
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.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 218 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Very enjoyable, hits the good spot between unlocking mechanics and upgrades just as you really feel that you need them. Missions regardless if you win or lose give you resources for you upgrades, you'll for the most part fail most missions as the difficulty is keeping mines running while you're flying about trying to get to the right place with the right items to reinforce them. Largely speaking the difficulty is really only factored in the individual mines once you being to upgrade them, if you upgrade to just get the biggest bonuses your mine will spawn an overwhelming amount of spiders that you won't be able to fend off. Which is nice that the difficulty isn't just "Number get bigger longer mission happen" As of current time you can probably finish the research tree to the last node in about 6-8 hours, looking forward to more updates.
Гра має доволі цікавий й динамічний геймплей, UI й графіка мають гарний стиль, загальний досвід перевершив першопочаткові очікування.
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Hours played at review time, across 218 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I love the smell of burning bugs and increasing shareholder value in the morning! A fun and surprisingly deep game with some caveats. Fantastic visuals and sound design create an oppressive atmosphere that feels like a mixture of Buckshot Roulette and futuristic utilitarian factory aesthetics. Progression gives you more options and forces you to rethink your approach to missions instead of just making STAT GO BIG (like many other games do). The balance is also more or less on point throughout the game. The game offers a decent amount of replay value too. With that being said: - There are some performance issues after about 25-30 quotas, when too many bugs start spawning. This doesn't affect most of the campaign, though. - Certain UI elements could use improvement. - At the moment you cannot remap the controls. I am pretty sure those issues will be addressed by the dev team. The game is definitely worth a try!
does this game even know what it is? i mean, what an explosive mix of strategy, train sim, and Carmageddon somehow ended up in my library lol. it's so hilarious how i thought i was buying a management strategy, i completed the tutorial in a train simulator management strategy and went to crush alien bugs on my murderously cool train in arcade train simulator management strategy. Planetary Resource Optimization & Freight Infrastructure Technician Simulator has its own pretty authentic setting and soundtrack, kinda weird UI and holy optimization(!) (i attached my config) i was honestly shocked at how damn well the Early Access(!) game works on such old hardware. core gameplay is quite hardcore, all actions are strictly time-limited, so you'd better think quickly enough. strategy element is definitely not an afterthought here though. the only thing i didn't get at all is the leveling system. it feels way too fast or something, idk. i barely played, i have only the third shift open, but the number of different boosts at this stage is already ridiculous xd. , but let's just leave it aside, because PROFITS 2167 is so damn fun to play.
Reminds me of the first time I played Factorio, the way 9 hours disappeared in the blink of an eye. Charming Visuals, gritty feel, a banger soundtrack and some stressfully strategic gameplay. Have only been able to reach Quota 21 out of the max 67 (once you upgrade the cap that high at least), so there seems to be a pretty high skill ceiling. For 7 € at full price, this is an absolute steal. Also, the whole "I get 2 fps on final map at high quotas" has been fixed in a recent patch. Now I don't even get a frame drop while a horde of angry bugs tears apart all my outposts :) Side Note: There don't seem to be public patch notes for some of the recent performance and UI improvements, like there are for most games on Steam, which strikes me a little bit odd, but the dev (did I mention this gem was somehow made by one guy as far as I can tell?) has been quite active behind the scenes at addressing feedback, so I'm not complaining, It's almost fun to notice the small changes every time I boot up the game again. Small message to the dev: Thank you for this amazing game, it's been a blast so far. Balancing wise I think it's actually really solid, just wish there was a way to make braking not be completely redundant after the whole transfer-cargo-while-driving upgrade. Maybe there could be some extra use to it? Something like the heat of the brakes damaging nearby arachnids (seems plausible with the amount of sparks flying everywhere=? Or maybe you have a better idea, I'm just throwing stuff at the wall here. I'm sure you'll figure it out, you managed to get this far after all. Best of luck to you!
i got my mass in the minus and now runing over bugs speeds me up 10/10 verry realistic
Berghain but trains. The bass pumping through my veins as bugs die.
this ♥♥♥♥ hitting my steam deck like crack hit low income neighborhoods in the 90s
Spider bot is stealing my profits, I just cant prove it
This is one of the most unique incremental games I’ve ever played. The joy I get from turning weird alien space bugs into viscera on the front of my train is hard to put into words. To put it simply: play this game. You get to smash bugs at ludicrous speeds and watch your profits soar. It’s a really fun mix of tower defense and incremental mechanics.
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