
Deliver Minerals. Earn Tokens. Meet Deadlines. Upgrade your Infrastructure. Grow the Numbers. Deploy Human Resources. Manipulate the Token Market. Automate the Network with Delivery Drones. Enjoy the Grind. Enjoy the Future. Enjoy the PROFITS.
Modeled estimate, not a reported figure. How we estimate →
About
Planetary Resource Optimization & Freight Infrastructure Technician Simulator 2167 is a short, high-pressure arcade train-driving game with tower defense and incremental elements. This game will throw you into an increasingly demanding gameplay loop of manual train driving, resource management and constant decision-making, all set to a relentless techno soundtrack. It's pretty short (around 4 hours to beat) but satisfying. It's inspired by the modern tech job market, shady startups, and the way people talk on LinkedIn.
DRIVE. Pull levers, grab throttles, and hit buttons inside the cab. Build speed through asteroid tunnels. Manage the engine. Don’t let it overheat. You’re on a deadline.
DELIVER. Travel between stations. Load raw minerals, bring them back for processing. Beat the clock. Meet your quota. Deliver more, process more, watch the Numbers grow.
DEFEND. Stations are under attack. Mining attracts swarms of giant alien insects. Go on ammunition runs, repair the damage, keep the operation running.
DEVELOP. Upgrade your train to improve speed, braking, capacity, collision resistance, and more. Invest your profits to make every shift more profitable.
DELEGATE. Rise from Junior to Senior Planetary Resource Optimization & Freight Infrastructure Technician. Deploy security, repair drones, and automation units. Make Human Resources work for you.
ENJOY THE FUTURE. Maximize profits. Minimize downtime. The line must go up. Welcome to your new career.
In the year 2167, there's not a lot of jobs left on Earth and elsewhere - most services are now provided by Labor Liquidation Machines. But in the darkest depths of outer space asteroids and moons, where the wi-fi signal is shit, and most of the resources required for LLMs and other electronics are mined, human labor thrives. After decades of automated job search during your hibernation, you are now introduced to the role of a Planetary Resource Optimization & Freight Infrastructure Technician. Congrats!
Imagine Overcooked, Factorio and a train simulator all arguing over who gets to stress you out the most.
You drive a train through a network of underground mining tunnels, manually hauling unprocessed minerals between stations and hubs while trying to keep an increasingly unstable logistics network alive. You deliver resources, defend your mining infrastructure, and chase ever-growing quotas under the relentless pressure of impossible deadlines and hostile fauna.
You load, deliver, and unload. Pull levers. Keep the train systems from overheating. Try not to miss a junction. Upgrade your train and infrastructure. Protect your stations from the local alien wildlife and keep deliveries flowing... until everything inevitably starts falling apart. Then the shift ends, you count your profits and losses, invest in new upgrades, and head back underground for another round.
As you play, you grow from a Junior to a Senior Planetary Resource Optimization & Freight Infrastructure Technician. The job gradually becomes less about manually hauling minerals and more about building a resilient logistics network. You deploy Human Resource Units, ammunition, and drones to defend, repair, and automate your infrastructure.
You're constantly making tiny decisions on the go: which station you drive to next, should you deliver the minerals or make a turn to protect another station, should you spend time repairing it or bring more defenses, invest in the train, automate another route, or forget all about that and just squeeze in one more delivery before the next quota timer expires? You're never completely in control, but you're almost always one good decision away from stabilizing.
And that was my main idea in designing a game like that: focus on providing you choices and options. While many train games are satisfying, they seem a bit boring to me, too relaxed and casual. We made one about desperately trying to make one more delivery while three stations are on fire and your management somehow still expects higher productivity. A game about train delivery that requires constant decision-making and solutions-thinking.
So the game is a little stressful and somehow strangely satisfying from the way it tries to press down on you. That's exactly how I remember arcade machines feeling as a kid. Loud, colorful, overwhelming, and impossible to walk past without wanting to see what all those blinking lights and cool music were about. This game is my attempt to recreate that feeling on a PC. You don't pay for each run anymore, but you still spend every minute pulling levers, juggling systems, and trying to get better.
