
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
陪兄弟玩的,他很喜欢这个游戏,我就不一样,我喜欢他
はじめてやった生産系のゲームです。最初にやったゲームとしてはとても満足できたと思います。 チュートリアル1をやってからカスタムで始めましたが、基本的な操作はわかりやすく、完全初心者の私でもなんとなくで90時間近く遊ぶことができました。地形操作ができ、自分の都合に合わせて山や川をつぶしたり資源を消すことができたり、また、建造物を壊すと建造コストやそこに含まれていたアイテムが返ってくるといった優しいシステムがよかったです。 計算ツールや一部の流通ツールがほぼノータッチでしたが、基本的なシステムとしてはなくても大丈夫なのだと思います。 一区切りした理由(やめてしまった理由)としては、自分は「街の中心」が複数解放されたときに「家を動かすの面倒だなあ」「物資は最終的には最初の街の中心で扱いたい」「いろいろ管理するのが面倒」といった理由で、一つの街のみで生産加工販売をやっていたところ、街が過密状態、新しく解放されたアイテムが広大な街の反対どうしの材料が必要、マナの登場により街の生産ラインと私の頭がパンクしてしまい投げ出してしまいました。(ばらばらの街で生産・加工して各場所から持ってくればよかったですね。。。) 私は途中でやめてしまいましたが、この後もマナを使った生産や神殿の登場などを考えると、最終生産アイテム解放や理想の街づくりには200時間を超えて楽しめると思いますので、ボリューム面を考えても十分遊べると思います。
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
I can't with the controls and mechanics, not easy to learn, not intuitive. I'm not saying it's a bad game, but is not for me.
There are very few games that feature conveyor belts that I haven't played/gone down a rabbit hole with. Automation games just tickle my brain in the right way. That being said, I bought this on sale with no expectations, just that it looked fun, didn't know anything else about it. About 2 hours in, I said to myself "this game has no business being this good!" There is so much going on under the hood, and so far the systems and overall mechanics of the game are well thought out, coherent, and accessible. Easily hundreds of hours of fun to be had. An absolute steal on sale.
詰みがなくまったり出来る町?工場?作りゲー。 特徴的な点としては「町の特色」というシステムがあり、その町の中で特色にあった加工をすると生産物が(最大)2倍になります。 町は複数個作れるのでそれぞれの町の間をうまい具合に流通させよう、といった感じです。 運搬手段も車、船、列車、コンベアとあり、それぞれ一長一短で中々よく出来てると思いました。 不満点としてはキャンペーンがかなりだるいです、序盤はまだしも中盤以降。 キャンペーン最後のクリア率が1.3%しかない辺り同じように感じた人は多そう。 面倒に感じ始めたらさっさとカスタムに行った方がいいです。
I guess after 400+ hours and all the achievements I should post something right? (btw - we need more achievements!) The game is what I call "Ant Farm" game. You can set up the most simple community and just wander away for hours on end if need be. Just let it run and let the game do what it wants to do. Quite fun but still trying to figure out all of the automation stuff - only have about 3 I know how to use effectively. Great game. Very low on the micromanage side. If you need to get up for an emergency no need to pause the game. Just get up and go. Come back tomorrow if you like! Fun game. Give it a go!
Decent game with an atrociously overdesigned UI and crafting systems. Unfortunately once you play Factorio similar factory/automation games just don't do it man, they don't.
Bei Factory Town dreht sich alles um das Produzieren von Waren und die Logistik, die nötigen Materialien zu liefern und das Endprodukt zum Bestimmungsort zu bringen. Anfangs nutzt man dazu noch Arbeiter. Man schickt sie zum Beispiel zum Holz hacken und liefert dies als Baumaterial ins Hauptgebäude oder zum Sägewerk um Bretter zu fertigen. Erfolgreich produzieren kann man nur, wenn das eigene Dorf auch wächst. Anfangs reicht dazu unverarbeitete Nahrung, ein paar Arbeiter zum Äpfel pflücken schicken oder zum Beeren sammeln. Kostenlos stellt man die Nahrung natürlich nicht zur Verfügung, man erhält Münzen. Diese nutzt man zum Bauen, Forschen oder zur Erhöhung der Produktion. Zwar werden die Arbeiter keinen Aufstand anzetteln, sofern die Zufriedenheit nicht steigt, aber so werden Arbeitskräfte fehlen, um weitere Produktionsgebäude zu betreiben. Erhöht man die Zufriedenheit, kann man weitere Wohngebäude errichten. Nach und nach ersetzt man, die nötige Forschung vorausgesetzt, die Arbeiter als Träger unter anderem durch Förderbänder, Eisenbahn oder Schiff. Komplexere Waren benötigen aber auch mehr Aufwand, können aber für mehr Münzen verkauft werden und bringen mehr Zufriedenheit, eine stete Versorgung vorausgesetzt. Das optimieren von Produktionswegen ist das A und O. Das geschieht völlig stressfrei, es gibt keine Katastrophen, Zeitdruck oder Angriffe. Man kann somit sein eigenes Tempo wählen, um voranzukommen. Zwar ist es nicht immer einfach den Überblick zu behalten, aber wirklich schwer oder unfair ist das Spiel nicht wirklich. Wer Spaß am Aufbauen und Optimieren von Produktionsanlagen hat und es lieber weniger kompliziert angehen möchte, kann ruhig einen Blick riskieren.
Pros: No bugs / performance issues. Good blend of city builder with automation. Cons: 1) UI is not great. Need more tool bars / slots. Better/easier method to add things to the hotbar. Utilizing "Q" and "B" hotkeys help mitigate the worse of it. 2) Building elevated paths/belts is not indicated in game when building them. Pressing page up/down increases/decreases height which really needs to be told in game during their construction. 3) The biggest issue is how the game's playthrough doesn't match its design choice. The game is centered around building up town(s) which grow by providing them with certain goods and in turn produce various production benefits. This concept is fun. However, the game is played through a series of 8 campaigns. Each new level wipes your entire progress. There are no blueprints so you are forced to remake the same fundamental production means every single time. This is not fun. TLDR: A singular unfolding level would have been more aligned with the game's design giving a more enjoyable playthrough.
Pros: *Charming, colorful aesthetic *Simple, satisfying early automation and production chains *Relaxed pace for casual players Cons: *Mid-game shift to magic production feels like a restart *Logistics options are limited; belts are slow and trains don’t scale well *Doesn’t add much new to the genre Factory Town is a charming game that starts out strong, offering satisfying resource gathering, production chains, and automation. Early growth feels rewarding, but once you unlock the infrastructure that carries you through the rest of the game, much of the momentum stalls. The mid-game switch to magic mining and production feels more like starting over than expanding on what you’ve built, which breaks the flow and makes the systems feel disconnected. Instead of evolving naturally, the game pivots into a new set of production chains that don’t build meaningfully on the first half. Logistics are also underwhelming. Belts are slow, and while trains are offered as the solution, they don’t scale as well as in other factory-builders. Overall, Factory Town isn’t bad, but at around a 6/10, I can’t recommend it over stronger titles in the genre—though players who enjoy sampling every take on factory-builders may still find it worth exploring.
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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