
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
5/10 its ok nothing special about this game played at least 3 just like it
unfinished
Although most of the game is OK as a management sim, trains/rails are just broken and require way too much time to debug making the game a time waste when other games seem to have solved making trains work on rails for decades. Since using trains is a critical part of the game I'm not sure why anyone would want to subject themselves to the frustration of pathing issues with zero feedback on what the poorly crafted system is "confused" about. Regardless of excuses of things "confusing" the game, it's incredibly simple to path along paths and after so many sales and time to fix the issue I can only assume it's either beyond the developers ability or they believe it's OK that players are using workarounds to avoid "confusing" the pathing system. For management games especially it's important to respect players time.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 |
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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
Okay so it's a blend Factorio: crafting / tech tree Workers and resources: loans / management / railways Very simple but then also gets complicated very quickly. Nails in the coffin: 1. Instead of updating cool existing gameplay adding craft new mechanics etc they came up with an ugly completely unnecessary 2130 mod, who asked? Ofcourse dlc sells that's why. I can see this game being alive and kicking if all that effort was put into the main game instead. 2. Pretty but unusable UI. I am not joking when I say I got a headache because the text pop up saying u can't place the building here is on top of a building your are trying yo place. Sp you can't see why you can't place it!!! Like bruh, why xant ypu close windows woth q like in factprio, why is it even possible to open so many windows? 3. Minor, but I think railway system is an insult to all people who like rail ways. Bottom line: If this was being updated and 2130 did not exist, i would sink 100h into this and recolmend it. Game content is lacking and its not getting better. Lost potential - not recommended.
I'm going to be honest, with all the reviews going back and forth about how the game is and how it isn't I took the longest time deciding whether or not I wanted to buy this game. Once I bought it on sale, I played 11 hours in 2 days, so here is my review: I think this game is great, it's a great time killer and I managed to drop a lot of time on this game without even realizing it. I think that the "challenging" part of it made me want to learn as much as I could about supply and demand and trying to keep those balanced. I also think its awesome how theres quite a bit to this game, and even though I'm a starter I beat the "normal" AI and still had a lot I could research and delve into. Definitely something that was worth the 5 or 6 bucks I paid for. My 1 main issue is the actual graphical design. The art style is great don't get me wrong, in my opinion I can't really play games that arent visually appealing, even if it's good. But the smaller details are what really get me. Let me give an example: In the warehouses of the game, I thought it was super cool that they had seperate entries and exits for the trucks, which really helps when seperating traffic and using one way roads (for those who like them). But the fact that as soon as the trucks arrive they kinda just...vanish into thin air. You'd think that if the developer drew and made cargo loading bays and parking lots, it'd be cool seeing the vehicles back in to drop off the cargo or something, even if it was just for a split second. Having that kind of design, although small, would really convince me of the passion behind this game, which seems to be otherwise lacking in other major games and developers. Which is another reason why Indie games are taking over so much. I'm not saying there isn't any passion, as I will continue enjoying this game, even after I drop this review. But I would really like to see the smaller details expanded upon every once and a while. Thank you for reading.
The industry part is fine, but the roads and rails in the game are terrible. Bridges and tunnels are so limited - can't build next to a station, can't have a bridge/tunnel over another, can't build diagonal ones. Railroad switches are nightmare - can't build them off a diagonal railroad, and the graphic rendering doesn't match their behavior at all. Train routing is often questionable as well. I never expected the transport part to be as good as Transport Fever series, but it's still so much below my expectation.