Following the Collapse of States and the Rise of Sovereign Corporations after World War IV, monetary systems lost their meaning. The global economy fractured into a volatile market of corporate-issued tokens, with their value defined, inflated, and erased at the Executives’ will.
From that moment on, there were no citizens left on Earth - the Corporative Sovereignty has divided humanity into Assets, Stakeholders, and Executives.
By the year 2100, without regulatory control and driven by the Pure Profit Prophecy, LLM systems (Labor Liquidation Machines) had taken over most human jobs. The growing population was repurposed: billions were placed into managed stasis, sustained, and integrated into distributed computation networks as Human Resources.
After decades of automated job search, conducted while you slept in a corporate ark-datacenter silently drifting through the void of space, you are awakened by a system notification. You were granted the honour of a Job Offer for a Planetary Resource Optimization & Freight Infrastructure Technician position as a part of the Profiterra Sovereign Group.
This is your last train ticket to becoming a Stakeholder instead of an Asset. You cannot refuse this opportunity.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 220 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Soooo... we operate a train, mine minerals and crush bugs, what more could you ask for? This is the game about trying to reach quota limit until the timer runs out or getting destroyed by bugs. pros: +Game offers approximately 9–10 hours of gameplay (assuming you play until unlock everything) which is quite good for its price. +The music fits the game perfectly; if I were an operator on a planet full of bugs this is exactly what I would listen to. +Gameplay is simple yet has its challenges, miss the turn; lost your precious time, resulting your outpost getting destroyed. It won't annoy you, but it causes a bit of stress, in a fun way. cons: -After reaching 40+ quota I had a major frame drops so couldn't reach theoretical limit. I assume other players are experiencing the same issue as well. -Some meta-progression upgrades render certain in-game upgrades (boost decks) useless. Once unlocking ability to transfer while moving, all break releated booster packs become unnecessary. What I would like to see: * More VFX / Model when upgrading outposts * Let the HR units shoot when in train. * Could be cool to see random events happening during runs. (Meteor impact blocking certain path for X seconds) (Giant Bug Boss attacking somewhere so we have to defend) etc. etc. * More MAPS and difficulty! Overall, such a cool and unique game worth buying.
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Hours played at review time, across 220 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A incremental train cardgame tower defence, is a weird genre combination that actually works well! If you like pulling industrial levers to do X Y Z, planning your route for optimal yield, saving almost obsolete stations from certain doom and all that assisted by the chaos that your cards give you in every run, then give it a go. Asking price is really good for what the game offers! What i'd like added is more technical, like more graphics options and maybe a bit better overall visual quality, but it's ok as it is. Oh, music is banger as well
fun short game. probably around 3-6 hours of gameplay here.
Really fun mechanics, urgent managament and sick asethetics. The roguelike aspect of cards for train and bases are cool too. There is a LOT of stuff and variables, but each run gets really cahotic and fun and no feeling like you are failing horridly at any given point. The train must feed
Stonks.
A very unique cool fun game. Definitely worth your money. Pulling off a good strategy and making boarloads of cash is truly epic! However, the game floods you with upgrades way too much. I spend like half of all time (or even more) each run just upgrading.
Нічо не ясно, але як цікаво. Капець
This game is soo ♥♥♥♥♥♥♥ awesome! ^^
Genuinely the most fun I have had in a management sim since Factorio. Runs are fast and dopamine enducing. Very excited for more maps ans the promised roguelite mode, but for $5 the currently available content is still very worth it.
Game is interesting, the system progressions is great, gui is very well done. What i would change: Add keyboard controls ... it has "upgrades" late game which allow you to use Space for breaking but i think basic controls like W Engine power forward, S Engine power Backward, A switch rail left, D switch rail right This would also make the game playable on SteamDeck, since everything in controlled by mouse, its almost impossible to play on it RNG at the beginning of the game is harsh, if you do not get speed up as free upgrade at the start, it can take you a significiant amount of time to deliver first resources which will then hinder your profits. I would make the free upgrades deterministic ... always give specific kind of upgrades ... speed, extra vagon, engine power, with every additional free upgrade you unlock giving you higher rarity ... first would give T1, second T2, third T3 and then maybe random? This would make runs less punishing on larger maps
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