
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
Petit citybuilder qui ne paye pas de mine au debut, mais qui se complexifie rapidement. A la sauce Factorio en mode chill, ce jeu est plutot sympatique que je recommande !
its fun
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
Приятная и уютная игра. Очень понравилось, что новые фичи добавляются вплоть до конца игры.
Factory Town started as a very simplistic resource management game many years back in Early Access. But even after releasing it's 1.0, it still has many of the same issues I had with the game from the beginning. [h1]The Bad - General complains[/h1] Every game is exactly the same. There's no deviation of your progression because of it's very linear tech tree, no threat and no other random factors or events. Maps are quite small and seemingly not meant for long plays. It's gives the impression that there's just not much to do in the game. From the beginning there's a ton of micro-management and it doesn't get less in the late game. The happiness mechanic is boring and not an interesting way to make you build more complex things. The storage and distribution of resources not really great. Just place a barn wherever and it's contents are accessible everywhere. Because of that, you don't have to deal with distribution, because ... well, it doesn't really exist. [h1]The Bad - Logistics[/h1] Logistic blocks are a nightmare to use and unnecessarily confusing Logistic blocks will fill your screen with flashing and blinking lines and icons You rarely need more than the "grabber" calling in question the reason for the existing of the other ones Workers can put things directly on conveyor belts. you need to build a chute that they put the item in so it is dropped onto the conveyor belts. Wood pipes are more than good enough to transport water, so why do other types of pipes exists? Physics do not exist and bridges can be build without any support, so scaffold and buildings can hover in the air Conveyor belts have no corner piece unlike chutes, which is plain ugly [h1]The Bad - AI[/h1] The Worker AI is really bad sometimes. It will choose longer paths to travel for seemingly no reason at all. Certain entities like wagons tend to deadlock themselves because they cannot clip through each other. Sadly there's no one-way road to circumvent the issue. AI can't do diagonal movement. This gets especially ridiculous and annoying, when you have wider roads on use boats on water. [h1]The Bad - Visuals[/h1] The UI is just terrible for all but the simplest tasks. Using the many menus just doesn't feel great or makes much sense sometimes. There is little to no explanation in the menu of what each building or logistic block is doing. Buildings with upgrades do not look different from the ones without. You have to select each building to know if it has an upgrade or not. The town you build feels empty and hollow. Except for the workers, there's just nothing moving or producing sounds. Decorations do not exist. There's no different designs for houses. They look all the same like some dystopian soviet-era parody. Due to the simplistic graphics, the game looks so forgettable. I can barely tell it apart from other cartoony tile-based resource management games. [h1]The Good[/h1] The music sounds fine but is not something that you will listen to on its own nor will remember in the future. Although the games graphics look generic, it's still very consistent in all it's design. No items or building looks "out of place", as if all of the pieces come from the same box.
wow, this game is absolute garbage. UI is trash, symbols that dont mean anything, completely unclear what's doing what or how to change it. Avoid, even for free.
such an awesome little production chain game, I really enjoy it
Cara, que jogo bom... confesso que pensei que seria meio tosco e simples demais, mas me enganei. A jogabilidade base é extremamente fácil: você posiciona as construções e manda os trabalhadores irem coletar recursos, bem simples e direto. O ponto é que dá pra personalizar e otimizar a cidade de inúmeros modos, não existe um jeito certo e o progresso não é linear. Achei bem mais divertido do que outros jogos do gênero, parece que qualquer linha de pensamento que você quiser seguir vai dar certo, dá pra fazer praticamente o que quiser e ainda assim chegar no objetivo e desenvolver a cidade. Ah, e a rejogabilidade beira o infinito. O modo personalizado deixa você customizar literalmente tudo que você quiser, desde o terreno até o custo de venda/fabricação dos produtos. Fora que a campanha em si é bem completa e achei a curva de aprendizado até o momento perfeita, não fiquei perdido em nenhuma parte e deu pra entender o conceito já na primeira cidade. Um detalhe é que cada mapa da campanha só vai te "ensinar" uma coisa ou outra já no final do seu progresso, então pode ser uma boa opção só jogar uns dois mapas e ir para o customizado depois que pegar o ritmo, pra te dar mais liberdade. Outra coisa: é bem fácil mudar completamente o layout da cidade, dá pra mover as construções e estradas sem penalidade e ir ajustando conforme necessário. Outro ponto importante é que não tem como as coisas darem errado: os recursos praticamente não acabam ou são renováveis, os habitantes não morrem e não tem nenhuma criatura hostil, é só você e sua cidade automatizando os meios de produção. A dificuldade tá em: manipular bem os recursos que você tem/precisa pra não travar a fabricação de nenhum material e organizar o layout da cidade de modo que tudo consiga fluir conforme necessário.
