
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 2,400 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
Factory Town is a low poly "Minecraftesque" looking factory/city builder game with a charming urban theme and the kind of deep and rich gameplay that factory builder game fans love. As always the most difficult reviews to write are for the games that come so very close to greatness but fall short by the smallest of margins. Factory Town made me wish that Valve offered a "maybe" option for reviews, but I understand why they don't... pretty much every game on Steam would be a "maybe", and that doesn't do a great job of informing gamers choices. One important note is that even though this is an amateur project, it does seem to be sincerely and genuinely made. I couldn't find any flipped assets, plagiarism or any other kind of insincere actions from the developer, but unfortunately genuine intentions alone are not enough to produce a brilliant PC gaming experience. While one of the factors that fails this for me are the lacklustre retro graphics, they are polished and do look charming, I just feel they could be much better. Many aspects of the game are reasonably well polished. Despite not being in Steam Early Access (where this arguably belongs), the game is missing features and is apparently incomplete. Due to the lack of meaningful progress from the developer, it's unlikely the game will be completed at all, yet the developers reprehensively have their hand out for money for an incomplete game. This is a good reason for gamers to avoid this. On the upside, the game does feature customisable controls and resolution, so at least some of the basic, minimum requirements have been met. Unfortunately there's a number of other technical defects and shortcomings which contribute to the game being difficult to recommend to gamers. The game features lazy low-polygon voxel "Minecraft"-like "art", making this look like a barely functional 3D game from the 1990s. A lot of amateur developers see Minecraft's success and assume it's because it looks bad, not because it had unique and appealing game mechanics, and they try to emulate the success without understanding it. It also happens to be easy, and doesn't need any proper talent in terms of game development/graphic artists etc. That's why reviewers are faced with so many of these terrible games with confrontingly bad graphics. Developers must learn that Minecraft succeeded despite the bad graphics, not because of them. Ultimately the very marginal deciding factors here are the graphics, the somewhat incomplete nature of the game, and the eye watering pricetag for a game that is far from perfect are what tilt me away from giving this a thumbs up. So, should you buy this game? Is this one of the best of the 100,000+ games on Steam? Factory Town has the laughable price of $20 USD, for which you could easily get any number of older AAA games. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend. For comparison, the $20 asking price for this game could get you games like "Dishonored 2", "Subnautica" or "Mirror's Edge". Quality, professionally made games like those are frequently on sale cheaper than this. Unfortunately Steam reviewers aren't presented with a "Maybe" option... if they did, that's what I'd choose. This isn't a completely bad game, but it's also not one of the best. As always, if you read my review and you can overlook the negatives I've called out, or they just aren't important to you, then by all means go ahead and buy this.
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
Zuerst dachte ich, es sei ein etwas merkwürdiger City-Builder, aber dann wurde mir schnell klar, dass es eigentlich factorio im Gewand eines City-Builders ist. Wer also Bock auf ein Spiel a la factorio hat und es mag einen riesigen Logistikapperat zu bauen, der ist hier richtig. Identifizierung von Flaschenhälsen in Lieferketten, Mikromanagement, Tech-Tree mit verschiedenen Ausrichtungsschwerpunkten, etc. Nachteile: Teilweise etwas gewöhnungsbedürftiges UI Ich hab jetzt 60 Stunden investiert und ich glaub das Spiel ist auch nochmal für weitere 60 Stunden gut. Bezahlt habe ich knappe 7 Euro, das passt für mich total! Ich würde glaube ich bis 15 Euro für das Spiel zahlen.
I bought this game ages ago and just never felt like playing it. Well, got the Flu as a Christmas gift this year, so had some time on my hands and played the heck out of this. It's absolutely incredible, I'm surprised I haven't heard more hype about this game. This game is WAY deeper than I thought it would be, and 34 hours in I'm still trying to work through the campaigns, forget about sandbox. The part of this game I love the most is, there are several ways of moving items around in this game, workers, wagons, caravans, conveyor belts, boats, trains, etc. Late game, I'm still using ALL of them strategically. Normally in games like this you just max conveyor belts and throw them everywhere. While you CAN do that in Factory town, the map is huge and each mode of transportation has pros and cons. So, instead, I end up building small settlements here and there with wagons, conveyors, etc. moving things around locally, then boats and trains shipping bigger batches around the map. Absolutely loving this game. Only real downside of this game so far is that it's a bit of a learning curve. Definitely buckle in and be prepared spending some time learning the mechanics. That said, the tutorial and campaigns do a GREAT job of getting you most of the way there.
