
Build a soviet republic from an impoverished country into a rich industrial superpower in a city builder with intricate production chains and a fully simulated global economy. Manage the lives of your citizens from education to work and party loyalty to criminal activity.
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.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Same day: best RU #84, worst PL #89 · 2 markets collected
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): 11.14/day in the week to Aug 22 → 17/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Manage all aspects of your republic in this soviet-themed city builder game. A planned economy puts you in control of everything from mining resources to manufacturing goods and providing services – use this power to make decisions that impact your citizens’ day-to-day lives and their ultimate loyalty to the nation. Whether it’s construction, transportation, trade, healthcare, education, entertainment, tourism, or any of the countless other facets of a full-fledged city, it’s up to you to determine availability, accessibility, and quality. Contend with a deep simulation of global supply chains as you seek fertile soils, ore veins, and viable lands upon which to build your nation – let the radio stations sing your praises and the citizens rejoice in their glorious soviet republic.

Multiple complex simulations work together to bring your cities to life in Workers & Resources: Soviet Republic – whether it’s the price of goods in the global market, the proper distribution of electricity and water, or the increased supply of heat during the winter months, everything can be manipulated with the right actions. Adjust your game settings based on your appetite for complexity in particular areas – civil engineers, urban planners, economists, and simulation enthusiasts will all be able to experience the mechanics they love.
Run your nation with both rubles and dollars as you strike a balance between eastern and western markets, trading with nations from either side of the Iron Curtain to gain access to valuable currency, resources, and technology. Despite following a soviet-styled planned economy, you are a fledgling non-aligned nation – this sets you free to engage in trade with both the Western Bloc and the Soviet Bloc to your benefit. Loyalty to one side is always an option, but flooding one market with your goods might result in diminishing returns, and shunning the other side might see you cut off from useful technological advances.
Familiarize yourself with the intricacies of realistic supply-chain management with over 30 commodities to acquire, manufacture, and transport. Raw materials, processed goods, and waste material all have specific places where they can be stored, with specific vehicles needed for their transportation, and specific structures needed for loading and unloading. Liquids are stored in tanks and moved with the help of pipes and pumps, or loaded onto vehicles with tanks. Mined ores are stored in aggregate storage facilities, and moved with conveyor belts and flatbed trucks and train cars. Processed goods, meanwhile, are shipped around in covered trucks and train cars, and stored in warehouses. Organize forklifts for short distance hauling, build intricate conveyor belt networks to minimize your reliance on vehicles, or use trains to haul goods from one city to another – supply-chain management is an integral part of operating a nation, and you’ll use everything from cargo planes to freight trains to cargo helicopters to make sure everything is operating smoothly.
Every road, bridge, residential building, and factory is built from the ground up with resource costs reflecting the size of the project. Pay market rates for raw materials to execute quick builds with the help of foreign labor, or establish construction offices and provide employment to your population as they head to construction sites to build everything using locally acquired resources. Buildings can require anything from prefab panels, to steel beams, gravel, concrete, and more – produce and supply them locally, or import them to simplify the process. Will you be a self-reliant republic, or will you exploit the international market for rapid expansion?

A nation is nothing without its people – they work the fields, bake the bread, and operate the heavy machinery that keeps the wheels of industry turning. Ensuring the people remain happy and loyal is essential to your success.
Follow your citizens from childhood to the end of their lives, providing them with essential goods such as food and clothes (and alcohol) while simultaneously ensuring they have access to opportunities in the form of education and employment. Be wary of those that lack loyalty to the republic – they are prone to a life of crime, and their reduced efficiency can hurt throughput. Oftentimes, they are best left without access to opportunities where they can do more harm than good. Monitor your nation’s overall happiness and loyalty to ensure few are choosing to leave – provide them with better lives, or rely on propaganda to get the most out of your citizens.
Your peoples’ needs can be imported from neighboring countries, or they can be manufactured locally through complex production chains. Massive fields will harvest grains that can be turned into bread and booze at food factories and distilleries. Clothes factories will produce clothes as long as they have fabric, which in turn is produced at fabric factories with the help of crops, chemicals, and water. Manufacture or otherwise acquire all manner of goods, from the aforementioned necessities to the luxuries of radios and TVs, and transport them from factories to warehouses to local stores where your citizens can obtain them to fulfill their needs.