TL/DR : micromanaging hell with crab UI made by crab people for crab people 1. Every single time you build a building, you have to designate it sends finished product. And there's HUNDREDS of them. There's no way of backtracking a.k.a. finding which building supplied this ♥♥♥♥♥♥♥ building with raw material 2. Every single second when you unpause the game, it will let you know that 99+ buildings have max storage capacity. The game, however, DOES not tell you that it was full with stuff it needs (raw material), or stuff you forget to MANUALLY assign which to sell. If you dismiss the notifications that you do not need, it will pop up AGAIN and bloats your screen 3. Every single time you finish a contract, you have to MANUALLY search among HUNDREDS of the building you have, to find the one that supplied the contract, and reverse the delivery It took me half an hour to find my tire industry. After 800+ buildings and multiple industrial complexes, it happens. 4. Every single time you build a warehouse it CREATES 100+ trucks in a traffic jam to the point of warehouse not helping - AT ALL! Why? Because a single factory, at the size of multiple apartment blocks, only manufacture 2 apple juices per month, enough to satisfy 1/10 of the city's needs So you build 10 factories for apple juice, another 10 for orange juice, another 10 for soda, and I'll let you know there's berry juice, grape juice, wine, cider, whiskey, beer, grain whiskey, brandy, and that's just the drinks, we still have food, textiles, petrochemicals, electronics (home goods), furnitures, and to top it, a single automobile industry is as big as 10% of a metropolis. And it made only 1 car per year. And you have to manually assign everything it sells. Or you can use your warehouse. But then you started having massive, coagulated traffic jams. So after 800+ buildings like me, and your industrial complexes is 3-4 times bigger than an entire metropolis, you wondered why the devs don't just make it a single factory with INCREASE PRODUCTION CAPACITY button, lower lag, lower computation process needed. 5. Every time you scroll across the map from town to town, to find stuff that is still in demand, there's no information given on how much stuff you sell to that town, only gross estimate : not supplied at all, partial, fully supplied 6. Every time you build a production chain, you NEED a calculator : - 1 farm with 5 cotton fields, yields 10 units of cotton per 30 days - 1 factory yields 2 units of fibers per 15 days, if supplied with 2 units of cotton per 15 days - 1 factory yields 2 units of light fabric per 30 days, if supplied with 2 units of fibers and 1 unit of dye per 30 days - 1 factory yields 2 units of dye per 15 days, if supplied with 2 units of berries and 1 unit of water per 15 days - 1 factory yield 2 units of napkins per 45 days, if supplied with 3 units of light fabrics per 45 days A town needs 3 units of napkins per 15 days, 8 units of dyes per 15 days, 10 units of light fabric per 15 days, 12 units of cotton per 15 days, and 12 units of berries per 15 days Now calculate manually to find how much buildings you exactly need, and arrange them in a fashion that doesn't cause traffic jam. If that kind of micromanagement appeal to you, I'll let you know that it's just a single tech tree to build a napkin, and there's lots of them. If it still appeals to you, then download this game
While some people have negative things to say about this game, I would honestly have to disagree. I understand where they are coming from, but I truly believe that most of the "cons" about the game can be mitigated with a little more playing time and tinkering from the players end. If you've read the recent reviews and are questioning whether or not to buy Rise of Industry, here's what you need to know: [list] [*]Raw business and logistics sim - It's all about numbers, supply lines, demand, steady growth, and surprisingly, traffic. This game does not have all the fluff you might see from other business sims. It is really strictly centered around basic business fundamentals and is rather unforgiving. If you are looking for a business sim that is "realistic", this is one of your better bets. If you are looking for a fun, cushy business sim with a hand holding tutorial or little animations for completing milestones, you're in the wrong place [*]Lack of Tutorial - While there is an in game "assistant" you can toggle on and off, as well as an intro tutorial, there's not a clear guide that will help you understand the entire game in and out. This can be seen as a hindrance by some people, however, if you're a true business sim/idle/RTS fan, you'll understand that part of the fun is figuring out how to do it on your own. Looking at the small details that were overlooked on your first few runs to change the outcome of the next. Having epiphanies when you understand how two different concepts connect in game to unlock an even more efficient approach to production. As mentioned prior, if you're looking for a tutorial that will hold your hand through every little action, this is not the game for it. With the depth of detail this game has, that tutorial would end up being rather long and dull to cover every bit the game has to offer anyways [*]Challenging But Limited Progression - The game definitely has a finite ending to it. After you buy out your competitors and create the final prototypes, there's not a whole lot more to do other than continue creating more supply chains and end products to sell. Eventually you'll run out of map space, grow the all the cities to their limit, and simply have nothing else to do besides sit back and watch your industry flourish and make billions. However, once you've reached this stage, I firmly believe the game has provided plenty of hours of fun game play and challenge. It is well worth the money from this perspective, and I'd do it again if I could [*]Imperfect UI - There is a LOT of logistics and functions in this game. Is most of it accessible and somewhat easy to use? Yes. Is all of it? No. There are some areas that are a little difficult to figure out how to use properly or streamline effectively. Sometimes the path finder between two warehouses bugs out and you need to save and restart the game as the only fix too. Despite this, I haven't found it to be game breaking or terribly disruptive to the overall game play [/list] Overall rating is a solid 8/10. There's plenty to learn and improve, great game play, but also some things left to be desired. If you like business sim/idle/RTS games, this one is for you. Give it a go, and best of luck to your industry!
