
Put your entrepreneurial skills to the test in the first title in the ROI series as you create & optimise intricate production lines. As an early 20th-Century industrialist, grow your empire & adapt to an ever-changing business landscape with unexpected events that could lead to boom…or bust.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Aug 17 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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


Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 4.2Kreviews | 73% | — | $3.7M |
| $7.49−75% | 123ratings | 64% | — | not modelled | |
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 803 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Been playing for a week now and I really love this game. It's all the Industry Giant 2 vibes with some of the boring tasks automated. It looks awesome and the addition of 'contracts' and 'pollution' really adds some new gameplay ideas. Trading with the State for overstocks you have, or for missing resources is you need, is also a nice edition. That said there is some annoying elements if you like that deeper control. You get a lot of 'missing input at factory' warnings, however it doesn't actually tell you what's missing and without control of what goes where when, this can be frustrating. Also for some reason the factories work on 30 days rotations but the shops sell on 15 days rotation... meaning you're constantly having to do the maths, and because, unlike IG2 you can't see a ledger of demand vs actual sales (or control the cost of products to tweak this, so it's nigh on impossible to understand this... but maybe i'm just an idiot :-) Beyond everything... sadly, this is easily the buggiest game I've played on steam. - Warehouses just stop working....fill up and refuse to move any produce. Delete and rebuild and they work fine. - Trains won't work without explanation. I've gone back to an earlier save, done exactly the same building with different results. - Sometime things get stuck on the demolish red highlight... for the whole game. - my games crashes on the fastest speed after about 15 minutes (could be an Apple silicon thing). - terraforming (which I really appreciate being so expensive FYI) stops working later in the game. So... super fun game which I would recommend and I would love to pour more time in to, but kind of broken for me.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.7M | 4.6K | 79% | $24.99 | |
| $3.7M | 3.3K | 75% | $31.99 | |
| $3.6M | 36.5K | 92% | $4.99 | |
| $3.7M | 8.4K | 95% | $14.99 | |
| $3.6M | 11.6K | 91% | $13.99 | |
| $3.6M | 5.5K | 91% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.4M | 4.5K | 91% | $19.99 | |
| $1.6M | 2K | 80% | $24.99 | |
| $289.8K | 1.3K | 67% | $6.99 | |
| $61K | 107 | 66% | $17.99 | |
| — | 0 | — | — | |
| $7.4M | 7.7K | 83% | $24.99 |
Every market we collect.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
| $29.99 |
| — |
| — |
| — |
| 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.
Hours played at review time, across 810 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Holy crap the railroad track laying is terrible. It will constantly leave gaps randomly that you have to go back and fix. In a logistics game, might as well be unplayable.
epic送了
I gave up playing after multiple attempts getting screwed over by the logistics system. There is something wrong with train pathing. I'm not sure if you did point to point it would be fine or not, but I don't want to do that. I want a more complex system where any warehouse can deliver to any other warehouse using shared tracks. But on 3 or so games, eventually an issue where my trains would be working fine, would suddenly stop for no apparent reason. One time, I loaded up the game, and a station that was working fine was complaining it had no path for no reason. And when I tried rebuilding it, and briefly severed it and another nearby warehouse with a shared intersection, the second one didn't start complaining it had a missing path, and very much should have. I couldn't seem to get it fixed either, without possibly rebuilding the whole system, and that's assuming the problem had anything to do with the existing building/track and not something more fundamental to the game code. Also, most of the time the AI is fairly dumb, making them largely a non-threat, even when they behave remotely smart. They usually did outpace my expansion, but I'm always bad at expansion, however, even the best job I saw an AI do, I could have easily beaten them out with attrition of just doing a better job building an efficient business empire. And that's when the AI remotely succeeds, that's not taking into account when it does incredibly inefficient builds and only produces like 10% its potential final output. The game also kinda encourages you to be sure to grab up the best zone that also has a limited resources like metal, as you can always build up basing farming just about anywhere at any time (ignoring pollution). If you don't buy up a plot with metal, oil, etc. mining nodes, then you could potentially get locked out of making those products until you buy out a competitor. This just further compounds some degree of screwing over the AI and/or you options when entire lines of product are not viable to make at all. Obviously you could pick a disadvantageous property for challenge, but again, the AI is mildly dumb at best.
Seems like a neat game but I'm very stupid and there are way too many sub-menus to remember all the functions. Needs to be simplified.
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the traffic is harder to organize then the to make the actual industry XD
Played 2.3 hours and still felt like I was in the tutorial. Unnecessarily confusing game with an awful tutorial.
Asked for a refund after an hour. The game is incredibly buggy, (constant pathing issues, even though roads are connected properly) the built in starter scenario (not the actual tutorial) constantly bugs out and gives impossible objectives, for example: wants me to sell to State, but that port is across a river, with no bridges, and I'd need to research that tech, but by the time I do, I would go bankrupt, etc. Another funny thing is that it says that you should research tier 2 techs with your starter free researches, but you can't pick a good one, and you will bleed money while the ai players are doing fine. Overall it is very frustrating, and it is not fun, it reeks of early access jank, it is not polished. Shame, because I really dig the low-poly aesthetic.
名字很直白,重点就是工业的发展,所以也别对这款游戏里的商业贸易、城市建设又或者是交通布局抱太大期望。 游戏设计还是有想法的,但是科技树的设计造成前期节奏非常拖拉,等能够销售第三级的产品之后会进入收入飞跃期(但在这之前估计已经劝退不少人了)。交通设计是一大败笔,未经设计的地段堵车堵得超越了时间维度。 [i]制作组可以说是很直白地给予了一个启示:工业这东西要是想随心所欲造点啥,那绝对不能瘸腿。[/i]
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.