There are many essential services your citizens will want access to as well – electricity, water, and heat are necessary for survival, each with their own supply chains to maintain. Watch for demand to ebb and flow with the seasons, and prepare for harsh winters lest your population suffers a sudden tragic drop. Education is provided through schools and universities, with higher levels of education opening up additional employment opportunities for your people, unlocking access to new technologies and production capabilities in your nation. Entertainment comes from local parks and theaters as well as radio and TV stations, while physical fitness is provided by local pools and sports fields. Ensuring these services are available and within reach through an efficient transit system is essential for a healthy, prosperous populace.

From roads to railways, and from sea to sky, managing the transportation of goods and people is vital to the health of your republic. As your nation spreads and cities develop around resource hubs littered across massive maps, you’ll find yourself constantly expanding your transportation network to meet ever-growing needs.
Buses, trams, trains, subways, ships, and planes provide public transportation for people to move greater and greater distances, fulfilling needs at distant shops, or providing their expertise at far-flung factories and mines. Operate interconnected systems to facilitate the movement of people across these massive expanses, even using cable cars and winding dirt roads to provide access to the more remote parts of your republic.
Trucks, trains, cargo planes, and cargo ships are essential for moving resources long distances, with different subcategories of each vehicle determining exactly what type of goods it can move. Limited access to certain vehicles might force you to explore transit methods you would otherwise have left behind – or perhaps you’ll build connections at customs offices along your border to enable trade with foreign powers instead?
Build custom airports, plan the placement of train signals, and design intricate interchanges to truly customize your transit networks. Road signs will influence speed limits and vehicle access, runway length will determine accessibility for various kinds of airplanes, and train stations can be built for passengers or cargo, with access points for pumps, conveyor belts, and forklifts to integrate smoothly into your existing supply chains.
Allow your people to purchase cars for private transit, but consider limiting access to such vehicles based on education levels or party loyalty to prevent the plague of freedom of movement and congestion – with well planned infrastructure and transit networks, you can fully control the flow of workers and resources alike.

Workers & Resources: Soviet Republic has dedicated modding tools and a plethora of extensive player-created mods available in the Steam Workshop. Customize your experience with new buildings and vehicles to build the soviet republic of your dreams.
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 | $39.99 | 27.3Kreviews | 91% | — | $34.2M |
| $9.99−75% | 120ratings | 82% | — | 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 1262 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Как истинный архитектор, прежде чем начать строить город, нужно сделать соответственно план города. Нарисовал на листе план, со всем: УЭС, Угольной, Железной, Гравийный и Пищевой заводы, Нефтяные скважины, жилые дома, школы, детские сады, рисовые поля, магазины, бар, Мед. Университет, Технический Университет, общежития, поликлиника, больница, пожарную часть, отделение милиции, здание суда, тюрьма, депо для грузовых поездов, для пассажирских поездов, для трамвая, для метро, для автобусов, для троллейбусов, котельную, водонапорные башни, футбольные поля, парки, аллеи, рестораны, музеи, статуи, бассейны, радиостанции, телестанции, детские дома, Партийную академию, Здание Госбезопасности, отели, Мясокомбинат, лесопилку. По итогу из-за того, что залежи угля находились не параллельно таможне по-моему плану, а перпендикулярно, все пошло мягко скажем не так. Кто пропустил середину текста должен поставить палец вверх! Вообще игра прекрасная во всем мне как архитектору, стратегу с желанием стать коммунистом. Итог: 37 просраных часов на построение плана из 37.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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, German, Polish, Russian, Simplified Chinese, Spanish - Spain, Italian, Japanese, Portuguese - Brazil, Hungarian, Korean +6 more
| $39.99 |
| — |
| — |
| — |
| $0 |
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 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
For 10 schmuckos (as of writing this) it's a steal. If you like Factorio and Cities Skylines, then this game is for you. I was always afraid to play because realistic difficulty is talked the most about and it's this games unique selling point. Having to manage all of these systems (Electricity + Fuel, Water & Sewage, Garbage collections & disposal + demolition of construction and sorting of the waste produced by that; police stations, courthouses & prisons; global events affecting your economy or pandemics sweeping across your republic & Maintenance of your vehicles & buildings) is a lot, especially on top of having to fulfill your citizens basic needs like food, clothing, culture or sports and having to transport them to the factories makes this game really challenging. Realistic [b]mode[/b] on top of all of the above systems will completely change the way you build your republic. Without that mode, you can essentially plop your city in the middle of the map with no connection to a customs house and auto buy/build to your hearts content. With realistic mode turned on you have to transport the resources to your store yourself (distribution offices help with that a lot). With realistic mode turned on you have to build your buildings manually with construction offices, the resources are coming from your storages/factories and workers from your local population (if you have them, otherwise there will always be workers/resources at the customs house). Realistic mode will fundamentally change the way you build your cities and factory complexes. And the typical genres goals of becoming profitable isn't really met by just exporting a bunch, it's becoming self sufficient. Eliminating imports is one of the best ways you can improve your profits. Now all of these systems up there can be turned on and off mid game, so if you mess up with realistic mode turned on for example, you can just turn it off for a moment and fix whatever needs fixing, then turn it back on again. It's a sandbox game, do whatever you want.
