
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
Driving in my train, right after a Cider Hey that bump is shaped like Spider ...
Novel gameplay is hard to come by in 2026, this is a game you can tell has had so much love poured into it, not only is the gameplay itself engageing but the sound and visual design tie the game together, from your engine revving to max speed splattering bugs along the tracks as sparks fly as you come to a screeching halt just makes the dopamine FLY, the music is a understated and amazing aspect of the game aswell, this game has a death grip on me im always yearning to play it, damocles is adorable and i will continue my role as a technician :)
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| $59.1K | 192 | 81% | $9.99 | |
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| $221.8K | 526 | 69% | $9.99 | |
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| — | 0 | — | — | |
| $1.9M | 10.4K | 97% | $5.59 | |
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| $170.5K | 160 | 90% | $24.99 |
Hours played at review time, across 220 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I love games like this because they reward you for refusing to give up after failure.
Yo, the soundtrack goes hard af
The Gameplay is great. The concept is cool. The UI is sometimes a bit clunky, but still feels good. The progression is a little bit weird. Some Upgrades seem necessary while others are so strong that they detract from the gameplay. (Especially the one that just removes a Mechanic from the Game. Technically it makes it obsolete but still it detracts from the gameplay.)
У игры отличный шарм. Музыка, графика и интерфейс просто вбивают в этот гнетущий мир необратимого конца. Дорога каждая секунда, каждое движение мышкой по экрану, каждый выбор в прокачке поезда или базы. Не очень нравиться система прокачки между уровнями. Игре бы гораздо лучше подошла система обычных уровней, но в целом игре во вред инкрементальная прокачка не идет.
drive train, get ore, squoosh bug, go fast
drive train life good bug fight back keel bug bug gone think about bug (no) regret
train goes brrr bugs go squish profits go brrr unless the bugs make it go squish ever wanted to be in the cockpit of a bug squishing ore hauling train for a megacorp who atleast tries to keep you alive to make more profit? than this game is for YOU keep your corporates assets alive so more profit flows. squish more bugs, for profit. haul more ore, for profit. its a really cool game, the train is lever controlled (in the beginning *wink wink*). the only thing missing is... a steam whistle *sad whistle noises*
this is awesome- i can't remember the last time i played something so utterly demanding yet wholly satisfying. even something so simple as navigating the menus was a fun part for me
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