
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
The main problem with this is that you have to redo your entire base each time a new mission starts. Other than that its fun. But why do i have to redo the basic tiers every time in a new campaign, it's just tedious. hopefully the new game will solve these issues
If you like factorio, you will really like this one. It's not a single "campaign" game like factorio, but a game with 8 campaigns in total, starting with very basic mechanics like wood and stone ones, and getting into pretty crazy and complex stuff later on. What i liked most about this game is that it's not a game you start and blast 200 straight hours in, it took me 80 hours over a year and a half to complete the whole game, and that is because you can pick it up at any point really, you can do some campaigns, come back after 3 months, do a couple more... and you will still remember everything. Also its damn aesthetic, this is not the world full of smoke and pollution from factorio, this is a colorful world with farms, houses, markets, people, caravans, mills, workshops, food, trains, etc... and the way the world looks as you fill it is beautiful (THE FACTORY MUST GROW). Oh and the quality of life in this game is of another level, you will see as you dive deep in.
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
Great game. I'm gonna go ahead and compare it (favorably) to Factorio: - Cozy cozy cozy cozy. I'm not making flamethrowers to fight aliens. I'm just making bandages for the local drugstore and sandwiches for the tavern. - Soundtrack is very relaxing - Depth is excellent. I'm on level 5/8 and there are already twelve different types of research. - Play your way. There are bonuses if you tap into existing RNG resource spawns, but if you really need them somewhere else, you can plonk them down. - Trains are intuitive yet challenging. You're not going to stare at the screen for fifteen minutes wondering why a train won't leave the station. - Logistics/signaling system goes as deep as you want (probably deeper, tbh) but you don't ever have to use it. - A billion raw materials and another billion things to make out of them. - Piping is way more fun, can be used on a wide variety of materials. If you like the factory genre, especially if you wish it were more bucolic, I would definitely check this one out.
I found myself really wanting to enjoy the game enough to finish it, but the tedium of painstakingly recreating and progressing through the same slow, basic content really hits you after the first few maps. Every campaign map has the same early progression that's a slog to get through with no blueprints, copying or real focus on accessibility or clarity, just pure tedium where you have to build all the same stuff back up to get to the base level necessary to then progress to next tier of unlocks in the tech tree needed to complete the map's goals. Then you do it all again in the next map, progress through all the same content in the same tedious manner to reach the same point of progression, to then upgrade to the next tier to meet the map's campaign goal. Repeat until frustrated and bored. Add to that an utter lack of QoL features, and I no longer cared much about finishing the game partway through 4 of the 8 campaign maps. As much as I hate to admit it, you can really see the lack of care that went into certain aspects of the game. Wheels don't even spin, managing workers is a chore, many interface elements are unclear and unintuitive, and there are basic features for things like expanding storage (why bother?) and apparently terraforming that I didn't even know existed after two dozen hours into the game. More time and effort should have been spent on the design for gameplay and progression, rather than adding things like logic blocks nobody will bother to actually use. Simplicity shouldn't mean tedium, and the lack of depth in the design of the game results in a shallow, repetitive experience that ultimately leaves you wondering why you were hoping it'd get better. Ultimately, it's an okay game that could have been much better if more care had been taken to make actually playing it, and making sure that progressing through the same content (which is necessary by design) less of a chore.
I wanted to play a base-building factory game while waiting for Satisfactory 1.0 to be released, so I decided to try this one. In my opinion , it is a very good game where you can play at your own pace and you get rewarded by doing things well, without any external factors "destroying" what you've built. I only played the campaign mode, and I found it very complete. The levels increase in difficulty in a smart way, starting small and gradually introducing new concepts as you progress. Since I spent some time on the last campaign level, I ended up trying out a lot of things and didn't feel the need to start a custom map. However, I think playing a custom map could add a lot more gameplay time.
lets gonna be short since i dont think anybody read this review:stucked retarded workers
It reminds me of Factorio, but simpler and more chill and not as much stressing about efficiency. Pretty fun.
Strong recommend especially if you like the idea of Factorio but are perhaps a bit put off by the complexity. It feels very Factorio-lite but with a much more casual vibe and with an added city-builder component. I've found it scratches the factory itch for when I don't want to think too hard. Seems to have a good amount of content to boot, only 15 hours in and I haven't really gotten to trains or the more advanced stuff yet (I'm still fairly inexperienced). Building in 3D is also pretty nuts and adds an extra layer to building. Finally the graphics are great if simple, I find the overall aesthetic very pleasing and fits the game quite well along with the music.
This is pretty amazing game. I've been looking through the discussions and the developer has been pretty amazing with the feedback an incorporating suggestion. This game an autists' dream. I've been playing games since pong. Two thumb up. Way up!
As others have said in their reviews, Factory Town is unusual for an automation game in that it is highly 'comfy' and relaxing to play. Not that automation games can't be satisfying in their own right, but Factory Town has an aesthetic and a pace that means you play the game much more chilled than other automation games; there are no enemies to kill nor is the map eventually made up of huge sprawling factories and there's generally no sense of urgency to get things set up. While those aspects are not issues, Factory Town makes a nice change in that you can spend time perfecting your automation network and experimenting with the gameplay features, rather than worrying about ensuring your factory-fortress doesn't fall to the enemy. It's great for playing whilst listening to something in the background.
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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