better than factorio ;)
Factory Town - Un Festín Creativo para la Mente Emprendedora Reseña: Factory Town emerge como una joya imprescindible en el vasto panorama de los juegos de construcción y gestión. Desarrollado por el estudio independiente Erik Asmussen, este título combina de manera magistral la creatividad, la estrategia y la satisfacción de ver tus ideas transformarse en una próspera metrópolis industrial. En Factory Town, los jugadores son llevados a un mundo virtual en el que la gestión de recursos y la planificación estratégica son esenciales para el éxito. Desde los inicios, te encuentras al mando de un pequeño asentamiento, rodeado de campos y recursos naturales. Tu objetivo es transformar este modesto lugar en una asombrosa urbe de maquinaria y producción. La mecánica central de Factory Town reside en la construcción y optimización de cadenas de producción. Desde la extracción de materias primas hasta la creación de productos finales, cada paso depende de la correcta disposición de edificios y cintas transportadoras. La belleza de este juego radica en su flexibilidad. Eres libre de diseñar tus instalaciones de la manera que mejor te parezca, permitiendo una personalización profunda y una satisfacción constante al ver tus planos cobrar vida. A medida que avanzas, el juego presenta desafíos cada vez más complejos. El equilibrio entre la producción, la logística y la eficiencia se convierte en un emocionante desafío estratégico. Las rutas de transporte deben ser optimizadas, los recursos deben ser gestionados con prudencia y la tecnología debe ser investigada y empleada sabiamente. El apartado visual de Factory Town es encantador en su simplicidad. Los gráficos en 3D isométricos capturan de manera efectiva la progresión de tu asentamiento, desde sus raíces rurales hasta sus alturas industriales. La música suave y relajante complementa perfectamente la atmósfera, creando una experiencia inmersiva y agradable. Además, Factory Town abraza la creatividad comunitaria. La posibilidad de compartir tus diseños y estrategias con otros jugadores añade una capa adicional de profundidad y longevidad al juego. La comunidad en constante expansión enriquece la experiencia al proporcionar nuevas ideas y enfoques, manteniendo el juego fresco y estimulante. En resumen, Factory Town es un festín para la mente emprendedora y creativa. Su mezcla única de construcción, gestión y estrategia proporciona horas interminables de entretenimiento gratificante. Cada paso en el camino hacia la industrialización es satisfactorio, y la libertad para experimentar y crear convierte este título en un imperdible para los fanáticos del género. Prepara tus cintas transportadoras y engrasa tus máquinas, porque Factory Town te espera con los brazos abiertos para que transforme un humilde pueblo en una asombrosa maravilla industrial.
I adore this game. While I enjoy other production base-builder games, I can never really invest myself in them because most bear the bane of my resource-management-existence: you command a character that you have to physically move from one end of the map to the other. Factory Town? With a sigh of relief, no! Like any other strategy, overhead-map game, you control no character, only the production. I LOVE this. I'm able to jump from one side of the map to the other at the pace my ADHD demands, which keeps me on track of which line of production I was investigating. The span of how far out you can build is, mostly, boundless - there are exceptions, of course, but the fact that I can just throw down paths into the wilderness for resource collection makes me most happy. (Expansion as in, as long as you can afford the path or whatever, you can throw it down. Most games have a boundary that you cannot build outside of, and must first expand before plotting anything beyond.) Again, this puts less emphasis on the tediousness of checking off boxes and lets me just focus on resource management and production. I should note that I am a casual gamer who enjoys digital economies for funsies. I have many, many good things to say about this game, but I just wanted to say the biggest W I found thus far.
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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