脑子,搭高就完事了,建筑物也能搭高,玩到后期就变成了飞天小镇,有种满满的成就感。
Sehr lustiges und vielseitiges Automationsspiel. Am Anfang hat es mir noch sehr gut gefallen. Im späteren Spielverlauf Muss man dann sehr verschachtelte Prozesse erstellen, die auch noch sehr lange Strecken hinlegen müssen. Das war mir dann gegen Ende etwas zu Mühsam.
Great game if you like automation, but don't feel like a hardcore factory game like Factorio or Satisfactory. Challenging enough to make you think and have fun!
This is first and foremost a logistics and supply chain building game, the city builder part of it is mostly just window dressing. However, it's great window dressing and it really feels satisfying to build up your town and watch as your buildings level up from all your little interconnected supply chains. It's not hard and mechanically it's not the deepest, but it's definitely soothing and it doesn't take long for you to feel like you got a lot accomplished, unlike many other logistics/factory type games which can take hours and feel like you didn't accomplish anything due to how complex and time consuming it can be to create things (Factorio, Satisfactory, etc). The tutorial is OK but doesn't really go into more advanced concepts at all. The game has logic systems that aren't really explained to you, so an online tutorial is pretty much required if you don't feel like trying to figure that stuff out. But the basic gameplay is simple enough even if the GUI isn't fully explained (like copying blocks or columns and pasting them instead of making the same conveyor belt pattern over and over again). This one is a no brainer on sale, and not a bad value at $20 either.
For me it became really tiresome real fast dealing with worker paths.
A good game, I enjoyed the first 5 of the 8 mission campaign, but the thought of slogging through the basic set up of another land has made me lose interest in continuing. It would be hours of setting up and building the same town as the previous five until we get to the place we can start growing beyond it. Trading posts helped to try and move past this a little, but not enough to start the next slog. Time for a new game.
After recently 100% this game and seeing the mixed reviews on the store page, I feel compelled to write a review. While Factory Town isn’t a perfect game, it deserves a positive score in my books! TL;DR: If you are looking for a relaxing experience and enjoy automation mechanics, you’ll probably find some peace of mind and satisfaction while playing Factory Town… maybe just start by watching a tutorial video outlining some basic mechanics, as the game could do a better job with teaching you the ropes. What sets Factory Town apart from other Factorio-esk games I’ve played is the pace, and depending on what you are looking for in an automation game, this could be a great thing. Factory Town feels more like a puzzle game that uses automation mechanics. In Factory Town most of the “challenges” are based on achieving a certain technology progression, or acquiring X-amount of resources, where those resources can only (economically) be obtained via constructing trade networks with scenario trading huts. This trading feature creates the puzzle element and each scenario introduces new trading huts, influencing how you focus your production each round. There is no time limit and no negative threats impending on your town, and while this significantly reduces the difficulty of this game, it allows the player to explore their creative side, with each scenario becoming a mandala of automation if you will. So many games use time as a means to create challenge and it is usually tied to achievements or the difficulty of the game. In games like Factorio the longer your game goes on, the stronger the hoards of enemies are against you. Other games like The Colonists use time to measure scenario success, where you are rewarded gold/silver/bronze medals depending on how fast you complete the mission. While these are great mechanics for building stress and creating a sense of purpose while playing, I find myself playing so much of these games on pause, planning optimal placements or strategies, before hitting play – only to pause and repeat once the next game mechanic reveals itself. Since you are not plagued by time or threats, Factory Town is a game you can run off pause most of the time, and to me that is one of its greatest merits. Much of my enjoyment from these games comes from watching the automation at work, materials moving around the map via conveyors/trains/pipes/etc. which get converted to new resources. It’s hard to get that satisfaction in time restricted games, where most of my thinking is done while looking at a static screen, and I think Factory Town takes advantage of this by alleviating that pressure. There are a few short comings with this game, mostly down to the building mechanics and lack of tutorial on some of the QOL tools that are in game. For example, it took me several hours before I realized many of the common buildings/pathways were bound to the F1/F2/F3/F4 keys, and that you could drag and drop the ones you preferred onto those bars (but only if you dragged from a certain spot on the build list to your tool bar, as there was seemingly no other way to do this). Similarly, you could build pipes directly from the underground overlay screen without pulling up the build menu, but I only discovered this by clicking though all the buttons on that screen. Many of the end-game mechanics/buildings (tied to efficiency and production) are not required or even utilized at all during the scenarios, and feels more like something you would use only if you were extending your gameplay beyond the scenario goals… I didn’t even bother with the steam-power production booster mechanic until the final mission, even though it’s unlocked in almost every scenario. (Perhaps this explains my 100 hours to completion! haha) This is a game I could see myself playing more of, if it had an endless mode post-campaign. It would have been a fun variation to start in a smaller zone with 1-2 random trade huts, then as you gain coins, you could purchase new regions to expand to which would contain additional traders and more resources to harvest. Increasing the cost of the plants you can grow anywhere would drive the player to expand to regions to acquire those materials, thus building on the “puzzle” element that sets this game apart from other automation games. For example, without being able to plant a wheat field anywhere or easily add wheat to an existing farm, this would also give incentive to use those traders and activate more of the mid/end-game boosters that the player may not have engaged with during the campaign.
Hat mir kein Spaß gemacht...
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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