
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 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
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 | 27.4Kreviews | 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 1272 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
amazing game, the system is too intricate and for those who like workflow-maxxing this is the ultimate bureaucracy simulator. played for a day and a half and i felt that I have barely got out of the tutorial.
Construire des villes? Non camarade, on construit des centres de population partagés. Construire une usine? Non camarade, on construit un centre de travail partagé. Construire un hôpital? Non camarade. "On construit un centre de santé partagé?" Non. Camarade. Dans un city builder à la sauce URSS. On atteint un niveau de micro management sympa, où, quand on veut interdire les véhicules lourds sur une route pour éviter les bouchons pour ses trams, on oublie de faire une route secondaire pour les tracteurs, et tout le monde tire la tronche (à moins que ce ne soit à cause du communisme omniprésent *PANG* - "Niet camarade, personne ne tire la tronche ici, oh, et, félicitation pour votre promotion" [cet extrait est totalement fictif, ne fait pas partie du jeu, et est entièrement copié sur un passage de command and conquer, lorsque Kane tue son ... ex bras droit]. Bref. J'ai construit une belle ville, j'en suis content. Que dire de plus? Le capitalisme n'a plus rien à prouver. Le communisme fait mieux. Et je ne dis pas ça parce qu'un gars derrière moi pourrais tout à fait me mettre une balle dans le crâne. Vive le communisme "Da, camarade, bravo".
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $34.3M | 30.2K | 93% | $48.99 | |
| $34.2M | 79.8K | 97% | $19.99 | |
| $34.2M | 317.1K | 89% | $7.79 | |
| $34.2M | 47.2K | 85% | $39.99 | |
| $34.3M | 70.2K | 65% | $29.99 | |
| $34.3M | 24.3K | 87% | $34.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $18.8M | 18.9K | 94% | $29.99 | |
| $2.5M | 2.1K | 91% | $29.99 | |
| — | 0 | — | — | |
| $5.1M | 3.1K | 86% | $29.99 | |
| $3.5M | 3.7K | 92% | $29.99 | |
| $2.5M | 2.3K | 93% | $29.99 |
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, German, Polish, Russian, Simplified Chinese, Spanish - Spain, Italian, Japanese, Portuguese - Brazil, Hungarian, Korean +6 more
| $39.99 |
| — |
| — |
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| $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
só faltou um achievement para ter carne/picanha para todos camaradas por 4 anos seguidos
I am sorry for my stupidity, the game is phenomenal, I was just too stupid to learn some things lol.
Очень не хватает космической программы, а так всё супер. Лучший градострой на данный момент.
Hier fehlen nur noch die Briefträger sonst ist alles dabei, einfach klasse!
[h1]Workers & Resources: Soviet Republic est une vraie pépite pour les amateurs de gestion poussée.[/h1] Le jeu est incroyablement complet et offre une profondeur rarement vue dans un city-builder. Chaque décision a son importance : construction des routes, transports en commun, gestion des ressources, production industrielle, énergie, chauffage, logistique, importations, exportations… On a vraiment l’impression de construire et de gérer un pays entier. [h2]Une liberté impressionnante[/h2] L’un des plus gros points forts est la [b]liberté offerte au joueur[/b]. On peut créer une république totalement autonome, développer ses propres chaînes de production et optimiser progressivement toute son économie. Voir une ville évoluer, les industries fonctionner ensemble et les transports devenir de plus en plus efficaces est extrêmement satisfaisant. [h2]Un système de construction très poussé[/h2] Le système de construction réaliste est également excellent : il est possible de produire soi-même le béton, l’acier, les briques ou encore l’asphalte, puis d’utiliser ses propres véhicules et ouvriers pour construire les bâtiments. Cela donne énormément de valeur à chaque infrastructure terminée. [h2]Des transports et une logistique excellents[/h2] Les [b]transports et la logistique[/b] sont particulièrement réussis. Trains, bus, camions, bateaux et autres moyens de transport permettent de créer des réseaux complexes et très intéressants à optimiser. [h2]Une ambiance unique[/h2] J’apprécie aussi énormément l’ambiance du jeu. L’architecture, les véhicules, les musiques et l’esthétique générale donnent une identité très forte à l’ensemble. [h2]Une durée de vie énorme[/h2] Enfin, c’est un jeu avec une [b]durée de vie énorme[/b]. Il y a toujours quelque chose à améliorer, une nouvelle industrie à développer ou un réseau à optimiser. Plus on comprend les mécaniques, plus le jeu devient passionnant. [hr][/hr] [b]Pour moi, c’est clairement l’un des meilleurs jeux de gestion et de construction disponibles actuellement.[/b] Exigeant, profond, gratifiant et extrêmement addictif. Une excellente expérience pour tous ceux qui aiment réfléchir, planifier et construire des systèmes complexes.
Я теперь понял почему развалился Советский Союз. 10 логистических проблем из 10 недовольных жителей без повода
Można wysyłać więźniów do kamieniołomu i kopalni uranu. Wybitna
My Simbirsk turned into Ulyanovsk :(
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.