游戏非常好玩但是这个秘密警察不能使用一点神秘手段让人们“自愿”忠诚还是太失望了
Житель был недоволен из-за отсутствия канализации. Построил ему во дворе памятник вождю Недовольство исчезло Максимальный уровень коммунизма.
Great game, wish the people could walk a bit more than 400m, but otherwise everything is incredibly detailed and interesting
Mechanically, there are basically two different games in here: the standard mode and the realistic mode. And both work well for what they are. Standard mode plays at a somewhat similar complexity level to most good city builders out there. Realistic mode adds many limitations that, in practice, means you have no option but to engage with the more complex underlying systems of the game. You can't, for example, simply build stuff with money (you need a full construction industry), your buildings can't magically import goods without a route and fleet for that, water management is a pain, etc. I'm very experienced with the genre having played pretty much every city builder out there from the old Sierra ones to the newest Annos and Tropicos and everything in-between, so I thought I'd jump straight into Realistic mode. I don't recommend that, it wasn't a fun time. I do recommend playing the first "campaign" first (the first one is actually a mini tutorial, and I recommend playing [b]before[/b] playing the actual tutorial, as it is more concise), and then figure out where to go from there. The game interface has some usability issues, there's definitely some things that could take less clicks or be made easier like editing vehicle lines and such, but it's serviceable. The game artstyle is, fittingly of course, brutalist. You probably won't make particularly pretty cities here, unless you really like concrete blocks. The game soundtrack is my main issue with it. Yes, the music is all very thematically fitting for a soviet game, but it's all too loud/energetic for a city building game, there's pretty much no chill or zen track in the playlist. So I end up muting the music and playing a playlist with Sim City and Cities Skylines soundtracks or the like.
Достаточно сложный симулятор. Хотя, можно настроить так, что многое будет упрощено. Множество техники, ресурсов, товаров, производственных цепочек и прочее, что заставляет поломать голову, и это действительно интересно. Деревья прокачки, здания, которые открываются после исследований в институтах позволяют перепланировать уже построенное и автоматизировать некоторые процессы. Логистика и планирование производственных цепочек выполнены интересно. Ничего подобного я пока не видел. По крайней мере в жанре градостроения. Но для меня игра оказалась сложноватой. Может, как-нибудь вернусь к ней. Главный минус для меня - дальность поиска у рабочих. Я не помню точные цифры, но гражданам что, трудной пройти больше 500 метров до остановки/магазина/работы??? Я в школу 2 километра туда-обратно ходил 11 лет, а тут взрослые рабочие великого Союза не могут километр-другой пешочком прогуляться.
The most realistic complicated and technical city builder going
I think playing on realistic level is the only fun here. But I dislike the UI with passion. Everything is seemingly a bit random and the game is heavily leaning towards "learn from failure", because it really lacks good or even just consistent descriptions for how each thing works. Tutorial - absolutely pointless. Campaign - the actual tutorial. I'll say, I don't really care for the campaign, it's kinda boring and it doesn't teach the realistic mode (as far as I'm aware). So going custom, building and failing, and using reddit is basically the only way to play this game early on. The game starts at the beginning of the year and you have pretty much the whole year to prepare for your first winter. It's been painful to play the beginning because everything is so slow. Until you figure out that each building has "mechanisms" to speed boost the construction. Great. The game doesn't tell you what type of vehicle can be used to speed boost, or even prompts you to buy them, you just have to "know". What you also have to know is, well - everything else. Wanna build train tracks? You need a specific vehicle for that. Okay. You buy the vehicle? Not enough, it needs *something* else. Reddit says you need trucks to move them from place to place, the cheapest one is 5t, which is light enough to go on a car, but like... I can't get it on a car, it's supposed to be on tracks to build... tracks, but I have no tracks and it's just stuck at the border, like whatever... Water system - it's not enough to build a well and a water tower and a substation or whatever. You have to build a well, and then build a pump, and then build a switch, and then build a water tower, and then build a pump (or maybe not, who knows), and then maybe build another pump, and then build a substation or whatever so it can distribute water. Like, "some" buildings have an "i" icon on them and they have a description, but usually it's just to explain what the building is or how it differs