Really enjoyable process automation game. Campaign is just a touch too repetitive by around 7-ish, but not terribly so. The progress through the campaigns is great, slowing introducing you to the later game mechanics works very well. It's quite approachable. Low challenge, for sure, but an enjoyable game to play. If you're looking for hard puzzles, this is not your game, but for a slow build-up automation game, it's great. Can recommend strongly at any price $30 and under.
This is a great low-pressure, yet complex game. Very much like Factorio only without the threat of alien attack; you can leave this game running and nothing bad happens. The campaign is well-designed, each level building on knowledge from the last, and there's a huge variety of ways to achieve your goals. This isn't so much world-building as factory-building; your villagers won't die from hunger, for instance. It's more about streamlining and automating your production lines to achieve just the right balance of supply and demand. The only thing that has been frustrating is the tutorials: the info provided is pretty sparse, and though the tutorial maps do help a lot (once you realize there are "signs" with additional info!), I've still had to go online to figure out how to do a few basic things, like switch out which items you have in your hotbar.
Long story short, skip this if you intend to play with a controller. Controller support is atrocious, opaque, and poorly documented. The fact that this is flagged as "full controller support" is really misleading. It's unsurprising really, as this type of game is much better served by m+kb input, but the promise of controller support actually made me buy. What I've played of the game itself looked OK but was very rough/indi and rather fiddly/tedious. There are many entries in the genre, I'd say just play something else.
There's something so satisfying about watching your townsfolk run back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and back and forth and
Pure production line micromanagement fun! Cheerful and simple graphics make everything easy to recognise while you stretch miles of conveyors, train track & mine cart runs. No 'tower defence' or forced timers makes this such a relaxing game that allows you to play at your own pace. The logic system can be a little tricky to understand but once you grasp the basics, micromanagement can range from controlling a single unit to 100's of materials. Even each pawn has to be placed manually and given routes. A true gem of a factory game that deserves a lot more recognition in the genre.
Like Factorio but cute instead of bleak, and no biters to contend with. Deeper than appears on the surface. Heartily recommend.
A relaxed Factorio-like/builder played on a 3D landscape with complex supply chains and charming music. There's three main 'systems' going on in Factory town: your towns/houses, which require deliveries of food and goods to both increase their happiness and pay out various currencies; research, which initially just involves delivering paper and books to schools, but quickly grows to involve combing books with other goods at a laboratory or magic tower to make specialized books that focus on a single subject or element; and mana, which involves mining crystals, refining them, then using the magical power inside them to create items, resulting in a depleted crystal that can be recharged and reused. Various tips worth mentioning as I made my way through the game's 8 campaign levels: * Wooden scaffolding can be affixed directly to the sides of buildings, and can take goods from (or have them delivered to) up to two blocks up. Not coincidentally, caravans require a two block ceiling to pass under something, so you can run belts directly from one building to another over your streets without blocking the traffic below. * Items in barns can be used directly by the player in building, so there's no need to ship things like belts, train tracks, stone, or fertilizer all the way over to the town square. * Hitting 'G' will take you to the underground layer(s). Pipes can be placed directly on this level, effortlessly connecting buildings. Extremely useful for connecting wells to farms and pastures without having ugly tubes running all over the map. As an added benefit, each type of pipe has its own layer, so you can stack different pipes without worrying about cross-contamination. * All buildings/roads/etc. are refunded 100% when removed, so don't hesitate to remodel/rework systems. The only real negatives I can think of are that, for a game that actively encourages vertical expansion, it can be very annoying or even impossible to click on or see what's going on in the lower levels of your town; and that some of the campaign goals feel a little excessive. For instance, the final level requires 400 blue star currency. Each 100 points of that currency requires 100-400 of four randomly picked, high-level goods, and - even when you have the goods available - takes a while to process. The requirement could have been reduced to 200 currency without cheapening my feeling of accomplishment. Overall, a neat little game - I enjoyed it enough to 100% the achievements.
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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