찍먹해본결과 OpenTTD의 하위호환 게임입니다. 다른점은 이쁜 그래픽과 기술트리를 찍을수있다는점 정도입니다. 만일 그래픽보다 게임성이 더 중요하다면 OpenTTD를 꼭 플레이 하시기 바랍니다. 아무생각없이 640x480 창모드로 설정하게 된다면 다시는 이게임을 할수없을껍니다. 스팀에서 -screen-width 1600 -screen-height 900 -window을 속성에 집어 넣더라도 640x480으로 돌아가 버립니다. 창크기를 조절할수도 없구요. 똥망겜입니다. 레지스트리나 잔여파일까지 지워주는 프로그램으로 모든것을 삭제한후에나 게임을 플레이 할수 있었습니다. 그리고 UI크기는 창크기에 맞춰 변화하지않습니다. 제가 직접 설정에서 바꿔주어야합니다. 거기서 크기배율을 너무 크게 한다면 또다시 게임을 할수 없게될것입니다. 긴 튜토리얼은 무려 30분이나 소비했습니다. 커리어 모드에서 진짜 게임을 하기 위해 시작했고, 제재소를 지으래서 지었더니 내 마을에서는 목재를 사가지 않았기때문에 다른 기술트리를 찍어 수익을 내야했습니다. 물품을 만들어 배송을 시작했습니다. 해당 업체에서 수익이 얼마나 나는지 알수없고 밑에 간소한 전체 수익을 보는 곳에서 간략하게만 알수 있었습니다. 공장&농장에서 목적지는 단 3곳만 설정할수있었습니다. 그 세곳도 모두 균등하게 배송가지않고 한군데만 계속 배송되어서 결국 물품이 꽉찼다는 경고메세지를 봤습니다. 그 공장&농장에 얼마만큼 물품을 보낼수있는지 설정할수 없고, 물품을 얼마까지만 받을수있는지 설정할수도 없었습니다. 그래도 다른 긍정적인 리뷰를 보았기때문에 좀더 플레이 해볼까 생각 했습니다만. 아무리봐도 똥겜인거 같습니다. 저는환불하러 갑니다. 세일해서 8천원이였지만 한 3천원이나 5천원 미만은 되어야 다시 살꺼같네요. 8천원값어치도 안되는 거 같습니다. 분명 그래픽을 보면 하고 싶고, 긍정적인 리뷰를 보면 재미 있을꺼같습니다만. 왜이리 인게임 들어가서 막상하면 똥망겜인지 모르겠습니다. 플레이하다보면 재미를 느낄수도 있겠지만 경영시뮬로써 필요한 기능들이 없어서 기본도 안되있는거 같아 괴로웠습니다. 경영시뮬레이션이라면 나의 업체에서 수익은 얼마나 나는지, 물류의 이동은 어디로 어떻게 배송이 되는지 어떻게 배송을 보내고 수량은 얼마나 보낼건지 같은 것은 기본사항인데 없습니다. 물론 플탐이 짧아서 제가 발견하지 못했을 수도 있습니다 2년넘은 게임인데 편의성이 개선이 안되었다면 앞으로도 안될 가능성이 많아 보입니다. 결론 그래픽은 보기좋은데 하면 너무 너무 너무 불편하고 개발이 아직도 필요한 부분이 많이 보입니다. Tip.혹시 한글화가 필요하다면 모드를 구독하시고 설정에서 언어를 한국어로 바꿔주시면됩니다. https://steamcommunity.com/profiles/76561198083985711/recommended/671440/#developer_response
I wanted to like this game as I feel it was on the cusp of hitting the jackpot in a niche industry / transportation game with a quirky style. Unfortunately it didn't. The start of the game is ok, although you will probably be floundering for a bit as the industry the tutorial recommends you start with isn't actually that good. The game is a combination of building industries, transporting goods and selling them to various locations. Generally the key thing with these sorts of games is efficiently matching supply and demand to optimise your profits and reduce wastage. Here the game does pretty well as you can fairly easily see how many of each thing you require in a supply chain to ensure everything has enough goods. Where the game falls down is the transportation side. Early game it isn't too bad but later game, you will have a lot of trucks moving all the goods around. The problem is the road capacity doesn't increase and the entrance to the warehouses is only 1 lane, causing this to be a bottleneck that cannot be got around without some serious pre-planning. The issue is the amount of space and pre-planning requires you to build on the assumption you are going to do that right from the start. Whilst it's nice in general being able to know what is coming and optimise from the start, I think it being almost a necessity to stop everything simply grinding to a halt or becoming massively inefficient / tedious isn't great design. Had they build in suitable ways to increase the road capacity then this may have been avoided. There are other forms of transport too (air, rail and sea) with rail often dominating as with most transport games. The problem is this is primarily for longer distances, whilst the traffic problems tend to occur between the production buildings and warehouses. Lastly, the game slows to a crawl once you get far enough in. It will regularly freeze (literally every 5 seconds) and becomes pretty much unplayable at this point. Considering the simplicity of the graphics, roads and pathing, it really should be performing better but this pretty much puts a cap on the game before you get to the point where you really start making big money. If it was optimised and the transportation side of things was improved, this could have been a good little game. As it is, I'd say avoid it. You go through the frustrating bits without getting the rewards at the end due to the freezing issue.
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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