from the other building that's basically the same building. It doesn't show you diagrams or anything. Like, show me what a complete system is supposed to look like. What am I supposed to be using to make it work? Except, you HAVE to build, and fail, and then fix, and every step of the way, you take forever to build ♥♥♥♥, because it takes forever to build ♥♥♥♥ in this game. Like don't get me wrong. The system being complex is NOT the problem. I enjoyed the way I have to basically do everything,. Having 5 different things built into the system before a tap works is good. What's not good is the UI and lack of any sort of description. Also vehicles just get stuck and there is absolutely nothing in place to tell you there is a problem. Or construction offices will just randomly lose association to the border so they do nothing. Workers are very limited in numbers (especially early game) and they just sort of are a mess, causing most of the problems. Like, in the game where I have to worry about every aspect of energy, heat, water, waste etc. I kinda just have a bus, and it picks up workers, and regardless of how much work is done, they pick up ALL the workers and they take it to the construction zone, and then they hopefully finish in like 3 seconds because it was so little left, and then they just despawn. Or like the bus kinda just carries people back and forth between two stops and instead of fixing the AI of workers and passengers, the game basically just goes "so click "force unload" to make sure people have to get off at the stop". Like that is NOT a good system. It will work and then randomly some time later I'll check why every construction is slowing down and it's just because the bus is carrying a 100 workers hopping between the two stops, and like why? Who the hell knows. But there are basically no workers left in the world, because they're all in a constant loop of a bus loading and unloading. And there is nothing in place to be like "Hey, there's a problem". Or even the priority in construction. It's kinda messed up and doesn't really matter. Or like, if you wanna build a heating plant and it takes coal. The building comes with a vehicle parking spot. So after constructing the building, you kinda just make a line to deliver coal. And the trucks goes to the border, buys the coal, brings it into the heating plant. And it just does nothing the heating plant doesn't work. So your only solution is to go online and google, why it doesn't work. And then most likely you'll find a reddit post where somebody was asking this question already, and you find out, you need an aggregate construction attached. Because the building cannot just take coal from the vehicle, it's not that type of game. You have build extra ♥♥♥♥ to take the coal. So at this point, hopefully you've left yourself enough space around to build that truck aggregate, since you cannot move buildings, you have to destroy them and build again. And ultimately I wouldn't care so much about this, if, either, the building itself didn't have a literal parking spot with coal holding facility. Like it creates an assumption that it'll just work, otherwise why can I deliver my truck there without an aggregate? or like idk... MAKE A DIAGRAM AND SHOW ME WHAT A COMPLETE SYSTEM IS SUPPOSED TO ENTAIL. I think there's a good game here, but I really hate its UI, it just either works or it doesn't and you're just supposed to know this stuff. And it gets to the point where you don't know if what's happening is what is supposed to happen or if it's a bug.
Вроде и механики глубокие, но воспользоваться ими мешает: - отсутствие нормального интерфейса - это ужас.. Просто печаль беда, менюшки убогие, строительство разных сооружений раскидано так, что ищешь нужное строение по несколько минут. Настройка маршрутов снабжения тоже мрак... Шрифты разных размеров и с разным выравниванием... - отсутствие нормального обучения - построй одну фабрику, построй другую, получи прибыль. Но вот забывают сообщить, почему фабрика не работает, почему не добывает, почему люди идти на нее не хотят, как переместить товар с одной фабрики на другую... в итоге сидишь и тупишь в попытках разобраться самостоятельно. - отсутствие нормальных описаний строений. Ты можешь построить что-то, но что оно делает тебе никто не скажет. Построишь, там и узнаешь. - да и еще много всякого по мелочам наберется... даже ускорение времени недостаточно высокое, все равно приходится ждать долго. Плюсы не перевешивают всю эту печаль в 2026...
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $18.8M | 18.9K | 94% | $29.99 | |
| $2.5M | 2K | 91% | $29.99 | |
| — | 0 | — | — | |
| $7.5M | 3.4K | 86% | $39.99 | |
| $3.5M | 3.6K | 92% | $14.99 | |
| $2.5M | 2.3K | 93% | $29.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $34.3M | 30.2K | 93% | $48.99 | |
| $34.3M | 12.8K | 69% | $59.99 | |
| $34.3M | 24.2K | 87% | $34.99 | |
| $34.3M | 70.2K | 65% | $29.99 | |
| $34.1M | 88.7K | 97% | $19.99 | |
| $34.1M | 22.9K | 47% | $69.99 |